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This is resource YQAQYU1, an Archived Thread.
Original location: http://boards.4chan.org/f/thread/2821693/mario-prototyp… Recognized format: Yes, thread post count is 12. Discovered flash files: 1 File: marioPrototype.swf-(2 KB, 550x400, Game) [_] Mario Prototype Anonymous 06/22/15(Mon)23:53:16 No.2821693 Hey guys, myu dad works for nintendo, and his team found some of the mario protoypes while finding resources and stuff for mario maker, coming out on the WiiU© soon >> [_] Anonymous 06/23/15(Tue)00:44:41 No.2821727 >babbys first actionscript tutorial >copy and pasted code >learned nothing >> [_] Anonymous 06/23/15(Tue)00:57:05 No.2821742 You slide a little too long after moving side to side. Turning up the friction would be a good idea. Collision detection is a little sloppy on the sides of the character. For a real simple example, stand on the bottom one of the black platforms in the middle and walk left--the character will slide through the second black platform. I assume you're sampling points around the character border to check for collision? If so, you might need more of them. Decide on a minimum width for all the objects you can collide with in the game (i.e. the width of your thinnest wall/platform) and then make sure that your collision points on the character are at least as close to one another as that width. And if you're not already, detect if the next frame will involve a collision and deal with it as part of this frame rather than checking to see if a collision has already occurred and then compensating. When your collision checker says that it's detecting a hit, that means you're already inside the object and it's basically too late to deal with it in a reasonable manner. I also think you're being far too strict in the way you cap your falling velocity. Your air speed upwards when you jump actually feels higher than your max air speed downwards while you fall. I understand the reasoning behind capping it in the first place, but having the cap be so low makes it feel very floaty. Are there going to be any slopes, or are all the collision boxes going to be rectangular? If they're just going to be rectangular, you could actually skip all the computationally-costly collision detection checks and just check whether collisions are about to happen based on whether the x and y bounds of the character are going to be within the x and y bounds of the collision boxes. More efficient and it'll solve your clipping issues, too. >> [_] Anonymous 06/23/15(Tue)01:38:37 No.2821764 Worst sidescroller engine ever made. >> [_] Anonymous 06/23/15(Tue)01:42:43 No.2821771 i bet you coded this in Python you new faggot >> [_] Anonymous 06/23/15(Tue)01:58:08 No.2821789 >>2821693 >blocks carelessly thrown around >at the start they're formed in such a way you can get trapped Dumbest piece of shit ever >> [_] Anonymous 06/23/15(Tue)01:59:33 No.2821791 >>2821771 you="faggot" are_a_fag="you are a " print are_a_fag+you >> [_] Anonymous 06/23/15(Tue)02:02:25 No.2821792 needs better hit boxes/10 >> [_] Anonymous 06/23/15(Tue)02:05:38 No.2821795 >>2821742 Haha, what a story, Mark! >> [_] Anonymous 06/23/15(Tue)02:12:55 No.2821804 You fall too slowly, but other than that, the jumping is pretty mario-like. It's very easy to clip into blocks. The camera is zoomed too far in. There'll probably have to be leaps of faith as is. These are my criticisms, also why do you bounce off walls rather than stick to them? >> [_] Anonymous 06/23/15(Tue)02:17:19 No.2821807 >>2821791 question=raw_input("Are you a faggot? ") if question=="yes": print "Good, faggot" elif smoke=="no": print "Yes, you faggot" else: print "You're fucking stupid and a faggot" >> [_] Anonymous 06/23/15(Tue)02:19:10 No.2821811 >>2821795 Thanks, Johnny. You're my best friend. |
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