User Tools

Site Tools


character:physics

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
character:physics [2018/08/23 23:30]
Mistermind [Horizontal Movement]
character:physics [2022/12/25 00:12] (current)
FreedTerror
Line 10: Line 10:
 **Move Back Speed:** How fast this character moves when walking back. **Move Back Speed:** How fast this character moves when walking back.
  
-**High Moving Friction:** When this character stops movingshould it stops immediately or slide slightly (based on the [[global:stages|friction value]])?+**High Moving Friction:** If toggled, the [[global:stages|stage ground friction]] will be used to stop the character from moving.
  
-**Friction:** When forces are applied to this character while on the ground, how far will it "slide". If High Moving Friction is off, this friction will also be applied to the character when its walking. Characters like Hakan (SF4) while oiled up, has a very low friction.+**Friction:** When forces are applied to this character while on the ground, how far will it "slide". If High Moving Friction is off, this friction value will be applied to the character instead.
  
  
Line 26: Line 26:
 **Jump Force:** How much power is applied by this character when it jumps. The higher the force, the higher the jump. If pressure sensitive is enabled, this is the maximum force applied if the input is pressed to its maximum frames. **Jump Force:** How much power is applied by this character when it jumps. The higher the force, the higher the jump. If pressure sensitive is enabled, this is the maximum force applied if the input is pressed to its maximum frames.
  
-**Jump Distance:** When making an angled jump, how far will this character move while in the air.+**Forward Jump Distance:** When making a forward angled jump, how far will this character move while in the air. 
 + 
 +**Backwards Jump Distance:** When making a backwards angled jump, how far will this character move while in the air.
  
 **Min. Jump Delay (frames):** If pressure sensitive is toggled, this is the minimum amount of frames that will be accounted for the take off. **Min. Jump Delay (frames):** If pressure sensitive is toggled, this is the minimum amount of frames that will be accounted for the take off.
Line 35: Line 37:
  
 **Air Jumps:** Set double/triple jumps here. This works as any game with double jump, aka, pressing up while in the air. **Air Jumps:** Set double/triple jumps here. This works as any game with double jump, aka, pressing up while in the air.
 +
 +**Possible Air Moves:** How many air moves can be done in the air.
 +
 +
 +----
 +==== Move Control ====
 +
 +**Default Execution Timing:** How fast the player needs to press each button during the execution of a special move.
 +
 +**Cumulative Force:** Anytime force is added, do we accumulate with current forces? Leave this on if you want new applied forces to stack up.
  
  
Line 45: Line 57:
 **Ground Collision Mass:** The density of the character's ground collision box.  A lower value makes the character stronger when pushing into another character assuming both have same movement speed and weight.  Best to leave this at default of 2 for consistent behaviour. **Ground Collision Mass:** The density of the character's ground collision box.  A lower value makes the character stronger when pushing into another character assuming both have same movement speed and weight.  Best to leave this at default of 2 for consistent behaviour.
  
-**Cumulative Force:** Anytime force is added, do we accumulate with current forces? Leave this on if you want new applied forces to stack up. 
  
 ---- ----
character/physics.1535081427.txt.gz · Last modified: 2018/08/23 23:30 by Mistermind