Open johngreedjr opened 6 years ago
It might be good to tweak the behavior of the acceleration drop (where Double.Equals(MoveX, 0.0f);
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Let's take another look at this and consider how we can get rid of the "floaty" feeling.
It would be nice if the jumping was dependent on how long you held down the button, allow for tiny "precision" hops. Giving some additional oomph at the end of the jump for sticking a landing on a block or getting up over the edge/corner of a platform would also be a welcome improvement.
Still feels like we take one step too far when coming to a halt, which should be near-immediate.
Floaty feeling can be address with a sharp parabola for the jump, allowing a good height but not much lateral movement.
Input dependent height of jumps is pretty much a requirement.
Started a new branch for jump testing. In https://github.com/nodemules/SuperPlatformerBros/commit/c9c25a3a78da8cf61970dde91208dfd9c71d8aa6 I simplified the jumping drastically to test a few things following some idiot's tutorial. I added the concept of increased gravity multipliers when the player is "falling" as well as the idea of tapping the button = smaller jump where as holding down = strongest jump. It still feels janky in some regard especially when you land and start to move, something probably needs to be tweaked with the redux factors?
While running continuously and jumping as often as possible, it really feels like the Player drags while landing/running - possibly retain acceleration for a smidge while landing
Improve player movement and jumping via acceleration and such.