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891035 Posts in 33520 Topics- by 24764 Members - Latest Member: Soga

June 18, 2013, 05:59:36 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Mimicking SMB Physics
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Author Topic: Mimicking SMB Physics  (Read 1350 times)
Zack Bell
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« Reply #15 on: December 13, 2011, 08:08:19 PM »

I can see that. As of now, my hitboxes aren't as harsh. I just added the homing missiles and vertical conveyor belts, by the way.
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Zack Bell
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« Reply #16 on: December 14, 2011, 07:28:17 PM »

Almost have all mechanics from the game implemented. Why am I spending so much time on this  Cheesy

Ogmo and Jill were easy. Naija's physics were weird in SMB too...
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Nix
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« Reply #17 on: December 14, 2011, 07:31:17 PM »

It takes a bit too long to change direction while in the air. It's frustrating to try and time jumps when I don't know if I'll be able to reverse in time to avoid a blade.
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Zack Bell
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« Reply #18 on: December 14, 2011, 07:38:07 PM »

Hey, thanks for the feedback! I'll tweak both the acceleration and deceleration. Or it could also be the air resistance variable that modifies them.
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