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  1. Person

    The Physics of Cave Story

    No, I'm sure I did. If I change the MAX_VX value, it is dreadfully obvious that quote moves slower when he jumps. I suppose I could experiment with several values....but that might give me something a bit off. I think I am going to download cave story on my older computer and test for air...
  2. Person

    The Physics of Cave Story

    Oh! I didn't realize it, but I did in fact use an air acceleration constant. My constants look like such: final float FRICTION = ((float) 51 / (float) 512), GRAVITY = ((float) 80 / (float) 512), JUMPING_GRAVITY = ((float) 32 / (float) 512), MAX_VX = ((float) 812 / (float) 512), MAX_VY = ((float)...
  3. Person

    The Physics of Cave Story

    If I knew what they were, I surely would include them! Are they in the code Noxid posted? If so I will check... or does the water constants apply to air in that case?
  4. Person

    The Physics of Cave Story

    I suppose I agree with you. It probably is going to become a nightmare for me farther along the line:muscledoc:... but I was trying to keep the code as organized as possible so that I would be motivated to keep working on it. It also makes it easy enough for coding greenies like me to make sense...
  5. Person

    The Physics of Cave Story

    Regrettably, I am a liar, and who would of thought that square tile collision could be so painful... However, I finally took the code to court and won out, so now all collisions are back to normal, in fact, they are better than normal. I fixed the tile hit then jump problem. It is once again...
  6. Person

    *stares in awe* You sir... are born on Pi Day.... you must use this power for good! Also, Happy...

    *stares in awe* You sir... are born on Pi Day.... you must use this power for good! Also, Happy Birthday!
  7. Person

    The Physics of Cave Story

    You seem to have taken the idea farther than I expected. I do not want to change the principal portions of Cave Story, only extend them. Real physics do not apply to Cave Story. It would be as if I wished to apply theories of Renaissance painting to the drawings of Escher. How tall is Quote? How...
  8. Person

    The Physics of Cave Story

    Just to let you all know, the project is not dead. Not far from dead, but not dead. I've bumped up against producing a flexible design for maps, that would allow any java programmer to pick up Tiled and Netbeans and create a new block type in minutes. Been talking about polymorphism and null...
  9. Person

    The Physics of Cave Story

    Well, I was being lazy and didn't respect which side of the hitboxes collided, and also allowed jumping whenever collision occurred. Thus, when quote hit a box side, his velocity became 0 in all directions (he stuck) and he could still jump and move away! But version 4 made everything normal...
  10. Person

    Thank you! I will be sure to put that into version 6!

    Thank you! I will be sure to put that into version 6!
  11. Person

    I know, but at the time lunerSoul had posted in two different topics about someones double post...

    I know, but at the time lunerSoul had posted in two different topics about someones double post and I thought it would be funny. I suppose I will use discretion when posting next time ;) While I have your attention, are the coordinates for quote's hitbox different than the edges of his...
  12. Person

    Wii music: garbage or just misunderstood?

    I haven't bought the game yet, but I just spent an entire hour or so just listening to the soundtrack. My thoughts were that, as a fan of 8-bit sound, the new music is great! However the problem is that for me they took the 8-bit direction too far in some of the more famous peices, especially...
  13. Person

    The Physics of Cave Story

    Sorry, must have made that last post incoherent with my last round of last minute edits. It boils down to an anonymous user editing the document I posted on the first page, whose edits I didn't see except for a small comment he/she added on the end. Because I didn't see anything but the comment...
  14. Person

    The Physics of Cave Story

    *whew* That's a relief. I find it hard to work with this and was starting to be concerned that I would have to work like this in the future. @Dubby Ya, if I implemented this code in a custom engine I think I might keep that behavior simply for simplicity of the code's sake. [Edit] Finally...
  15. Person

    The Physics of Cave Story

    *wide eyed* Now that makes perfect sense! I will go update that document again. It also tells me why Pixel even bothered to work in such atrocious units. Sorry for bothering you with all of this, but as a middling programer (I fear pointers!) my understandings of Pixel's optimized code fall...
  16. Person

    The Physics of Cave Story

    I was not entirely specific... The exact constants I am looking at are the -0x14000 and the one right below it. If you look on the document I posted I have them near the bottom in the camera variables table highlighted in red. I have no idea what they are for, and they happen to be some very...
  17. Person

    The Physics of Cave Story

    That is good to know... I wouldn't know if I would want to fix that or if I would keep the quirk for kicks. I was just looking through the camera code, hard and soft quakes both add a random value to the x and y position of the camera. However I don't see any checks to make sure the random...
  18. Person

    The Physics of Cave Story

    I must have not looked far enough yet into your code but at the top it gives 7 variables and the link you posted gives 8. I'm pretty sure that it was the falling speed variable.
  19. Person

    You obtained the •Viewed Random Forum Member's Messages• plaque... Now go find me infos about...

    You obtained the •Viewed Random Forum Member's Messages• plaque... Now go find me infos about physics simulations! -- To all who see this
  20. Person

    The Physics of Cave Story

    Thanks Lace, I added that information to the document, which I also added. Now if anyone feels like unloading the torrent of information I know they have in the spare moments of boredom... they can! I will continue to work on this until I have something that remotely resembles a design document...
  21. Person

    The Physics of Cave Story

    Alright... So when I'm converting these values, 0x196 turns into 0.79 (rounded) or 406/512 pixels? Also, PlayerTileCollis & 0x100 simply means boolean (Player is colliding with something) BitWiseAnd boolean (That collision is in the downward direction)? [edit]Wikipedia tells me such a...
  22. Person

    The Physics of Cave Story

    Wow, you guys are quick. That code is great Noxid, the first order of buisness is to change those values into decimal for readability (by n00bs like me). I assume it is C++ just more advanced than anything I have learned yet, Wikipedia is my friend :awesomeface: Will update that list soon then.
  23. Person

    The Physics of Cave Story

    The Physics of Cave Story - V.6 Released [Updates] Using the knowledge gathered by the helpful members of the forum, a java program was created to show how far the understandings of technological aspects of Cave Story's physics have come, the bottom of this post contains the latest instructions...
  24. Person

    Thank you! It is quite refreshing to see a microcosm of friendliness flourishing in the...

    Thank you! It is quite refreshing to see a microcosm of friendliness flourishing in the aftermath of S.P.'s post.
  25. Person

    I'm gone now - Bye bye

    Well, that is truly too bad. However the reasons for leaving are sound. This forum no longer has a purpose, and idle hands are the devil's workshop and whatnot. As a longtime lurker, I had much respect for you S.P. and the way you handled yourself on the fourms. I wish you luck in whichever way...
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