Загрузка видео...

Не удалось загрузить видео

На главную

Slowly adding more features & polish to the new #SparkTEJ engine, still have to spark's shot and rails but it's coming along nicely. Charged/normal jester dash, magnet dash and down dash have been implemented.

45,229 просмотров • 2 дней назад •via X (Twitter)

Комментарии: 0

Нет доступных комментариев

Здесь появятся комментарии из оригинального поста

Похожие видео

Explaining the Ash Nerf confusion: Patchnotes say: "Dash gives less of a boost when not dashing in the direction you're moving" What does that mean ? I dug into it. TLDR: Redirects above 90° are only really possible at normal Slidejump velocities. Angle and speed of your dash will deviate further and further from where you wanna go based on speed and angle change. 90°: Dash seems to work fairly well all the way up to 90° up to a certain velocity. - At Slidejump velocities it works in all directions. - At Superjump velocities you can still dash full 90°. - Above 90° your final direction deviates more and more from your desired direction as the angle increases. - Backwards dash seems to straight up subtract with whatever current velocity you have. Velocity: - As velocity increases even 90° changes are no longer possible. - And as your speed goes above the speed of the dash, dashing backwards will drop you straight down or you'll even continue traveling forward. Nerd yap: I feels like it's not just a straight vector addition but it does in fact have some velocity/angle thresholds in place. My assumption is that >90° changes stop applying the full dash boost at around the velocity of the dash itself so 600-700hu/s. And that above 90° it is a straight up dot product no matter the velocity. You just don't really notice cus of the low initial speed. But players will adjust to it based on feeling and experience anyways so i currently don't care enough to dig deeper🤷‍♂️

Mokey

67,397 просмотров • 9 месяцев назад