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Posts I've Made
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In Topic: Trying to implement physics from the Sonic Physics Guide... issue
20 February 2014 - 02:23 AM
Travelsonic, on 26 October 2013 - 01:57 PM, said:In the game loop I implemented some rest similar to what you, winterhell, suggested for the time being - works good now. :D
[Don't lock thread, powers-that-be, as I may still have plenty of questions going into all this.]
In my engine I've multiplied each constant by 60 (e.g. the change per second) and then each update add the value multiplied by a delta time value. Seems to work great! -
In Topic: Sonic 1 Direction Logic
19 February 2014 - 10:15 AM
Mercury, on 19 February 2014 - 08:01 AM, said:Facing is not strictly based on gsp. Off the top of my head:
- On the ground, facing is set when checking for input. If pressing left and gsp<0, then face left. Likewise if pressing right and gsp>0, then face right. So it's a combination of gsp and input direction - they have to both line up.
Yeah, that's what I figured, so I think my logic is correct:
if(facing_ == DIRECTION_LEFT) { if((gsp_ > 0.0 && x_axis_state_ == AXIS_STATE_POSITIVE) || ground_state_ == GROUND_STATE_BALANCING_RIGHT) { facing_ = DIRECTION_RIGHT; } } else { if((gsp_ < 0.0 && x_axis_state_ == AXIS_STATE_NEGATIVE) || ground_state_ == GROUND_STATE_BALANCING_LEFT) { facing_ = DIRECTION_LEFT; } }
Quote
- In the air, it's different. Facing matches input regardless of speed. So if you press left, he'll face left even while still moving right. Thus you can run right, jump, tap left, turn around, and land facing left but moving right, I.e. some kind of moonwalk.
Ah yes! Thanks I'll implement that.
Quote
- As for the balancing animation, it forces facing when the animation is set, because Sonic 1 does not have a backwards balancing animation.
Cool, dealt with above.
Quote
Actually, the springs simply reverse the direction, they don't actually set. If you hit a spring facing backwards, it'll reverse you so you are still facing backwards. Also, an additional part of the delay is in fact caused by the SST priority. Where the spring changes Sonic's "Memory $22" direction. But it doesn't come into effect until the next frame where the Sonic object gets to read $22 and apply it to $01 correctly. Which is one frame extra than it needs to be.]
Thanks, I'll make my springs do the same.
Thanks both of you! -
In Topic: Sonic 1 Backgrounds
17 June 2012 - 05:59 AM
I see!! That explains everything!
In which case, where I can find out how much each row of pixels is being moved by? (I'm guessing I'm going to have to start learning ASM :D) -
In Topic: Sonic 1 Backgrounds
17 June 2012 - 02:08 AM
Thanks guys, that's all really helpful! I have got more questions though
Specifically looking at the Sonic 1 title screen. Am I right that the background is only made up of two layers? The back layer being the darker mountains, and the front layer being the nearer mountains, waterfalls and ocean?
I just want to clarify that because the image here: http://forums.sonicr...showtopic=25359 seems to indicate there are 3 layers (although, that's probably GHZ, not the title) and when I watch it, the near ocean seems to move quicker than the far ocean - but it could just be my eyes
Also, those backgrounds are amazing for the levels (e.g. GHZ) but on the spriters resource link the title background is again a static image (although I guess I could colour swap the ocean from the GHZ background). -
In Topic: Sonic Adventure Font
04 May 2012 - 08:40 AM
If someone can find a high-res png of a string of text you could get a close matching TTF (or, maybe the original) by using this: http://www.myfonts.com/WhatTheFont/
I tried with some text cut from the image in the OP but the jpeg was too grainy to get anything useful back.
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