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A. Not quite true. From the moment you press the jump button, there is a 10 frame window where if you hold it for the full amount, the jump height will be the maximum.

B. That's weird, there isn't any artificial delay between the press and the jump itself. Input lag maybe. What version did you play and did you use controller or keyboard?

Thanks for playing!

B: Chrome OSX, keyboard

A: Seems there is a disconnect in how the jump is performed (apparently lag-immune) and how it is charged (clearly lag-sensitive) allowing the jump to complete while it's still charging, making the rest of the charge useless

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Oh cool, a fellow mac gamer!

But I dunno really then, I can control the jump heights just fine. And this is on OSX/Chrome/keyboard as well.


Have you tested it under various 'dummy loads'? A common mistake among new developers is to assume that their unstrained A-grade system is a good benchmark for load sensitive coding. (system load being the primary cause for lag)

Oh true, I haven't really. It was a 48 hour jam game so no time for such things. Everything movement wise should be synced to framerate but there can indeed be a slip up there somewhere.

I wouldn't really consider myself a new developer, been programming since the early 90s.

I've just switched to a different computer and it seems that the problem isn't timing, but the game having jumps that depend on a too infrequently occurring collision glitch boosting it.