I’ve started posting a regular weekly webcomic on my Twitter feed under the terribly bad name “Friday Comix.” It’s whatever I feel like drawing and I’m trying to spend less than an hour on drawing and assembling them (I’ve been doing a lot of strips where I reuse parts of images). It is mostly an attempt to draw ideas that are stuck in my head or try to capture something bout how my brain feels.
Anyway, here’s the first four, the only ones that exist:
i’m going to be away from my “work” pc until mid-november, so working on art and stuff is on hold until then. but i did manage to get a small voxel thing done late at night.
It’s completely unintentional, but yeah I’d like to keep it.
You have to turn around on the same frame that you enter falling state, which makes you land inside the corner, and the collision correction theoretically would only kick in in that kind of situation. Everything besides the single pixel of a corner just has perfect collision
The other thing I’d do is not invalidate the jump button until a short time has passed (100-250ms, it’s been long enough that I forget but if you play around with it you should find something that feels good).
And when you’re trying to tell if you’ve got it, run it on something with non-negligible display latency (like a TV not set to game mode) (if you care about that as a worst case) – here, that time you spend in forgiveness can be waiting for the first frame to reach the player’s eyeballs.
@flakie did the entire input buffer and frame rate system and I’ve been helping direct it. I’m really impressed by their work and really proud of our project
Sounds cool, I love the amount of stretch you’ve got in the jump without interfering with crisp speed or hitbox readability.
Interesting, can you explain the theory behind this? I usually look for ‘button down’ and ‘button release’ and track the state of digital buttons in code, and respond to most discrete things as soon as I get ‘button down’.