| commentid | objectid | typeid | userid | subject | comment | timestamp | parentid |
|---|---|---|---|---|---|---|---|
| 6672 | Troll Bridge | games | 6450 | Great Start! | I'm a huge fan of Zelda and this definitely gave me that original feeling! My only complaint is that the screen is too small, look forward to seeing future versions! | 2002-09-21 19:29:17 | 0 |
| 6673 | Doom Legacy | games | -1 | Re: Where does 1.32beta5 search for wads | in Legacy.html in their docs directory it reckons you should chuck the contents of the archive they supply in the directory of the actual game, and not just use a wad file and nothing else (eg. grab doom shareware, their files and chuck them in one directory). This worked for me when using just a wad file didn't. | 2002-09-21 19:51:53 | 6139 |
| 6674 | 0verkill | games | -1 | Re: 0verkill | you are soooooooo pov luke!!!! pov! pov! pov! | 2002-09-21 23:54:26 | 3728 |
| 6677 | nij | games | -1 | Re: ... | yes, it is linear. <br>But does that matter for the gameplay? <br>Mario/Double dragon jumped linear too... | 2002-09-22 03:59:45 | 6670 |
| 6678 | Doom Legacy | games | -1 | Re: Where does 1.32beta5 search for wads | ubi | 2002-09-22 04:27:56 | 6139 |
| 6679 | 2918 | news | -1 | Need For Speed 3 | Yeah I know, an ancient Windows driving game. (not 2002, not strategy) Yet Linux programmer's can't match it. Or even come close. Sigh. | 2002-09-22 05:14:17 | 0 |
| 6680 | nij | games | -1 | Re: ... | Mario didn't have linear jumping. If you're moving right and jumping in Mario, he'll move along upside-down 'u' shape. In a game with linear jumps, the character would move diagonally up in a straight line, then diagonally down in a straight line.<P> Granted, Mario capped its velocity, so that if you fell a long distance you wouldn't keep gaining speed. That doesn't mean that its motion was linear -- just that you could quickly reach maximum speed. | 2002-09-22 06:04:06 | 6677 |
| 6681 | nij | games | 506 | Re: ... | It definitvly matters and most, I would say nearly all, jump'n runs have non-linear jumps. It a) looks much better, and b) offers far better gameplay, since you can see exactly when the turn-around comes (you will become slower and slower, then you stop, then you fall), it also makes navigation at the highest point of the jump much easier, since the speed will go to 0. With linear jumps you just bounch after a specifc high, which makes navigating much harder, since you can't see when you bounce. Actually to tell the truth, Mario and all jump'n runs where you can dose your jump, use a mix of linear and non-linear jump behaviour. The start of the jump is linear, which means the sprite's y-pos is getting higher until you stop pressing the jump button or a speific max-height is reached, once this happens the jump goes into non-linear mode. All this is necessary to make it possible to dose the jump in a smooth way. In a completly physical correct jump, your sprite would only jump once you no longer press the button, which wouldn't feel that natural (but some sports game actually use that jump behaviour). | 2002-09-22 06:34:23 | 6677 |
| 6682 | Vendetta | games | -1 | Good if your computer cant run vegastrik | This is definetely a great game. Vegastrike is like this, but can't run on my system. This game is nice and smooth. | 2002-09-22 08:13:50 | 0 |
| 6683 | 2928 | news | -1 | ut2003 with ati cards | I hope ati will soon release opengl drivers supporting extensions needed by ut2003! | 2002-09-22 08:39:57 | 0 |