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jonathanluitjens

Platformer Progress - Coyote Time and Stat Adjustments.

Welcome again to those who came here, we have ourselves another friday which means one thing, time for more updates and other going-on's of the week for what I've been up to this time.


Today's simpler for the most part, but it is DEFINITELY something that could prove to be useful. But do tell, what do I mean by the first half of my report's title, Coyote Time?

Anyone else had experience with hearing that name being used in media, TV, Games, Etc.? From recollection, games like Celeste use this function, but according to definition via Google, Coyote Time sums down to: "A brief delay between an action and the consequences of that action that has no physical cause and exists only for comedic or gameplay purposes."

Or in other words, for this purpose, a small, in idea few-frame windowed area walking off a ledge where you can still jump to accommodate for possible slower reaction times.


It might be hard to see in full speed, but I did try to get an idea of it in action:

The idea is to allow slower response times, or slipping on exact time jumps to still be able to get a jump in where it's fun without being pixel perfect to the floor, which for movement being free-er, is a definite nice thing to have.


It's still a work in progress but is an easy rough.. 5 ish lines of code at the moment.

The main thing to work on is having it be only activated as possible to do when walking off a ledge instead of any jump being a bugged in double jump.

Which is an easy fix by just enabling it when grounded and disabling it when the "Jump" animation plays, this way when he's falling from it still works for the time window. Fall from Walking, not a fall Post-Jumping.


That, and time windowing it to be a certain number of frames upon falling, the time is loose at the moment and way too big a time frame.


On the topic of movement also, a smaller update, Moof's is tweaked a tad. Only a little bit:

Key change so far was just to make movement quicker and stop quicker, I'll work on jump more when I also can tinker the springs to accommodate for the gravity changes that'd follow that, but I could make the jump itself feel better too in the future potentially.


I want Moof to be mobile and fun, so I'll make that work eventually.

"Eventually", however, is the keyword here. I'm getting everything together, but slowly, for better and worse. So I can only provide updates as it further goes along, so until the next post, that's all for me today.

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