#platformer mechanics
Explore tagged Tumblr posts
programnoir · 1 year ago
Text
Platformer Mechanics: What is Coyote Space?
While Combat Nightsuit Saboteur is going to be a simple game in terms of game mechanics as a platformer, there's one mechanic that I personally feel is essential to platformers besides jumping, and that's coyote space.
The term coyote space comes from the cartoon Wile E. Coyote and the amusing gag where he will walk off of the edge of a cliff for a few steps before it's too late for him to recover. In gameplay terms, players who walk off of an edge (or run, slip, etc) will have a limited amount of time or frames where they can still jump.
You may be asking, "is coyote space that necessary to implement?" In my expert opinion, yes, absolutely.
Take an innocuous section of your typical platformer game, such as the below screenshot:
Tumblr media
When platformers do not implement coyote space, I feel that their gameplay becomes inherently too strict, due to how human it is for your timing to be a few fractions early or late. Coyote space is crucial because we are not calculators that know the precise instant that our next pixel will be the last chance to jump.
Because of this lack of insight and our natural margin of error, the scenarios in the above screenshot show where issues in a platformer without coyote space will be exacerbated. Platforms with a very small amount of horizontal space (like the platforms on the left) and areas with an overhang matching your floor's width (the platforms on the right) are guaranteed to produce a degree of frustration. Either you slip off because you jumped too late, or you hit your head on the ceiling due to jumping too early.
Coyote space solves both of these problems. The video below demonstrates a before-and-after with an exaggerated coyote space window of 0.5 seconds to show the effect.
Coyote space is one of the many small things that makes game development take longer to polish and perfect, but it's worth it to preserve a satisfying player experience.
5 notes · View notes
rokketeer · 1 year ago
Text
Tumblr media
Point for the home boy
215 notes · View notes
vaguely-concerned · 7 months ago
Text
thematic throughlines I am noticing in veilguard so far:
-- even at times when everyone involved is acting with the best of intentions, bad things and consequences still happen. how will you live with it, how will you move on from it? (b/c the alternative isn't pretty)
-- parenthood, leaving a legacy in other people's lives, what do we owe each other -- and what is too much to ask of anyone?
-- the tension between individuals and the organizations and structures they exist in
-- the transcendent power of love and connection to overcome despair (this is a bioware game that one comes free on the bingo card)
-- if there were a bunch of gigantic hands everywhere would that be cool or what? (it would)
20 notes · View notes
folksy · 5 months ago
Text
the age old (70 year) problem of wanting to play video games but you suck at video games
18 notes · View notes
creekfiend · 2 years ago
Text
today's filmed training
191 notes · View notes
bwunnishit · 2 months ago
Text
Tumblr media Tumblr media
Losing followers actually makes me lose my shit!!! I thought you guys loved me!! Wtf
Tumblr media Tumblr media
10 notes · View notes
mizukidevlog · 6 months ago
Text
New Combat Mechanic!
You can now 'BREAK' enemies in Mizuki and the Crimson Moon!
What is breaking?
'Breaking' an enemy allows you a few extra moments to reposition or do some extra damage! I'm even thinking of implementing a healing mechanic of some kind to better take advantage of a 'broken' enemy.
In order to break an enemy, you need to hit them just right. This is done by hitting them with the right attack, hitting them in the right place, or hitting them at the right time. Usually, it will be some combination of these three.
The reason I've implemented a Break system is because I wanted to find a way to make combat a little more interesting in my platforming game. Teleporting definitely adds depth and maneuverability, but until you unlock extra attacks, not much else was happening. My hope is that this makes combat reward skill and make it more satisfying.
Tumblr media
That's all for today. With this system implemented, I'm ready to finish up the first boss! And by the way, learning how to 'Break' a boss will be key in getting through each fight.
15 notes · View notes
1o1percentmilk · 2 years ago
Text
Tumblr media
repostober 6
84 notes · View notes
hextechmaturgy · 1 year ago
Text
hades 2 boss spoilers
lord i haven't been able to kill chronos a single time i'm playing on ultra mega baby mode and i'm still taking nothing but Ls 💀 what is gramps ON!!
25 notes · View notes
lycorisicecream · 3 months ago
Text
Tumblr media
Baneberry, a man who's totally and most certainly not morally questionable in certain ways
5 notes · View notes
amani-outrider · 8 months ago
Text
i will honestly be surprised if Mythic Ansurek is killable as it is. reaching enrage at 10% with a mostly clean pull makes it seem even more impossible. I feel bad for the rwf people bc I kinda think this might go into a 3rd week
8 notes · View notes
dumbasswithapen · 7 months ago
Text
Whichever group of people runs the mechs twitter rp accounts I’m suing yall for emotional damages my ass is sobbinf
5 notes · View notes
thefandomexpert · 10 months ago
Text
Tumblr media
the lizard is winninggggg
7 notes · View notes
quirinah · 2 months ago
Text
SILKSONG
3 notes · View notes
fogaminghub · 7 months ago
Text
🌌 Calling all gamers and sci-fi lovers! Tomorrow is the day you've been waiting for—Awaken – Astral Blade drops! Embark on a biopunk adventure as Tania, a unique bioengineered character, exploring the lush yet mysterious Horace Islands. This game is influenced by cinematic classics like Annihilation and Blade Runner 2049, making it a must-play!
With fluid combat mechanics, a rich narrative, and choices that impact your journey, this game is set to immerse you into its captivating world.
Get ready for the release on PS5! 🎮🚀 
4 notes · View notes
kcrossvine · 5 months ago
Text
i almsot feel bad for every other indie trying to put their own spin on classic card games because they will forever be paired against balatro, but on the other hand every indie genre has the breakout hit they all get compared to so they must be used to it by now lol
3 notes · View notes