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Wow, thank you for this!

 Haha. 

Yeah you're right. Otherwise its like "die once to start playing". 

Ohh the good old walljump, i think that feature hits my rating right into the face haha. I was used to the walljump, so i didn't realize the bad behaviour. I think for the input buffer i could simply add a courotine which sets the "walljumpbool" after a certain time (after leaving the wall) to false. But of course i'm interested to see a better variant :)

Thanks for your words. Never got such a detailed feedback.

(+1)

It may not be the best way but what I use is a list of previous inputs I want to track, in my case it was vector2's up to 4 frames prior because I wanted to know directions, but you could do it with bools for input received etc:

List<bool> _prevInputs = new List<bool>();

and then inside each Update() (or method called inside Update):

 if (_prevInputs.Count > 4){ 
               _prevInputs.RemoveAt(0);
 }
_prevInputs.Add(input);

The same implementation can be used to check if we were grounded x frames ago to allow the player to coyote jump.

Your way may be better depending on what you want to achieve or there may be even better ways to achieve this that is more performant that what I've done, this is just simple and works for what I needed.

Deleted 3 years ago