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Group:
Trial Member: Trial Members
Active Posts:
11 (0 per day)
Most Active In:
Fangaming Discussion (5 posts)
Joined:
06-June 09
Profile Views:
2405
Last Active:
User is offline Oct 05 2014 02:58 PM
Currently:
Offline

My Information

Age:
Age Unknown
Birthday:
Birthday Unknown
Gender:
Male Male
Location:
Montgomery, Alabama
Interests:
C++, QT GUI library, FMOD Library, DirectX, OpenGL and Game Maker

Contact Information

E-mail:
Click here to e-mail me

Previous Fields

Project:
SADE Engine (C++)
National Flag:
us

Posts I've Made

  1. In Topic: Trying to implement physics from the Sonic Physics Guide... issue

    06 October 2013 - 08:06 PM

    Like Morph said, the values for the various properties of the player's movement are in terms of displacement per frame, so if your values are increasing or decreasing too fast, then you simply need to lock your frame rate or lock just the physics to a certain frame rate. There many ways to do it, some of which are inefficient and effect the smoothness of the gameplay. I would recommend taking a look at this guide (link). My own engine uses a modified version of the method described in that guide that works pretty well for me.
  2. In Topic: SADE Engine - A C++ Game Engine

    06 October 2013 - 10:33 AM

    I uploaded a slightly modified version to address the problem of not have the correct runtime libraries.

    DOWNLOAD
  3. In Topic: SADE Engine - A C++ Game Engine

    05 October 2013 - 09:23 AM

    I've implemented the corkscrew in this version and fixed a few animations as well as a few other bugs. Layering is still off and you still still get less than half of the level, but that low priority right now.

    DOWNLOAD
  4. In Topic: SADE Engine - A C++ Game Engine

    04 September 2013 - 07:31 PM

    The player thinks it's stuck in the ground when you jump just short enough of the top of the platform to trigger the bottom and side sensors. If this is the case, then the player should only be moved upwards. I'll have this fixed in the next release.