
edit: (that is a question btw)
Hi Cagar, im afraid i dont understand your questionCagar wrote:GRAZING?!
edit: (that is a question btw)
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Well actualy, theres almost no inertia included in the movement.It takes 0.1 seconds for ship to accelerate to full speed when controller is pushed, but stop is instant when you release the controls(well next frame whitch is 0.016 seconds in case of awaken). What controller are you using? There might be some technical problem im not aware of as its impossible for your reflexes to react that fast and notice one frame delay in case everything work as intended.Cagar wrote:For christ's sake PLEASE remove the inertia. Hasn't this subject been beaten to death in every new developer thread here, yet new devs still never learn?
Inertia is not a good thing in shmup movement and will never be. This is not open for discussion. The movement in your game sucks ass!![]()
Seriously, just try removing the inertia completely and you'll understand that it's much better.Tryzna wrote: as its impossible for your reflexes to react that fast and notice one frame delay in case everything work as intended.
emphatic wrote:DEATH TO INERTIA.
After double checking your previevous arguments regarding inertia i had to agree with you and apply neceseary fix/improvement. But before stating 0 inertia tolerance and start of the witch hunt for inertia i would recomend to observe ship trails in games where player ships have exhaust trails. If your statement would be right there would be just trails with regulary repeating angles when playing on keyboard as moves in other than 45 degree multipes would be impossible. So why in the shmup games with exhaust trail long enought to observe this while attempting rounded movement is trail more or less rounded and not just under degree multiples mentioned above whitch should ocur if there would be 0 inertia?Cagar wrote:http://shmups.system11.org/viewtopic.php?t=44687
None of the games listed here have inertia in movement. Inertia sucks, no matter how tiny it is.
The difficulty was very easy to me, however I didn't even finish the first stage because I quit thanks to the inertia.
emphatic wrote:DEATH TO INERTIA.
Actualy we have been thinking the same today during meeting with soundtrack composer in my living room. And we came to opinion to remove screenshake from regular shooting, but keep it while firing in siege mode as par of the drawback for siege weapon, and i think it also adds more powefull feeling to the weapon.Cagar wrote: Now another distraction: the screen shaking.![]()