+splendidnut Posted October 31, 2018 Author Share Posted October 31, 2018 The designers of the Tron arcade cabinet had a solution to hunting the exact pixel perfect gaps between playfield blocks in the tank mini game that might work for ladders as well, but I already see some posters in the thread that may complain. If you can't implement wider zones for the ladders, I dislike the idea of "snapping" the player to the ladder, because that creates an incentive for players to gain an advantage by always trying to climb early. "Snapping" to a grid also gives games a sloppy, jumpy, and inconsistent feel. Perhaps if there isn't a ladder available, the player could continue to go the last known good direction that was pressed? That would allow players to press up or down before a ladder and "pixel perfect" ladder detection is no longer an issue. "Sliding" to the ladders/platforms using a 3/4 pixel wide zone is one of the ideas I'm thinking about doing. It looks like the arcade version does "snapping" to each ladder rung, and "sliding" to a ladder when on a platform and that's probably what people are use to. I believe I had wider zones on the ladders before the August 2018 builds... which people didn't seem to mind that the player could hop on the ladder earlier and climb offset to center.... But then there were issues with getting on the platforms... since they did not have the wider window. Which is due to the fact that I was/am using a trick to calculate whether the player Y coordinate is at a platform. I basically rewrote that code this past March/August to the current implementation which is pixel perfect. To compensate, I implemented the "diagonals" of the Atari controller which some/most Atari games ignore. The code prioritizes the opposite axis to which the player is currently moving allowing easy turning when moving (i.e. if the player is moving right and pushes right/up, the player will turn onto the next available ladder going up). I think the big issue comes when people use the joystick as if it were a 4-way arcade joystick... passing thru the center point when trying to turn. This is what I've noticed when I test the game out on an actually Atari. I believe this is the situation I need to handle better. This is probably where "sliding" should come into play, when the player starts to move from a standstill near an intersection. Quote Link to comment Share on other sites More sharing options...
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