updated the code to fix the turning cooldown bug. it definitely feels more consistent off of walls but apparently i’ve played enough with the bug that there are a couple cases where my muscle memory feels “off” (specifically with landing on the ground quickly after a turn).
for my first platformer, i’m pretty happy with how well the physics came together. it’s just a ton of tweaking variables until you get basically what you want, and then programming special cases in to fix small problems.
as an example, it used to be a lot harder to land on your feet out of a corner, but i made a change pretty early on to make walljumps out of corners send you at 45 degrees, rather than the 30 degrees the walljumps usually send you at.
i also used to have it so that your jump would fail if you slid off of a platform, but that rarely felt good and made some hard techniques feel a lot more fiddly, so i changed it so that if you were charging a jump and fell off a platform you would still jump. this is a bit like how in most mario games you can actually press jump a frame or two after you fall off a platform and the jump will still come out.
i’m a pretty big fan of letting players buffer actions by holding them because i feel like eating inputs almost always feels bad and queuing inputs (unless done very carefully) can also feel pretty bad.