Slow movement in low resolution games
Posted: Wed Jul 15, 2020 9:26 am
How would you guys do slow movement in low resolution games (like for example NES games)?
For example move the player for 0.5 pixels at a time.
I tried just rounding the position inside draw(), but results where jerky (which is kinda logical).
I'm now thinking of implementing a system where I just skip frames entirely.
For example 0.5 pixels movement per frame on 60 fps, is the same as 1 pixel movement on 30fps.
I know this has some limitations to what speeds I could use, but I think 0.25px, 0.5px, 1px and 1px+ should be enough for my use case.
Might be good to know I choose to ignore deltaTime and I'm using a "fixed time step with an accumulator" to keep the game running at 60fps (sort of).
For example move the player for 0.5 pixels at a time.
I tried just rounding the position inside draw(), but results where jerky (which is kinda logical).
I'm now thinking of implementing a system where I just skip frames entirely.
For example 0.5 pixels movement per frame on 60 fps, is the same as 1 pixel movement on 30fps.
I know this has some limitations to what speeds I could use, but I think 0.25px, 0.5px, 1px and 1px+ should be enough for my use case.
Might be good to know I choose to ignore deltaTime and I'm using a "fixed time step with an accumulator" to keep the game running at 60fps (sort of).