Author Topic: THE BLOCKLAND ASSOCIATION AGAINST FULL A PRESSES  (Read 4943 times)

Buttons/Input Actions only have two states; up (released) and down (pressed). You can easily represent the button as a boolean with two values (true for down, false for up). There's no in-between; in order to check if the button has changed state, you need to hold the previous state of the button and compare to the current state. Modern game engines do this for you and give you OnPress or OnRelease events (or similarly named) which fire when the state has changed.
This is a matter of opinion. Half presses do exist, and for you to say this kind of drivel deeply offends me.

this seems like an issue with their engine's input handler, as well as your brain.
Ad hominem much? If you don't believe my ideology, than that's your business. If the people don't want it, then they don't have to vote for it. It's up to you. I don't know how it operates in Australia, what with all the communism and such, but in America, I have a right to use half A presses as I so desire so long as it doesn't impede anyone's life, liberty, or pursuit of happiness.


This isn't stuffposting, it's scienceposting.

Why aim for half A presses instead of none at all?
he is aiming for none at all

it just so happens that methods to get down to 0 are not yet found yet because its hard as hell richards and the closest is the quite odd 0.5 a press

currently he needs 30 or so a presses to go through the entire game 100%

If you enjoy the video, then more the power to you, but I personally just can't stand when people take something so interesting (how elements of a game can interact with each other in bizarre and hilarious ways) and basically turn it into one giant unfunny joke that wastes my time.
maybe some of the more science-y videos will appeal to you

he is aiming for none at all

it just so happens that methods to get down to 0 are not yet found yet because its hard as hell richards and the closest is the quite odd 0.5 a press

currently he needs 30 or so a presses to go through the entire game 100%

(i know)

Buttons/Input Actions only have two states; up (released) and down (pressed). You can easily represent the button as a boolean with two values (true for down, false for up). There's no in-between; in order to check if the button has changed state, you need to hold the previous state of the button and compare to the current state. Modern game engines do this for you and give you OnPress or OnRelease events (or similarly named) which fire when the state has changed.

For reference; Axis Inputs do allow multiple states; they're usually returned as float values between -1 and 1 (dependant on engine though) with 0 being the rest state.

Considering all your examples thus far are to do with Mario games, this seems like an issue with their engine's input handler, as well as your brain.
Ah yes, but you failed to consider that this is false.

I mean, McJob. If you REALLY want to get technical like that, then it would be 0 A presses. Pressing is an action, not a state. The action itself is just pushing the button in. What he's doing is holding it down. It's technically not a press at all. Just a release.

However, the reason he considers it 'half' an A press is because he's carrying over the input from a previous time where he had to press A, but not release it. Calling them both 'half a press' to total 1 press isn't really a problem.

[not meming] If I'm going to be serious for a second, half A presses make sense, but parallel universes are total jargon, but they're a real phenomenon, just named in a silly way. [/not meming]

[not meming] If I'm going to be serious for a second, half A presses make sense, but parallel universes are total jargon, but they're a real phenomenon, just named in a silly way. [/not meming]
yeah the name parallel universe doesn't exactly "fit" what it actually is

there could have been another less jargonous term

Parallel world/map would fit.

Jargon or not I still like the name because it makes it sound cooler than it actually is.

Considering all your examples thus far are to do with Mario games, this seems like an issue with their engine's input handler, as well as your brain.
to put it short, yes, it is an input handler thing.