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- in standard yuuutu engine (engine japan physics, the physics most fangames use) kid walks at a constant speed of 3(px/frame). There is no horizontal acceleration or decceleration. Due to that Kid can only stop on every 3rd pixel (since he skips the other 2). Now when kid runs into a wall he stops right next to it, so that the distance is 0px. That means when he is 2px away from a wall and you walk into it he will only walk 2 px. Now Kid can stand at another set of pixels as before, this is what we call aligns. Since Kid walks 3px/frame there are naturally 3 different aligns to be on. A block is 32*32px that means when you run into a wall 1 block further to the right, you will be able to stand 2px further to the right, or 1px further to the left that you could before. The same align always repeats every 3 blocks (to be exact any multiple of 3px). Standing on a different pixel (or being on a different horizontal pixel in air) matters for a lot of jumps. While you can do most platforming without align knowledge there are some jumps that are heavily influnced by aligns, the most common one of those are corners. http://imgur.com/u52us0H this is a picture for corner aligns. This might be confusing at 1st so I'll explain. The bars are the imaginary walls, the arrows from which side you would hit them. Red is bad align, the green ones are the good aligns (different green = different align). Now to find good aligns in game you just take the shown imaginary walls as a base and start counting 3 from there (usually full blocks). Now I reccommend doing it with the bad align, so if you pass a wall by 1 or 2 whole blocks you know that that align is good. If you have any more questions left feel free to ask.
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