History Main / DiagonalSpeedBoost

27th Sep '17 6:47:37 PM Yinyang107
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* ''[[VideoGame/GalacticCivilizations Galactic Civilizations II]]''

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* %%* ''[[VideoGame/GalacticCivilizations Galactic Civilizations II]]''
27th Aug '17 1:36:35 AM SeptimusHeap
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** ''{{Quake}}'' stopped Doom-style straferunning by capping a player's running velocity (by default, to 320 units/second). However, the fix applies gradually, and only applies on the ground, meaning strafing and jumping at the same time preserves the momentum gained from strafing. You can also strafe and turn while in mid-air, speeding you up even further. Some Quake ports have a feature that will have you jump the first moment you hit the ground when you press and hold the jump key. Combining all of these, it's not surprising to see people hurtling around maps, going more than double the normal max speed, and jumping around like... rabbits. It's pretty obvious where the term "bunnyhopping" came from.

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** ''{{Quake}}'' ''VideoGame/{{Quake}}'' stopped Doom-style straferunning by capping a player's running velocity (by default, to 320 units/second). However, the fix applies gradually, and only applies on the ground, meaning strafing and jumping at the same time preserves the momentum gained from strafing. You can also strafe and turn while in mid-air, speeding you up even further. Some Quake ports have a feature that will have you jump the first moment you hit the ground when you press and hold the jump key. Combining all of these, it's not surprising to see people hurtling around maps, going more than double the normal max speed, and jumping around like... rabbits. It's pretty obvious where the term "bunnyhopping" came from.
27th Jun '17 5:25:57 PM nombretomado
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TheOtherWiki calls this [[http://en.wikipedia.org/wiki/Chebyshev_distance Chebyshev distance]].

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TheOtherWiki Wiki/TheOtherWiki calls this [[http://en.wikipedia.org/wiki/Chebyshev_distance Chebyshev distance]].
15th Jun '17 3:16:25 PM MasterMetallix
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* The [[http://en.wikipedia.org/wiki/R%C3%A9ti_endgame_study Réti Maneuver]] in TabletopGame/{{Chess}} (published in 1921, but based on a 1914 game) is a candidate for TropeMaker. The white king is able to chase black's pawn on one side of the board while simultaneously approaching his own pawn on the other. The trick is that black's pawn can only move vertically, but white's king can move diagonally.

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* The [[http://en.[[https://en.wikipedia.org/wiki/R%C3%A9ti_endgame_study org/wiki/Réti_endgame_study Réti Maneuver]] endgame study]] in TabletopGame/{{Chess}} (published in 1921, but based on a 1914 game) is a candidate for TropeMaker. The white king is able to chase black's pawn on one side of the board while simultaneously approaching his own pawn on the other. The trick is that black's pawn can only move vertically, but white's king can move diagonally.
11th Apr '17 6:33:39 PM nombretomado
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* ''SidMeiersPirates'': Land battles allow diagonal movement in this manner. When combined with the flanking bonus a unit gets for attacking from the side it can allow for victory against overwhelming odds.

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* ''SidMeiersPirates'': ''VideoGame/SidMeiersPirates'': Land battles allow diagonal movement in this manner. When combined with the flanking bonus a unit gets for attacking from the side it can allow for victory against overwhelming odds.
9th Apr '17 11:53:55 AM flameclaw0x7
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Not just a problem with grids; most older first-person games implement diagonal movement in a similar way: moving forward in any direction gives normal speed, while a combined sideways movement adds to the speed.

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Not just a problem with grids; most older first-person games implement diagonal movement in a similar way: moving forward in any direction gives normal speed, while a combined sideways movement adds to the speed.
speed. It's arguably even worse, as you can change which direction you're facing to get a diagonal speed boost in any direction.
6th Apr '17 6:55:04 AM Adannor
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* ''TabletopGame/DungeonsAndDragons'': This how it works in 4th edition. Earlier editions 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).

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* ''TabletopGame/DungeonsAndDragons'': ''TabletopGame/DungeonsAndDragons'':
**
This how it works in 4th edition. Earlier editions 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).faster).
** 5th edition also has this, and the rules section about grid movement actually mentions that it may seem strange but you should ignore it as the grid is an approximation anyway.
18th Dec '16 1:24:25 AM sacundim
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* The [[http://en.wikipedia.org/wiki/R%C3%A9ti_endgame_study Réti Maneuver]] in TabletopGame/{{Chess}} (published in 1921, but based on a 1914 game) is a candidate for TropeMaker. The black king is able to chase white's pawn on one side of the board while simultaneously approaching his own pawn on the other. The trick is that white's pawn can only move vertically, but black's king can move diagonally.

to:

* The [[http://en.wikipedia.org/wiki/R%C3%A9ti_endgame_study Réti Maneuver]] in TabletopGame/{{Chess}} (published in 1921, but based on a 1914 game) is a candidate for TropeMaker. The black white king is able to chase white's black's pawn on one side of the board while simultaneously approaching his own pawn on the other. The trick is that white's black's pawn can only move vertically, but black's white's king can move diagonally.
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.
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