Timeline for Calculating velocity to reach the jump height while the player presses the jump button
Current License: CC BY-SA 4.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 7, 2024 at 1:07 | history | undeleted | Ifn47 | ||
| Feb 7, 2024 at 1:05 | history | deleted | Ifn47 | via Vote | |
| Feb 6, 2024 at 22:43 | comment | added | Demexis | Three points: 1) In a 2D platformer you'll want to have height control. 2) You don't want to force this through external properties that might affect how other mechanics work. 3) As a game designer, you want to have direct and precise control over the height range, without ambiguous forces. | |
| Feb 6, 2024 at 22:35 | comment | added | Ifn47 | Even so, there's no reason to keep adding velocity when the jump button is still pressed, it's a jump not a rocket launch. Instead of changing the gravity, you can instead add additional downward acceleration, or just make the upwards velocity 0 when the button is released. It depends on what feel you're going for. | |
| Feb 6, 2024 at 22:27 | comment | added | Demexis | This is just an approximate code snippet. In fact, it checks whether the player is still pressing the button, and if not, then the code does not wait for the timer to expire, but immediately interrupts further addition of velocity. Gravity is constant and cannot change for individual objects. | |
| S Feb 6, 2024 at 22:22 | review | First answers | |||
| Feb 7, 2024 at 3:36 | |||||
| S Feb 6, 2024 at 22:22 | history | answered | Ifn47 | CC BY-SA 4.0 |