The jump feels delayed. Like I press jump, but the jump
happens a half second later.
Also, the pause between jumps feels too long. I think it
wasn intended to be this way to stop jackrabbits, but I
should be able to physically jump quicker.
I believe setting the JUMP_DELAY to something else will
change the delay on jumping, because I have it set to a
lesser amount, and I recover from jumps faster. I don't know
if you've used it before, but it might work.
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I've looked at the code, and jumping is no more delayed than
anything else (shooting, moving, etc). It does take a
little while
to reach the top of the jump. Also the head bobbing can
interfere I think, making some jumps not seem very high.
I will shorten the delay (using JUMP_DELAY as Lobo points
out) in our DDF, the default is one second, but 25 ticks
(0.7 seconds) seemed pretty good in my tests.
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I believe setting the JUMP_DELAY to something else will
change the delay on jumping, because I have it set to a
lesser amount, and I recover from jumps faster. I don't know
if you've used it before, but it might work.
Logged In: YES
user_id=11869
I've looked at the code, and jumping is no more delayed than
anything else (shooting, moving, etc). It does take a
little while
to reach the top of the jump. Also the head bobbing can
interfere I think, making some jumps not seem very high.
I will shorten the delay (using JUMP_DELAY as Lobo points
out) in our DDF, the default is one second, but 25 ticks
(0.7 seconds) seemed pretty good in my tests.
Logged In: YES
user_id=11869
I tested jumping on a prototype of EDGE with
mirrors, and your perception is right, the player's
viewheight does not match the sprite's movement.
I think the code which handles smooth steps up
is kicking in and dampening the viewheight
changes. Dunno yet how this can be fixed...