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This is great stuff. When I was working on a platformer I'd read a lot of the code for these classic games (Mario, Metroid, Sonic, Megaman, etc.) to see how th
by Impossible 15y ago
This is great stuff. When I was working on a platformer I'd read a lot of the code for these classic games (Mario, Metroid, Sonic, Megaman, etc.) to see how they did platforming and what the character physics tuning numbers looked like. I've been meaning to do a series of articles that break down games, focusing mostly on gameplay code, enemy behavior and physics. The only comprehensive article I've found like this is the Pacman dossier (http://home.comcast.net/~jpittman2/pacman/pacmandossier.html http://home.comcast.net/~jpittman2/pacman/pacmandossier.html). Everything else is random bits and pieces that can be pieced together, but would be nice to have in one place.
- RodgerTheGreat 15y agoI'd love to read such an article. Platformer physics can be very fiddly and there are a lot of small variations that have a significant impact on "feel".
- doomlaser 15y agoPlease please do this. It would be great. I'd love to read a comprehensive breakdown of classic console platformer code.
- jbermudes 15y agoSonic Retro has a writeup of the physics behind Sonic 2. Check it out, it's exactly what you're looking for and would be a good template to follow for other games. http://info.sonicretro.org/Sonic_Physics_Guide http://info.sonicretro.org/Sonic_Physics_Guide
- Impossible 15y agoYeah I've seen that and it's excellent. My idea was basically to expand on that sort of stuff.