2 ms·
The movement is really hacky (https://github.com/mahsu/MariOCaml/blob/master/object.ml#L161 https://github.com/mahsu/MariOCaml/blob/master/object.ml#L16...), wh
by mahsu 11y ago
The 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.