slopes are actually shockingly difficult to program, especially in grid-based games and when programmers don't want to do basic gravity calculations in more realistic games, perfect examples of how awkward it is, Terraria and Skyrim. In Terraria, slopes are probably more jank than here, for example, because the hitbox of a slope is smaller than a full block, you can fit your 3 block tall character through a 1 wide gap, either with the grappling hook item or careful fandangling with the hammer tool, and launch yourself at crazy fast speeds on the PC version, upwards momentum without jumping and without going up a full block at a time can completely break the grid based mechanics that they're expecting to perform calculations on, and it would take an entirely separate, slightly more complicated version of basically all the code to account for positioning, which to be fair to Terraria, it does have some of, but it's way more effort than it's worth to patch out every single edge case, and new ones will constantly arise, so it understandably doesn't. for Skyrim, it treats being on a slope as solid ground (with a slightly updated ruleset), up to a certain point when it treats it as a wall (with a slightly updated ruleset), this as opposed to slightly accommodating for a basic calculation of how gravity would change with sin and cos. All fine, mostly realistic, people can't walk up 89° surfaces, so makes sense. The problem? Horses. The point at which they make the change over to wall mechanics is changed and broken, leading to the infamous "horses can climb basically any surface" glitch. Another case to look at, where they did both a gradient for gravity and a cutoff point (not as hard a cutoff point, where you slide instead of just not being able to walk up them) super mario 64, and possibly the most famous jank in gaming, the backwards long jump, launching you up any set of stairs (treated as slopes for certain calculations), and even skipping a large amount of the game. TL;DR, slopes aren't "difficult" to code, but it's mostly tedious busywork, and you'll rarely get everything unless you have the worlds most precisely defined physics simulator
9:29 they actually are pretty difficult compared to the rest of a platformer physics, because 'naturally' it's easier to work out left-right and up-down individually but with a slope you have to do it at the same time
Is that the same thing that lets something like a giant winged muncher or piranha pop out of a pipe that doesn't have enough room for it to spawn if donuts fall across the ground blocking it?
9:21 - programmer here. Can confirm - slopes not hard to program! While i'm at it, neither are: - hitboxes on stationary things like spikes, - 2 canons stuck to each other that follow gravity instead of flying away to victory. - curved tracks that don't nyoom things at near the speed of light! I'm sure there's plenty i've missed. Hopefully some of the replies can list them. 😀
It's not the tracks being curved, it's them being broken. Broken meaning that the next segment for a track starting here is over here, which is obviously violating the assumptions of how they were meant to operate.
@@Sauraen but broken tracks are accounted for. You can have something on a track fall onto another track and it handles it fine (even nintendo's own levels in the mario games did it). Its only when they fall onto a curved track (which in fairness, it's not like there are many different types of tracks, when QA were testing them, it really is something that should have been noticed.
@@marklonergan3898 I don't think you understand, having a track segment with the ending set to "open" so that an item will fall off the track and onto another track below is not a broken track. And, the game handles falling off a track like this onto a curved track just fine. A broken track can only be obtained with glitches. A basic track is represented by nodes with some kind of pointers between them representing the connection. For example, for a track like O ---- O it would be represented as, node A on the left and node B on the right, and A.next = B and B.prev = A or something like this. A broken track is where you have this, except you manage to move node B somewhere else in the level, but still have A and B point to each other. So the item starts moving from A to one-square-to-the-right-of-A, but then when it gets there it teleports to B. This state can't be obtained through normal gameplay, only glitches. It's not quite this simple but something like this. So yeah, there's a glitch which leads to players being able to create broken tracks, and sure that glitch is Nintendo's fault, but it's not trivial to find or to patch.
What was the premise of the pick-a-path after CP2? felt really natural to me to do what Geek did. What was supposed to direct the player towards the angry sun?
You try the red pipe first, as you drop the donut and get brought into the red pipe area, the wall blows up and you realize “hey I can just go that way” and never try the green pipe.
So by the title of the level, I'm taking it you cheated. Good going, Geek. All these makers creating such wonderful, love filled levels for you. And what do you do? You cheat. That's not right, Geek.
If someone didn't hide their mandatory dev exit well enough, that's on them. And if the dev exit is not required to pass the clear check, it's the creator that cheated.