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| author | Miquel Sabaté Solà <mssola@mssola.com> | 2026-04-06 22:59:31 +0200 |
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| committer | Miquel Sabaté Solà <mssola@mssola.com> | 2026-04-06 22:59:31 +0200 |
| commit | 2d35baf7227cc00ad3ee74bf4652119013ee2689 (patch) | |
| tree | 1b0779af447ebd4d9ca233ea974887c23a4af023 /README.md | |
| parent | 07c2364bcf655d7a32d7205b9f74954da9fa8573 (diff) | |
| download | jetpac.nes-2d35baf7227cc00ad3ee74bf4652119013ee2689.tar.gz jetpac.nes-2d35baf7227cc00ad3ee74bf4652119013ee2689.zip | |
Be more verbose on differences from controls
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 14 |
1 files changed, 10 insertions, 4 deletions
@@ -59,7 +59,7 @@ original. Hence, I've done something that looks colorful and which is within the palettes for this game. Couple this with what I mention below on shooting, and you will quickly realize that shooting is a different experience than the original version. Hopefully this is not too distracting to players which were -used at the original aesthetics. +used to the original aesthetics. Finally, whenever the player fills the shuttle with fuel tanks, the original version displayed a small step of purple being filled in the shuttle. In the @@ -72,9 +72,15 @@ it distracting. ## Controls -The controls of the player should be quite close to the original, even if -physics might be a bit different here and there. Overall, it shouldn't be too -distracting and I'm fine with them being slightly different to the original. +The player will feel floaty as with the original controls, but bear in mind that +physics will be a bit different here and there. Collisions from the player to +platforms will also feel kind of similar, even if, again, they are not an exact +match to the original. In summary, I've tried to replicate the "spirit" of the +controls, without being obsessed to make them an exact match with the original. + +Lastly, note that if you walk close the a platform's edge the game won't force +you down as with the original. I found that unnecessary and it made things more +complex on the technical side, so I skipped implementing this behavior. ## Shooting |
