2 ms·
Even the DOS version allows smooth continuous motion: https://youtu.be/EC_8ljpgySM?t=914 https://youtu.be/EC_8ljpgySM?t=914 Are you talking about the map eleme
by gzalo 4y ago
Even the DOS version allows smooth continuous motion: https://youtu.be/EC_8ljpgySM?t=914 https://youtu.be/EC_8ljpgySM?t=914
Are you talking about the map elements is composed of elements aligned to a grid? It's likely that was done on purpose to simplify computing collisions
- AlecSchueler 4y agoI'm not seeing the smooth continuous motion you're talking about in that video. Every motion leads to hear being placed onto a specific tile, she can never be between tiles. You can see the developer talking about the design in this video, as well as additional comparisons from the narrator on the PoP influence: https://youtu.be/eeMFdrIrdZY?t=2040 https://youtu.be/eeMFdrIrdZY?t=2040 Prince of Persia was one of the main influences in the game's mechanics and the grid system is an intentional emulation of the grid system from the earlier game. The animations are smooth but they are always tied to the grid.
- gzalo 4y agoThe climbing and jumping animations are tied to the grid. But not the walking ones. This is not what happens in other games like Prince of Persia or Oddworld. I agree that she is only in one tile at a time (her position is defined one position in the middle of both feet) But she doesn't just move by full tiles. You can perform step that are fractions of tiles, and combining that with the rotation angles (which are continuous), that must mean that you can be in any place of a specific tile (I.e, each square of the grid has infinite positions). Just tested it in TR1 demo, by rotating and walking backwards slowly, you can go to any place of the grid, and even have some feet in the air. See for example: https://imgur.com/a/0YLbV6C https://imgur.com/a/0YLbV6C