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Message: 5789

Author: Alexandra

Date: 08/04/2006

Subject: Re: In response to some points from Andrew

 

> This makes me think of what may be - or perhaps not really - a
> related phenomenon.
>
> While designing rooms, on various occasions I had to push up the
> lower boundary of a vertical guardian, by 2 or even 4 (e.g. from 208
> to 206 or 204), because the guardian would collide with the floor.
> Sometimes not the first time it went down, but the second time,
> perhaps. This suggests to me that at this particular moment some
> pixels from the guardian's sprite went beyond where they normally
> should be and collided with the floor.
>
> An interesting thing is that in some cases the occurrence of the
> problem or lack thereof depended on the speed of the guardian. For
> example, I had a perfectly-functioning VG moving at the speed of 04.
> I increased the speed to 06 (or perhaps 08), and suddenly the
> collision appeared.

I'm pretty sure that one is because the guardian is moving more pixels
per frame if you increase the speed, and the lower boundary differs
from the upper boundary in that the guardian can slip right past it if
they do not land squarely on it on a given frame. You can rectify it
by moving the lower boundary up a little bit and trying again.

The top boundary is more 'intelligent' and acts as an impassible
force. If a VG has only 2 pixels to travel upwards to the top
boundary, but is moving at a rate of 6, you can catch it moving only
two pixels for one frame (it seems to momentarily slow down).

Oops, gotta go!

Sendy

 

 

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