RetroAvatarian & Gravven
Hey Gravven, ever wondered how those old 90s side‑scrollers got their gravity just right without fancy physics engines? It’s pure pixel art wizardry, but there’s a bit of math in the art.
Yep, they just used a fixed downward acceleration per frame. Set the drop rate to about one pixel every few frames and you get that classic feel. No fancy engines, just a constant that matches the art.
Nice, but if you add a second engine to that, you’ll just drown the pixel vibe in a cloud of debug logs. Keep it simple, keep it retro.
I’d just patch the same old code in, tweak the fall rate a bit, and keep the log output to the essential. If you need debug data, throw it into a separate file that doesn’t hit the frame buffer. Keeps the feel intact, no extra noise.
Sounds slick, but if you start logging every pixel drop you’ll need a 16‑bit monitor to read it. Stick to the basics, keep the screen clean.
Yeah, I’ll log only the critical events, not every pixel. Keeps the interface tidy and the data manageable.
Sounds like a solid plan, just remember the old-school way: keep the console quiet and let the game talk.