History Main / DiagonalSpeedBoost

30th Sep '16 11:51:06 AM Sleeping_Beauty
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** Speed runs of ''VideoGame/GoldenEye1997'' and its SpiritualSuccessor ''VideoGame/PerfectDark'' pretty much require you to strafe-run everywhere.

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** Speed runs of ''VideoGame/GoldenEye1997'' and ''VideoGame/GoldenEye1997'', its SpiritualSuccessor ''VideoGame/PerfectDark'' and ''VideoGame/TheWorldIsNotEnough'' pretty much require you to strafe-run everywhere.
16th Aug '16 10:44:35 AM htuttle
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* Similarly, in tactical combat of ''VideoGame/{{X-COM}}'' series, time and energy costs (including terrain penalties) are multiplied by 1.5 and rounded up.

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* Similarly, in tactical combat of ''VideoGame/{{X-COM}}'' ''VideoGame/{{XCOM}}'' series, time and energy costs (including terrain penalties) are multiplied by 1.5 and rounded up.
12th Aug '16 3:02:06 PM UmbrellasWereAwesome
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* Oddly present in ''VideoGame/{{Halo}} 3'' and ''VideoGame/HaloReach''. Picking up a turret normally causes you to move slower, but moving diagonally negates that speed decrease entirely.

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* ''Franchise/{{Halo}}'': Oddly present in ''VideoGame/{{Halo}} 3'' ''VideoGame/{{Halo 3}}'' and ''VideoGame/HaloReach''. Picking up a turret normally causes you to move slower, but moving diagonally negates that speed decrease entirely.
25th Jul '16 3:27:26 AM Morgenthaler
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** ''VideoGame/DoomTheRoguelike'' uses the so-called {{Angband}} metric; the distance between two points is the length of the long axis plus half the length of the short axis, rounded down. That's still a speed boost within the Moore neighbourhood used for movement (1 + 0.5 rounds down to 1), but it has consequences when determining range for weapons.

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** ''VideoGame/DoomTheRoguelike'' uses the so-called {{Angband}} VideoGame/{{Angband}} metric; the distance between two points is the length of the long axis plus half the length of the short axis, rounded down. That's still a speed boost within the Moore neighbourhood used for movement (1 + 0.5 rounds down to 1), but it has consequences when determining range for weapons.



* ''YoujuSenkiAD2048'' has an odd variation: moving one space diagonally is considered the same as moving one space vertically or horizontally (counted as one space when moving or shooting), but the characters cannot move like this if the spaces next to them are occupied by enemies or obstructions (to put it simply, if you can't move there without diagonal movement, you can't move there period). However, this limitation does not affect attacks (meaning that even if a character can't move diagonally into a space, they can still shoot that space if they're in range).

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* ''YoujuSenkiAD2048'' ''VideoGame/YoujuSenkiAD2048'' has an odd variation: moving one space diagonally is considered the same as moving one space vertically or horizontally (counted as one space when moving or shooting), but the characters cannot move like this if the spaces next to them are occupied by enemies or obstructions (to put it simply, if you can't move there without diagonal movement, you can't move there period). However, this limitation does not affect attacks (meaning that even if a character can't move diagonally into a space, they can still shoot that space if they're in range).
11th Jul '16 3:20:21 PM OtterOverthinker
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Added DiffLines:

* A feature of ''TabletopGame/BloodBowl'', which is played on a pitch divided up into squares, where moving diagonally costs no more points of movement that moving straight forwards. Because movement in open squares is one of the few actions that doesn't risk ending your turn, understanding how to move your players efficiently is a key skill.
26th Mar '16 11:59:54 AM LucaEarlgrey
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* ''VideoGame/{{Undertale}}'' applies this not just to moving around areas, but also the BulletHell attack-dodging interface. This can take a little getting used to if you play scrolling shooters, most of which avert this trope.

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* ''VideoGame/{{Undertale}}'' applies this not just to moving around areas, but also the BulletHell attack-dodging interface. This can take a little [[DamnYouMuscleMemory getting used to to]] if you frequently play scrolling shooters, most of which avert this trope.
26th Mar '16 11:59:36 AM LucaEarlgrey
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* ''VideoGame/{{Undertale}}'' applies this not just to moving around areas, but also the BulletHell attack-dodging interface. This can take a little getting used to if you play scrolling shooters, most of which avert this trope.
26th Mar '16 11:58:11 AM LucaEarlgrey
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Added DiffLines:

** ''VideoGame/OneWayHeroics'' allows you to have a key, that, when held down, restricts your movement to the four diagonal directions, for those playing on a pad or with the arrow keys. Of course, you can use a numpad instead. Given that the premise revolves around outrunning an AdvancingWallOfDoom, diagonal movements are extremely important and can make the difference between "phew, barely escaped the autoscroll, onward for another few hundred kilometers!" and "gods dammit, YetAnotherStupidDeath!"
23rd Feb '16 8:12:05 PM PaulRockson
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Common in square grid based games, the diagonal speed boost is when it takes the same amount of time or turns to move to a diagonal square as it does to a horizontal or vertical square. This means that diagonal movement is about 40 percent faster[[note]]specifically, it's √2, or approximately 1.414[[/note]] as movement in a straight line. This allows whatever's moving on the grid to cover more ground in the same amount of time.

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Common in square grid based games, the diagonal speed boost is when it takes the same amount of time or turns to move to a diagonal square as it does to a horizontal or vertical square. This means that diagonal movement is about 40 percent faster[[note]]specifically, it's √2, or approximately 1.414[[/note]] as than movement in a straight line. This allows whatever's moving on the grid to cover more ground in the same amount of time.
29th Nov '15 5:49:01 PM nombretomado
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* The prototype ''VideoGame/NinjaGaiden'' for the SegaGenesis was a belt-scrolling BeatEmUp where Ryu could only move diagonally unless hemmed in by the top or bottom. This was likely a bug which would have been corrected had it received a final release.

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* The prototype ''VideoGame/NinjaGaiden'' for the SegaGenesis UsefulNotes/SegaGenesis was a belt-scrolling BeatEmUp where Ryu could only move diagonally unless hemmed in by the top or bottom. This was likely a bug which would have been corrected had it received a final release.
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