PokeVideoPlayer v23.9-app.js-020924_
0143ab93_videojs8_1563605_YT_2d24ba15 licensed under gpl3-or-later
Views : 322,313
Genre: Gaming
License: Standard YouTube License
Uploaded At Jul 5, 2024 ^^
warning: returnyoutubedislikes may not be accurate, this is just an estiment ehe :3
Rating : 4.98 (207/40,879 LTDR)
99.50% of the users lieked the video!!
0.50% of the users dislieked the video!!
User score: 99.25- Masterpiece Video
RYD date created : 2025-02-13T03:58:04.316102Z
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Top Comments of this video!! :3
For a more weighty game you can have a longer landing animation that is conveyed to the player, so once you land there's as sort of cooldown to jumping again. This stops the game from having characters spend 90% of the game off the ground, but the fact is you'll still want to buffer jumps in the code so people trying to get that next jump off quickly won't still hit it too early.
In fact it's not really jump buffering, but input buffering, and it needs to be implemented for a lot of other actions, not just jumping.
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Like he said, buffering helps the game feel responsive so people don't feel like "I pressed the button, but it didnt happen" but do be careful of making the buffer to long mixed with slow animations, cause you also make your game look laggy if people hit the button but your animations won't cancel and they jump more than a full swcond after they pressed jump and don't need to anymore
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The input lag between eyes > hands > controller > game > display is part of it, but also in real life jumping involves the legs extending and isn't an instant action. So it would be unrealistic for beginning to jump early doing nothing. It's really a part of why making the character control according to what the player wants to do instead of literally what they're doing is important. Having a character do something different than what you intended for them to do or what an actual 'person' would do in the situation is a deeply disconnecting feeling.
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These are also called "ghost jumps".
I really like how it's implemented in Kirby games by the way, Kirby already has an infinite double jump flight mechanic, so they have to take extra precaution to not make the player slow down and hover in case they get into a sequence with a lot of platforming that needs to be done relatively quickly.
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Some games, like Environmental Station Alpha, have an option called "hold for jump" where when active, your character will jump as long as the spacebar is pressed.
That just saves you from spacebar spamming in certain parts of the game, while not screwing up platforming sections, as they require more precision and rely on other mobility features, like hookshots and dashes.
So I hope more games had this option
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this also shows up in older vs newer fighting games, like guilty gear xx vs xrd/strive. xx has such a small or even no buffer window for a lot of things like jump cancel into a move and links so you must be frame perfect, which can add to the already difficult task of choosing what move to do based on the enemy's position to continue the combo. xrd and strive add a buffer to make linking and jump cancelling into a move way easier
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@InboundShovel
6 months ago
Wishlist Isadora's Edge on Steam!
store.steampowered.com/app/3125320/Isadoras_Edge/
And you can follow the Kickstarter here: www.kickstarter.com/projects/inboundshovel/isadora…
Thank you!
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