Oct 2, 2015 at 2:00 AM
Join Date: Jul 15, 2007
Location: Australia
Posts: 6224
Age: 39
Pronouns: he/him
We get it, you are obsessed with Jack. Please stop saying his name every 5/6 posts.
How was the game designed to be played at 60 FPS? You can't even get 60 from dividing 1000 (ms) by a whole number.The jumping physics are mostly floaty because the game was designed to be played at 60fps, not 50 (but the freeware version plays at 50fps). Cave Story+ and other releases that play at 60fps feel significantly less floaty because of it.
How was the game designed to be played at 60 FPS? You can't even get 60 from dividing 1000 (ms) by a whole number.
Pixel said:No matter what environment (PC), if it runs well on 60fps, then I will always choose 60fps, without a doubt.
However, at that time, there were lots of PC setups that weren’t 60 fps. There were environments that could set the refresh rate through the program, but there were other environments where you couldn't. Most PC's were at a refresh rate slightly higher than 60fps. When that happens, with a one to two second cycle, the periodical scroll of the screen shook erratically and this affected the game experience--which I didn’t like.
In the end, I made it 50 fps because there were no environments at 50 fps. Regardless what environment it's run on there would be no adverse issues. It's very important that the movement or motion is consistent no matter what the environment.
At first I had contemplated that it was a refresh rate problem. The environment is restricted, but when I saw how smoothly the game scrolled on 60 fps I thought there couldn't be any other choice than 60 fps. There were several other people on the Internet who've had similar thoughts, but then I saw points like it’s more important to make a fun game than to fixate on the refresh rate. I remember at that time feeling like I finally reached a solution.
Cave Story wouldn't have been capable of running at exactly 60 FPS, because it doesn't divide evenly.This was either confirmed by Pixel or Tyrone, but I don't remember who. Either way, what does getting 60 from dividing 1000ms by a whole number have to do with anything? 60fps is sort of the standard for most games.
What I remember hearing was that it was originally made to be played at 60fps, but due to v-sync/the refresh rate of some of the old CRT monitors used for PCs back then, pixel bumped it down to 50fps so there wouldn't be any issues with the refresh rate.
And more importantly, if the game was designed to be played at 50fps, then why wouldn't Cave Story+ play at the same frame rate? The whole reason Cave Story+ has a different frame rate is because that's what the game was originally designed for and now most modern hardware plays nicely with that frame rate. As I said before, I don't remember exactly where I heard this from, but IIRC it was from Pixel or Tyrone.
*SNIP*
Nothing runs at an exact FPS anyways, so your point is kinda moot.Cave Story wouldn't have been capable of running at exactly 60 FPS, because it doesn't divide evenly.
Games aren't very good at it, but video should easily be playable at a constant and exact frame rate.Nothing runs at an exact FPS anyways, so your point is kinda moot.
To be honest I would just like to see a new game from Pixel, one that has it's own story and plot separate from his other games.
that has 2 other games that relate to it nowYou mean, Kero Blaster? Because that's a game that very much exists.
actually these are just respritesKind of Off Topic but kinda isn't at the same time : If perhaps you really REALLY want a Cave Story 2. There was a japanese mod that is kinda hard to find but has original boss fights, new enemies, etc.
Here is a video :
I'm more upset that even the latest version is still a demo. I guess the modder gave up?Yes they are, but the sprites are really good.
Shame there are very few copies of this out there.