Game design – effects of variable running speeds in 2D

I get wet and try to design and implement a 2D action platform game. The fight will be a big focus, so I want strict ground and air control so that players can be precise and express their mastery. At the moment, I don't think I want high acceleration and deceleration times because I think they interfere with a "tight" feeling control scheme, but I can correct myself if data or examples say otherwise.

I get a lot of inspiration from a fighting game and I want it to feel that way. Surface-level analysis shows that many fighting games, especially Smash Brothers, usually have two (or more) speeds of horizontal motion – a step and a run, a run and a sprint, and so on. I naively thought, "Well fighting games have it, so if I want it to feel like a fighting game, I have to have it too," but if I think about it a bit, I'm not sure it's worth it, to implement it. Primarily because I don't understand the impact of a sprint mechanic or not.

One thing I quickly discover is that any design question can come down to "it depends", especially the game itself and what I want to achieve. If you need more context, my original idea, the feelings you get when you create a new combination or shortcut, or find new ways to use system mechanics in a fighting game, with the feeling of discovery of breaking up a game, to more closely connect the world in a Metroidvania. So a 2D Metroidvania with action / fighting game level combat. My first thought is that sprinting would open up the possibility of dash attacks, maybe a few crashes, and make moving around the world easier. It also means more implementation work since I mostly run out of buttons, so I would have to do some kind of double tap or smash attack-like analog input to edit it.

My main example of two running speeds in a non-fighting game are some Kirby games where you can start a stroke by tapping one direction twice. What does the context in the context of Kirby mean for the entire game? Would it be better to have a faster base speed and no line? What would be the possibilities if I had a sprint and what would be closed to me?

Perhaps a better example, if not in 2D, is Raidens Ninja Run by Metal Gear Solid Rising Revengeance. It helped him get from encounter to encounter faster, and served to close gaps while under attack.

The first response is that my players only use the sprint to run from encounter to encounter and miss things that I have entered that they may not do if they take their time. I would have to incorporate things that encourage the player to slow down and use it intelligently so that I don't feel like I'm pounding the pace that the player is at. I think "go as fast as I can" is the default mode for most players, and variable running speed is actually not a big choice. I think driving fast, especially faster in comparison, is fun, but is it a worthwhile compromise? I could compensate for this with an endurance system just for sprinting or some other artificial limiter, but I think that opens up a whole range of new implications that I still don't fully understand.


What are the advantages and disadvantages of a sprint?

C # – Update the variable before building the Unity build

If you have a static variable like this:

public class CopyRightCls {

    public static System.DateTime buildDateTime;


That translates into code in your built game that says
"Initialize at startup buildDateTime to default"(since we didn't specify an initializer, C # structures are initialized by default)

If you hire CopyRightCls.buildDateTime = System.DateTime.Now;what you set is that current value in the memory of your editor, Nothing serializes this value to disc or changes the code above to add an initializer that you didn't write. So when you start, you still get the same standard initialization behavior as the runtime that your code runs.

To actually save the value (without dynamically changing your source code), you need to write it down in a serialized data structure – something that will be exported to your game as an asset and loaded from the disc when you run your game.

For example:

(CreateAssetMenu(fileName = "buildInfo.Asset", menuName = "Metadata/Build Info"))
public class BuildInfo : ScriptableObject {
    public System.DateTime buildDateTime;

In this way you can create a new "Build Info" asset in your project hierarchy. You can assign a reference to this asset in any script that must retrieve the build metadata.

Your build processor can then load this object from the asset database and write the new value in it. Make sure that you mark the object with Undo.RecordObject This tells the serializer that you have changed some values ​​that are required to commit to the serialized version.

string infoPath = "Assets/Build/buildInfo.asset"; // Or wherever you keep it.
BuildInfo info = (BuildInfo)AssetDatabase.LoadAssetAtPath(infoPath, typeof(BuildInfo));
Undo.RecordObject(info, "Update Build Timestamp");
info.buildDateTime = System.DateTime.Now;

Terminal – How do third-party programs change the $ PATH variable?

