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(1 edit)

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.