Twitter | Search | |
This is the legacy version of twitter.com. We will be shutting it down on 15 December 2020. Please switch to a supported browser or device. You can see a list of supported browsers in our Help Center.
David Strachan
I've made a teaching aid for people making platformer games to show lots of clever techniques to make jumping feel better. Retweets appreciated.
Reply Retweet Like More
David Strachan Jul 9
Replying to @DavesInHisPants
Change direction quicker at apex – Allows players to cancel a jump mid-air and go back to where they were standing, Allows better control over where they land (especially if it's a moving target), Can better get collectable when in air.
Reply Retweet Like
David Strachan Jul 9
Replying to @DavesInHisPants
Coyote Time – Allows players to press jump a few frames late when running off an edge.
Reply Retweet Like
David Strachan Jul 9
Replying to @DavesInHisPants
Catch missed jumps - If a player doesn't quite make their jump the game should be lenient and give them the extra height, it's doubly important with animations and hit boxes that might lift up the feet when in the air.
Reply Retweet Like
Liam 😷 Jul 9
Replying to @DavesInHisPants
Coyote time, turn back and walking over small gaps seem like they could all be solved with a unified solution - is this sensible or does it make more sense to implement these as individual cases, exposing control values to designers for each?
Reply Retweet Like
David Strachan Jul 9
Replying to @LiamLimeGames
Shhh. Don’t tell anyone it IS that easy. I did all of them in the same 4-5 lines of code.
Reply Retweet Like
♜♥ Colton Jul 9
Replying to @DavesInHisPants
are you planning on sharing the source code? I'd love to see another implmentation of these things, especially corner corrections which i cannot get working right.
Reply Retweet Like
David Strachan Jul 9
Replying to @ColtonJPhillips
It's likely I will, while this code is pretty simple I didn't design it to be robust and able to be dropped into bigger games. If/when I do I will post it on Twitter.
Reply Retweet Like
Ben Tarrant Jul 9
Replying to @DavesInHisPants
Damn this is really interesting & well-presented, thanks for sharing. Flicking the helper off was a night/day experience!
Reply Retweet Like
David Strachan Jul 9
Replying to @Ben_Tarrant
Ah I’m pleased someone found out that if you do all the tricks it gives you the ability to turn them off.
Reply Retweet Like
Martal Aug 2
Replying to @DavesInHisPants
One thing about jumping I don't see covered that much: How does the jumpee (or the thing that jumps?) act when the forward momentum is cut (i.e player stops pressing forward on the analogue stick)? Immediate? Slow down over a period? Is this something you plan to cover ? :)
Reply Retweet Like
David Strachan Aug 2
Replying to @Martal
I've really wracked my brain about this. I collected so much data but it's really hard to put into a consumable format. It's often hard to find a good area to record also when to consistently let go of the jump button for those games that have a float or other mechanics.
Reply Retweet Like