Related. Others?
Guide to implementing 2D platformers (2012) - https://news.ycombinator.com/item?id=31450218 - May 2022 (37 comments)
A guide to implementing 2D platformers - https://news.ycombinator.com/item?id=10202275 - Sept 2015 (32 comments)
The guide to implementing 2D platformers - https://news.ycombinator.com/item?id=4065033 - June 2012 (2 comments)
The Guide to Implementing 2D Platformers - https://news.ycombinator.com/item?id=4005883 - May 2012 (2 comments)
I like the idea of a guide like this. Reminds me of “Implementation of Hex Grids,” another high quality game-related guide: https://www.redblobgames.com/grids/hexagons/implementation.h... and before that, “Beej’s Guide to Network Programming”: https://beej.us/guide/bgnet/
For making the game more fun, you can then add features that are now standard/expected like coyote time. https://www.youtube.com/watch?v=97_jvSPoRDo
> I believe that Mega Man actually employs infinite acceleration, that is, you’re either stopped or on full speed
Yeah, acceleration is essentially infinite.
https://tasvideos.org/GameResources/NES/Rockman/Data
When moving horizontally there's very small lag at the start and then he accelerates to full speed pretty much instantly.
When moving vertically by jumping, his speed is straight up set to some constant. There is downwards deceleration by gravity though, leading to "fall faster" tricks:
https://tasvideos.org/GameResources/NES/Rockman#FallingFaste...