wowperfect

stimming with scissors

meadow (from real life) // mid20s // I'm bnuuy 🐰 and also deer 🦌 and also a few more // wow!~!! //

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in reply to @wowperfect's post:

If you're doing a classic platformer "physics" Mario or Mega Man, I personally found it's best to only have the friction in place when a player isn't holding a button. Otherwise it should be pretty high depending on the surface and resolution of the game like "player_speed*0.5" or 0.25. that gives the feeling of momentum without it feeling too slippery. But you'll have to experiment. Generally I would say it shouldn't take more than 6 frames (at 60 fps) for the character to stop moving from when a button is released, but that's not a hard rule. Like Coyote Time/Edge Latency, it really depends on the context of the game and obstacles.

Now if you want your movement to start slow and speed up to a point, I would recommend having a separate acceleration variable instead. Just have it be "each frame increase speed by x amount until it hits the max speed." This works really well, especially if you can alter the max speed via a run button, etc.

Oh another thing you can do if you really want to get into the weeds is look up speedrun footage that has the inputs on screen of a game you want to emulate and try to dissect the timing from analyzing the video. You could also record footage yourself and do the same thing if you're able. That can be helpful if you don't just want to plug in random numbers until you land on something. Though I never do that really. I prefer the latter.

Lastly it's important to pay attention how much animation fits into gamefeel. It's a lot! Like you can save a very stiff or slippery game by just having some nice animations to cover that stuff up. Like I was working on a game where the player couldn't turn around instantly while running and just adding a little skidding animation to it really upped the gamefeel. Made it nice a weighty instead of uncontrolled. It's something to consider when adding friction to your game.

Sorry for the long replies. This is something I've spent a lot of time thinking about.