So the gravity in Castlevania is linear instead of quadratic, then? Linear gravity means the player always falls at a constant rate; quadratic gravity is real life, where things speed up the longer they fall.
Yes, in castlevania you do fall at a constant rate, or at least in the old NES/GB bit ones, I am not too sure about the new DS/GBA ones >.>
qazz42 wrote:
Yes, in castlevania you do fall at a constant rate, or at least in the old NES/GB bit ones, I am not too sure about the new DS/GBA ones >.>
Fair enough, then I can't fault you too much for doing that here.
Awesome! Looks great The gravity feels off to me, too, though I haven't played many Castlevania games to have a feel for what gravity is like. In those games, are you able to single-, double-, and triple-jump?
well, in the non-linear games you are able to double jump. But as I said, I fixed the infinite jump thing
and yes, the gravity was a bit to low, I made the drop a little faster to match the linear castlevania games I should have a new screenshot later
and yes, the gravity was a bit to low, I made the drop a little faster to match the linear castlevania games I should have a new screenshot later
An idea: perhaps have whip action midair not pause the character's falling movement? I'm pretty sure that's not commonly found in Castlevania games maybe by having a non-blocking method of keeping time, like using SetTimer()/GetTimer(), or something of that nature?
Woo, I added an enemy (that does nothing, ofc) but I seem to be running into some slight issues now, regarding smoothness
The new whip action is nice the sprite for the enemy is equally as cool. What are the plans for enemy movement patterns and possible speed optimization?
Ashbad wrote:
The new whip action is nice the sprite for the enemy is equally as cool. What are the plans for enemy movement patterns and possible speed optimization?
I fixed the major "jumping" that happens, but not the slight jump you can see when I am standing still. Soon he should have an attack... don't know how I will pull it off yet, though... I am to tired to work on it for today, shall finish tommorrow
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