History Main / DiagonalSpeedBoost

26th Mar '16 11:59:54 AM LucaEarlgrey
Is there an issue? Send a Message


* ''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.

to:

* ''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
Is there an issue? Send a Message



to:

* ''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
Is there an issue? Send a Message

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
Is there an issue? Send a Message


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.

to:

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
Is there an issue? Send a Message


* 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.

to:

* 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.
28th Nov '15 4:34:33 PM nombretomado
Is there an issue? Send a Message


* ''SecretOfEvermore'': Running diagonally is visibly faster.

to:

* ''SecretOfEvermore'': ''VideoGame/SecretOfEvermore'': Running diagonally is visibly faster.
27th Nov '15 1:19:46 PM Saber15
Is there an issue? Send a Message



to:

* In the ''[[Videogame/{{X}} X-Universe]]'' series, the player use the (player-exclusive) strafing thrusters to give them a small speed boost while using the main engines. Strafing speed is generally much slower than most {{Space Fighter}}s, but on the slow-as-molasses SpaceTrucker transports, it can make a world of difference. However, in practice it is rarely used outside of combat since for travel it is far faster to just turn on the autopilot and engage the Singularity Engine Time Accelerator [[YearOutsideHourInside to speed up the game]]. In ''Videogame/XRebirth'', the ''Albion Skunk'' has very powerful strafe thrusters which are handy for maneuvering without using the shield-sapping NitroBoost.
9th Oct '15 4:31:26 PM nombretomado
Is there an issue? Send a Message


** Speed runs of ''VideoGame/GoldenEye1997'' and its SpiritualSuccessor ''PerfectDark'' pretty much require you to strafe-run everywhere.

to:

** Speed runs of ''VideoGame/GoldenEye1997'' and its SpiritualSuccessor ''PerfectDark'' ''VideoGame/PerfectDark'' pretty much require you to strafe-run everywhere.
8th Oct '15 10:53:41 PM kknizaa
Is there an issue? Send a Message


* ''TabletopGame/DungeonsAndDragons'': Played straight in 4th edition. Mostly averted in earlier editions by increasing the movement cost for every other diagonal tile to 2, i.e. a diagonal move counts as 1.5 squares (making diagonal movement about +6% slower rather than +41% faster).

to:

* ''TabletopGame/DungeonsAndDragons'': Played straight This how it works in 4th edition. Mostly averted in earlier Earlier editions by increasing increased the movement cost for every other diagonal tile to 2, i.e. a diagonal move counts as 1.5 squares (making diagonal movement about +6% slower rather than +41% faster).



** Averted in ''VideoGame/DwarfFortress'' for the x-y plane: diagonal movement takes 362/[[UsefulNotes/PowersOfTwoMinusOne 256]] times as long as orthogonal movement, which is as close as the game engine can get to the square root of 2. Z movement, however, will just add the extra axis movement space.

to:

** Averted in In ''VideoGame/DwarfFortress'' for the x-y plane: diagonal movement on the x-y plane takes 362/[[UsefulNotes/PowersOfTwoMinusOne 256]] times as long as orthogonal movement, which is as close as the game engine can get to the square root of 2. Z movement, however, will just add the extra axis movement space.



* Inverted in ''VideoGame/HeroesOfMightAndMagic IV-VI'' on the combat screen, where diagonal movement takes 1.5 times the amount of movement points for horizontal and vertical movement. (The first three games used a hexagonal combat grid.) Played straight on the overland map, like in most TBS games.
* Similarly inverted in tactical combat of ''VideoGame/{{X-COM}}'' series. Time and energy costs (including terrain penalties) are multiplied by 1.5 and rounded up.

to:

* Inverted in In the ''VideoGame/HeroesOfMightAndMagic IV-VI'' on the combat screen, where diagonal movement takes 1.5 times the amount of movement points for horizontal and vertical movement. (The first three games used a hexagonal combat grid.) Played straight But there's no extra cost for moving diagonally on the overland map, like in most TBS games.
* Similarly inverted Similarly, in tactical combat of ''VideoGame/{{X-COM}}'' series. Time series, time and energy costs (including terrain penalties) are multiplied by 1.5 and rounded up.



* ''TabletopGame/LupinIII'' averts this by making diagonal movement illegal.

to:

* ''TabletopGame/LupinIII'' averts this by making diagonal movement illegal.
8th May '15 7:46:39 PM nombretomado
Is there an issue? Send a Message


* ''[[GalacticCivilizations Galactic Civilizations II]]''

to:

* ''[[GalacticCivilizations ''[[VideoGame/GalacticCivilizations Galactic Civilizations II]]''
This list shows the last 10 events of 105. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.DiagonalSpeedBoost