Lace
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  • Oh I see
    I must have ignored the fact that it said "arrow". Well, it seems pretty good to me in theory. No unnecessary reaching and such.
    Hm, I'll have to check that out.
    As for the controls, Wouldn't it make more sense for duck to be down arrow? 'D' seems a bit awkward to me, esp. if it's something that needs to be used frequently (which ducking may or may not be).
    I am like at my mom's house for the night rather than my dorm
    so I shut down my desktop (!) and took the laptop with me.
    The only things I would change:

    You currently have the coefficients of static friction and kinetic friction equal. Normally kinetic < static.

    When you're in midair, you should have three cases: left, right, and neither. Right now, you only have left and not left.
    Do you agree/disagree with this reappropriation of physics for a better cause?
    (look out for large blocks of text)

    // VARIABLES:
    // left, right, onground, and jump are bools declaring whether the specific condition is true or false.
    // v[x] and v[y] are the rates of change of x and y respectively
    // g is the acceleration due to gravity
    // k is the acceleration due to pushing off the ground with legs
    // a is the horizontal acceleration of the foot
    // u is the coefficient of ground friction
    // c is an arbitrary constant
    // m is the mass of the creature in question
    // b is the coefficient of parasitic drag
    // r is the acceleration applied when in air


    if (onground) {
    v[y] = 0
    if (left) {
    v[x] += -(g+k)(a)(u)
    } elif (right) {
    v[x] += (g+k)(a)(u)
    } elif (jump) {
    v[y] = -c
    } elif (v < mgu) and (v[x] > -mgu) {
    v[x] = 0
    } else {
    v[x] += -(abs(v[x])/v[x])(mgu)
    }
    } else {
    v[y] += g - v[y]b
    if (left) {
    v[x] += -r - v[x]b
    } else {
    v[x] += r - v[x]b
    }
    }

    x += v[x]
    y += v[y]
    Prolly like the F below middle C or lower, approximately. However, I would not recommend having a hard and fast "boundary" between high, middle, and low. It's more important to preserve the continuity of melodic lines. In a "smooth" melodic line (one in which each note is fairly close to the notes before and after it, as opposed to an "angular" melody, where there are larger leaps between notes) you should rarely (if ever) change waves in the middle of the melody. If you wanted to be really fancy, you could do something weird like gradually fade one out and fade another in.
    148/1000 word essay due tomorrow night
    Once that's done I really wanna play Metroid Prime cos' I just got it.
    Try Wave45 for low notes, Wave24 for middle notes, and Wave11 for high notes. The most important thing, however, is not which waves you use, but doing exponential decay with the volume envelope (since that's what a real piano does). Also, in general when imitating real instruments, low notes should have a brighter sound than high notes (hence the 3 different waves I suggested for just 1 instrument).
    What makes you say that?

    edit: oh you mean cuz of my avatar (and sig)? Nah, I just randomly found this image of an old lady flipping u off and decided to put that as my profile pic, and I figured, while I'm at it, I'd change my avatar back to the "traditional" wedgeofcheesewithawesomeface, since the other one isn't as funny anymore what with WideReciever's "I'll draw you" thread being more or less dead.
    I don't see why not. Why, it was a friend of mine that lent me HIS account for a week or so that helped me decide to get it for myself, so I can definitely pass on the favour. I shall PM thee.
    I'm generally open to favours, but I always reserve the right to decline or otherwise slack off until it never gets done.
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