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Acceleration/deceleration REQUIRED?!?!, Mario fangame wise
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Okay, let me get this straight -- am I also led to conclude that in the case of Mario fangame attempts (platform wise) that in terms of our main targeted characters that have a lead role that acceleration/deceleration is required?!?!  (I do understand that if that's the case, it can't be too much and it can't be too little) As I said in my other topic, the next platforming project that I'm doing is in the early phases and I've been putting in animations for my main participants, but haven't considered doing the acceleration/deceleration aspect. Please don't tell me I have to go back to the drawing board on this front. All right; help appreciated of course. Thanks.
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it's really nice to have it, because ironically i find jumping harder to control if you start and stop on a dime as opposed to having inertia
but whatever
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| QUOTE (Xgoff @ May 18 2008, 07:42 PM) | it's really nice to have it, because ironically i find jumping harder to control if you start and stop on a dime as opposed to having inertia
but whatever |
That's probably because regular video games train you to get used to this.
So playing a game without inertia takes a while to get used to.
Anyway, gradual acceleration, I think, is a better thing than instant acceleration. I'm more used to it as well.
Plus, like Giga Gamer said, it's not that hard to implement, but then again, I use Game Maker and not The Games Factory, so I wouldn't really know about that...
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Grant |
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| QUOTE (Retriever II @ May 19 2008, 02:11 AM) | Technically that's a lack of any acceleration programming where there should be, as opposed to incorrectly used acceleration.
I imagine incorrectly programmed acceleration would be one that made you feel like you were always on ice, or moving around on the moon, when it is obvious that you are neither in the arctic nor in outer space.
As someone said, most players are trained for acceleration in games, so adding it to your engine will make it feel much more natural to them. |
Ah yes, I suppose you are right. I guess I worded my post faultily or something.
To be clearer, though, Super Mario Stardust does feature speeding up from a still position, and I'm sure it has slowing down to a still position as well. The described issue in its engine lies mainly or only in changing direction. So it may be sort of a scenario of "partial" implementation of an acceleration system, though the end result is still contradictions of laws of physics.
(I hope I'm not coming off as overly critical of that particular game or pointing it out as a bad example or something; it's just the most ready-to-mind example to me of a game containing that changing-direction acceleration problem (I think I have seen others too, though I can't remember them), although interestingly a lot of its major fans seem to completely miss this aspect of SMS's engine.)
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Xgoff |
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haha i have no idea how SMS's was implemented, because the usual way of adding (right)/subtracting (left) from an "offset" value includes the side effect of forcing you to slow down and reaccelerate when you change directions
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