Closed AureaFUNSoft closed 4 years ago
The first issue was fixed by adding margin for the virtual controller from the corner of the screen.
However there was someone who suggested a method to make jumping more easy.
"I did notice something, Now I think I understand why I was missing jumps. Well, the jump button being smaller was one issue, but I see what it is now. If you press jump at the last minute, as you are about to walk off the platform, the player falls and the jump doesn't register. This feel cheap, especially when you are waiting to make a long jump.
The way to fix this is to allow jumping while the character is falling, but only when the down y velocity is small (meaning they just stepped off the platform). The code would look something like this:
if falling_from_platform and player_velocity.y > -0.25:
jump()
The variable falling_from_platform you can set so that the player doesn't do a double jump (for example, set it true when on_floor() is true and then set it false when pressing jump). The -0.25 is a magic number, you will of course have to tweak this for your game speed. The point is to allow jumping when you are just falling a little bit, right when you step off the platform. Hope that helps. " source here.
Already implemented.
Game Version ver. 0.8.beta
Describe the bug Jump button in the gameplay scene is hard to press.
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