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June 22nd 2012, 02:53 AM
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metatarasal
Bard He/Him Netherlands
I object 
Note that distances in Dink are often calculated in a square rather than a circle. Common logic dictates that every velocity on a circle centered around (0,0) will have the same speed. However you walk a couple of screens to the right with Dink (just keep on pressing the right button) and while keeping the right button pressed you also press the down or up button you'll see that Dink's horizontal velocity isn't really changed by the fact that he is now moving diagonally.

So really the speed distribution I'm using is in line with Dink's general gameplay mechanism. We also see this with the original fireball which has a speed of 6 and diagonally also gets a horizontal speed of 6. So I wouldn't say my missile script has a less consistent speed, it rather has a different philosophy about what a constant speed is.

Actually I'm convinced that the speed of my missiles is more consistent. As using a constant sum of &posx and &posy also distributes the velocity values over a square but now tilted around 45 degrees. This biases the speeds in the same way as mine, but now biased along the axis rather than around the diagonals. As I explained earlier Dink itself has a speed biased towards the diagonals, so I'd say my system is more consistent in its speed.

Obviously your script is quite a bit more elaborate, with a more efficient use of variables (though mine could be rewritten to use only 4 locals too). It's obviously weighing off advantages, my script is easier to write/edit while yours can aim more accurately.

And as far as crediting people goes, for me there is just one rule: If you use someone else's work give him due credit. If you don't, don't. For graphics/music this can easily be checked, for scripts it can't. So it just comes down to honesty.

EDIT: Now we've discussed this script so much, I think I'll rewrite it so it rounds rather than truncates directions. Shouldn't be too difficult.