3 ms·
I'm not sure if it's the fact I'm using a different computer and keyboard to play this than I normally do, but the left/right control seems to be somehow "off".
by i336_ 11y ago
I'm not sure if it's the fact I'm using a different computer and keyboard to play this than I normally do, but the left/right control seems to be somehow "off". I keep falling in the holes and crashing into enemies.
I have no idea how to word what I mean. Is anyone else experiencing this too?
Also, I can move beyond the beginning of the level. :P
- striking 11y agoI agree. It's difficult to get platformer physics right the first few times around, though. It's deceptively difficult.
- mahsu 11y agoThe movement is really hacky (https://github.com/mahsu/MariOCaml/blob/master/object.ml#L161 https://github.com/mahsu/MariOCaml/blob/master/object.ml#L16...), whereas the actual game takes a more fine-tuned approach (http://s276.photobucket.com/user/jdaster64/media/smb3_physics.png.html http://s276.photobucket.com/user/jdaster64/media/smb3_physic...). It was tough to keep things simple and use a single set of rules without making everything too floaty or heavy.
- yoklov 11y agoI don't think "simple and use a single set of rules" describes the control code for any shipping (action) game. At least none I've worked on. They're all complex piles of special cases and hacks in an effort to make the movement 'feel' right (which works, but is disheartening at first, until you start to expect it).
- striking 11y agoThe Sonic Physics Guide is how I implemented my first (good) platformer physics. https://info.sonicretro.org/Sonic_Physics_Guide https://info.sonicretro.org/Sonic_Physics_Guide It's fairly hack free in the abstract. But reality is often a little different, based on the quirks of your collision detection.
- joshschreuder 11y agoI think Mario has more inertia here than in the actual Mario games, he seems to slide forwards rather than stop as quickly as I would expect.