Firstly: Yeah, i changed the player. Reason? Check the coyote time.
Now, main news:
I JUST ADDED COYOTE TIME!!!
Now, what is coyote time?
Well, lemme explain:
It's actually a thing, that allows player (for example) hang in air a few game frames, before turning on the physics and fall.
Yeah, just like in old cartoons.
Now, how does this works?
Well, you see, my player's sprite size and collision mask is 14 pixels in width, and basic square in game is 16 pixel. So yeah, player is thinner than normal block in 2 pixels.
Now, physicly, in the part where i show how player is walking on the path made out of blocks with empty spaces, player, when he stops colliding ground, should fall, but he DOESN'T, and that's because of coyote time.
I also upgraded jump buffer, so now you can jump in mid-air, it's 3-5 frames in game (to find out how many that's in secounds, you should divide 3 or 5 by 60 (FPS in my game), and it'll be 0.05 for 3 and 0,0833333333333333333...(period loop) for five), and that's pretty nice in platformer games.
So yeah, framework is still alive!... than Stickman Adventure or My Little Test Game (IT'S FUCKING DEAD)
Anyways, Have Fun :)

















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