If I repeat mine $PATH Variable, I see the binaries of some programs that I uninstalled previously, and vice versa I don't see the path to some of the binaries that I can use, such as code,

I'm using the default zsh that comes pre-installed with macOS Catalina and as I understand it, $PATH must be set in one of the "main" start files in /etc/ or a user-configured override that can often be found in the user's home directory.

But there has to be more, because when I run:

cat /etc/zsh* ~/.zshrc /etc/profile /etc/bash* | grep PATH

## only ~/.zshrc is included because it's the only one in my home directory

The only result that is returned is that PATH Variable that I exported to mine ~/.zshrc File. This definition does not include the uninstalled binary files that are still present on the Echo $PATH or the "hidden" binary files that are not present in the echo $PATH can still be executed anywhere from the command line.

So my questions are:

  1. There must be another file that I don't see and that is updating it $PATH Variable in front of my own custom file. Where can this file be, if not the startup files that were caught from my previous one cat Command?

  2. I don't think you need to update that $PATH Variable with the location of a binary file so that it can be executed anywhere in the terminal. If so, how is it done?

Coupled differential equation with variable coefficients

Need a suggestion to implement and solve this coupled differential equation in mathematica.

$ frac { delta} { delta t} F_ {1} (x, t) = C_1 (x, t) F_ {1} (x, t) + C_2 (x, t) F_ {2} (x , t) $

$ frac { delta} { delta t} F_ {2} (x, t) = C_3 (x, t) F_ {2} (x, t) + C_4 (x, t) F_ {1} (x , t) $

With the initial state $ F_ {1} (x, 0) = g (x) $ and $ F_ {2} (x, 0) = 0 $,

wp localize script – How can I get a variable from the PHP function and use it in wp_localize_script?

I need dynamically created meta fields for the WooCommerce product category. Almost everything works, only one thing has to be solved for me. I need to get the dynamic variable $ count from PHP and insert it into the javascript file. For this I try to use wp_localize_script. Below is my scripting function where I need to use the $ count variable.

function register_admin_scripts(){
    wp_enqueue_script('admin-scripts',  get_template_directory_uri() . '/js/admin-scripts.js', array('jquery'), true);
    wp_localize_script('admin-scripts','count', array('value'=>$here_i_need_count_variables));

And here is my function to register dynamically added meta fields in the product category. And I need to get the $ count variable and use it in the localization script above.

function product_edit_cat_meta_field($term) {
    $links = get_term_meta($term->term_id, 'links', true);
                        $count, $link, __('Remove Link') );
                        $count = $count + 1;
            } ?>

It is possible that it is something simple, but I stuck to it and have no idea how to find out.
Any help would be appreciated.

woocommerce – Select2 cannot be added to the selection in variable product (admin)

I am trying to add select2 to an input in WooCommerce variable product admin.

I added select2 to a class so it can be reused. However, it seems that it is not working. It works anywhere on the page, but not in the variation meta box.

My initial theory was that the variations load when you click out of the product data container, so I found this event woocommerce_variations_loaded and bound a function here that select2 then applied – but it didn't work.

So I'm back in first place. What am I doing wrong and how can I get it to work?

(function($) {
    "use strict";


    $('#woocommerce-product-data').on('woocommerce_variations_loaded', function(event) {

})( jQuery );

Any ideas? TIA.

Trigger javascript event stored in a variable in jQuery

This is a question that relates to best practices rather than a problem to be solved:
I have a button type=submit to which I use an eventListener in jQuery as follows:

     //No envía el formulario
     //Lo envía

My question arises in the shipping section because I do it as follows:


However, I wanted to know if there was a way to use the variable e where the send event was saved and use it to send this form.
Thanks a lot!

Assign a PHP variable in order

Good night, I'm breaking my head to solve a problem that has arisen in my project. I intend to use the _GET method to get a value for the same page to populate a list of products every time the user selects a product from the list, submit the form by filling in the next field Fill in the same page. I try the following code:

$id_produto = $_GET("id_produto");


    if(!empty($_SESSION("produto2") = $row_produtov("descricao"))){
       $_SESSION("produto3") = $row_produtov("descricao");
       $_SESSION("produto2") = $row_produtov("descricao");
   $_SESSION("produto1") = $row_produtov("descricao");

The buttons on which you get the values:


PS, my knowledge of JavaScript is very short, this year I will focus on learning.