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Question about Game Maker Sonic engines accuracy

#16 User is offline flamewing 

Posted 15 October 2015 - 01:23 PM

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View Postwinterhell, on 15 October 2015 - 03:34 AM, said:

This makes the precision on average 2.8125 degrees. Those 128 values however represent only 1/4th of the full circle, and there is a supplementary value for the X/Y flip. Thus their precision on average is actually better than 1 degree, 0.703125 in fact.

Ah, no; you were right in the strike-through part: x-flip and y-flip have nothing to do with angles, and the 128 values do represent the thole circle.

#17 User is offline winterhell 

Posted 15 October 2015 - 01:49 PM

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Alright :)/> It's been a while since I worked with that so I'm misremembering things.

Still, the precision in the classic games is impressive given the hardware capabilities.
This post has been edited by winterhell: 15 October 2015 - 01:57 PM

#18 User is offline DigitalDuck 

Posted 15 October 2015 - 02:27 PM

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You'd probably get away with only 32 values for the whole circle anyway. The loss in precision isn't going to be noticeable unless you're trying to play through the original levels on muscle memory.

#19 User is offline AeroGP 

Posted 23 October 2015 - 03:37 PM

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View PostChaos Rush, on 14 October 2015 - 11:40 AM, said:

... Another issue I have with these newer engines is that there's too much implemented (I know that sounds ridiculous), I would really just like plain-movement versions (I like to implement things my own way).


I can arrange that. Give me about a week to finish the collision scripts I've been working on, and I'll post the results here.

#20 User is offline Chaos Rush 

Posted 24 October 2015 - 01:33 AM

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View PostAeroGP, on 23 October 2015 - 03:37 PM, said:

View PostChaos Rush, on 14 October 2015 - 11:40 AM, said:

... Another issue I have with these newer engines is that there's too much implemented (I know that sounds ridiculous), I would really just like plain-movement versions (I like to implement things my own way).


I can arrange that. Give me about a week to finish the collision scripts I've been working on, and I'll post the results here.

Sweet, sounds awesome. I've already started my own engine following the physics guide but I haven't worked on it much due to other projects I'm also working on, so that'll come in handy. I do someday want to just make a classic-styled fangame that acts as a "real" Sonic 4, or at least help contribute to one of sorts.

#21 User is offline AeroGP 

Posted 24 October 2015 - 04:42 PM

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The basic build is now ready.

Q key: rotate gravity clockwise
E key: rotate gravity counter-clockwise
W key: rotate gravity 180 degrees
C key: debug movement

#22 User is offline AeroGP 

Posted 05 November 2015 - 02:06 PM

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Updated the build to fix some bugs and simplify the structuring a bit. Also added some new objects to test. Just use the previous link above.

#23 User is offline Aerosol 

Posted 05 November 2015 - 03:00 PM

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Psst

Throw out an exe so those of us without GM:S can dick around with it. Pretty please?

#24 User is offline AeroGP 

Posted 05 November 2015 - 03:16 PM

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There isn't much to see that you'd want to try out. Aside from some internal restructuring and redesigns, it's functionally identical to the engine build I posted half a year ago, but with even less stuff to play around with.

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