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Thread: Link->Jump not as documented.

  1. #11
    ZC Ambassador Tamamo's Avatar
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    Oh right, not a bug. Marking this as fixed then.

  2. #12
    Mad, Mad, Author ZoriaRPG's Avatar
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    Quote Originally Posted by Saffith View Post
    Jump isn't a single frame thing; it drops gradually as gravity slows him down. Setting Link->Jump to 10 moves Link upward 10 pixels per frame, then 9, then 8...
    I set Link->Jump = 10, followed by Link->Jump = 0 ...


    I'm going to need to test it with frame-advance, to confirm what's happening.

    I should note that what I perceive to be buggy-ness is for sideview-gravity, which is inherently broken in many aspects.

    It would be so nice if this was a floating point value.

    Quote Originally Posted by Tamamo View Post
    Ignoring the photoshopped-in-person, my mind is burning trying to remember from what TNG episode that frame was taken. I know that scene, but I can't place it. It looks like a typical day, around here.
    Last edited by ZoriaRPG; 01-21-2016 at 05:47 AM.


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  3. #13
    ZC Ambassador Tamamo's Avatar
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    it is, internally.

  4. #14
    Mad, Mad, Author ZoriaRPG's Avatar
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    Quote Originally Posted by Tamamo View Post
    it is, internally.
    Unfortunately, on the lexer end, it's classified as an integer. It really should be converted into a floating point scale, and adapted to a fixed, like ffc coordinates. In fact, most of the ffc coordinate code could be reapplied to the Link coordinates, I think.

    This shouldn't break anything, or at least, not in an important way.


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  5. #15
    ZC Ambassador Tamamo's Avatar
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    they all are
    keeps things simple

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