Espozo wrote:
psycopathicteen wrote:
Wait nevermind, I looked it up and its a minigame in Splatoon.
I mean, it originally was. However, it looks noticeably different (for some reason, I couldn't find any native resolution images, but the Wii U Gamepad's 854x480 resolution is stupid anyway):

OmegaMax wrote:
The screen is 320 pixels so 320/8 = 40 chars/tiles
Yeah, he must have not been thinking there... I would make a list if there weren't 10's (probably over 100 including arcade boards) that used this resolution.

I see that a video was made for this demo:
https://www.youtube.com/watch?v=TfQGcfEFOJk (this is the original Wii U version if anyone is curious:
https://www.youtube.com/watch?v=sb0uezlTpxA)
I don't mean to be a jerk, but was the change in physics due to the reduced code size, because you couldn't figure out how to get the physics right regardless of size, or do you just not see anything wrong with it? You appear to hang in midair for a second in the C64 version.
Indeed it is 320x200 from a Commodore 64.
Player controls are usually balanced at the mid way to the end depending on the game. So at the start I wanted to see the rough cost of doing the parabolic movement, but I didn't want to make it hard to play, I want to be able to zoom around and test quickly. Hence why you can do those little hops, good for testing the ends of a platform and getting your self in position. The "hover" also makes it really easy to land on anything you want, keeping my engine testing and speed test iteration speed high.
In other games you have other things to tweak to adjust the game play, enemy patterns, number of enemies, time limits, firing speed. Squid jump the game is basically judging how far you need to jump and how far the animating sprite is telling you are going to jump. So the levels,player movements and player animation speeds need to be designed and tweaked hand in hand. Since the "stolen" "crack" that video was made from, the player controls have progressed to having a "physicsy" FSM with a concept of momentum, i.e you slide off the ice platform and you don't just sink like a rock

If you land on the conveyor belts of the opposite direction, you keep sliding in your original direction and slow down before getting thrust the opposite way.