Happy Friday Saturday, listeners! Allow me first to apologize for the lateness of the show this week. Despite Geraldo Beedog's shocking accusations of scandal, the truth of the matter is that there was simply a bit of trouble uploading the file yesterday, and it really isn't any more interesting than that. But without further ado, highlights:
- Colette's on a plane! For real!
- What is a platformer?
- Let's argue about it!
- Pancakes. Don't make me do it.
- Chad gives us a lesson in ergonomics
- Double jump!
As always, you can subscribe to us on iTunes to get the show early, or you can check it out right
here. We'll catch you again next week, hopefully on time.
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I'm glad I'm gonna have retroforce with me for that.
Ditto
Speaking of which, yeah, they need to make a real Banjo-Threeie. Totally agree.
When programming a game, it is conventional to use a co-ordinate system when printing the sprites and this starts on the left hand side of the screen at zero. I know when I start off programing something, I give the initial test co-ordinate something like 10 so that it starts on the left hand side. Naturally you want to run to the other side of the screen when the sprite is printed, this way being to the right. From there it just stuck.
http://pixelatedgeek.com/wp-content/uploads/2009/05/05thumb.jpg
It really pulls at your heart-strings. Loved the episode, especially the fact that there seem to be more criteria for what constitutes a platformer than there are actual games...
I AM ERROR
It's been employed widely in all visual art mediums for a long, long time. That's the reason for side scrollers to favor this direction, whether the designers are knowingly employing it or just copying that convention from other games where it was consciously implemented to achieve that effect.