Supertux: Jumping off ledges doesn't initate the jump key

Created on 25 Dec 2018  路  4Comments  路  Source: SuperTux/supertux

Supertux 0.6.0
win10 64-bit.

Running and jumping off a ledge (right at the VERY edge, about 10-ish pixels from the solid boundary) should simply let you run and jump off the ledge.

However, instead of jumping, the game ignores the jump key and you just walk off.

Try running and jumping off a ledge late. You should probably record yourself to make sure you're actually on a ledge when you try to jump. I have a video here showcasing my struggle: https://youtu.be/jb3J9e8t3wI

This does not, and I mean absolutely not, have anything to do with the powerup you currently have. Its just as easy to mess this jump up with any other odd powerup. I do recognise that the air flower does in fact give me more speed, however, when playing casually, I find moments where I don't have the air flower to reproduce the same effect shown in the video. It simply can't be my late instinct alone, because normal speed produces the same results.

Also, its good to note this makes the game practically unplayable 10% of the time, and more frustrating than ever. And since half the amount of powerups per level were wiped from existence (who honestly thought that was a good idea), its even harder to get back to where you left. If this one thing was fixed it'd make the game a lot, lot better, making it more fluid and concise.

Most helpful comment

If this is the case, it is important for it to be fixed. In fact, the majority of successful platformers out there have a mechanic known as "coyote time", where jumps are still registered just a _tiny_ amount of time after you've already left the ledge. I feel like this change would result in much fewer "aaaargh" moments.

Of course, I'm not voting that we make the game easier. It's just important to make sure that when the player messes up, they blame themselves, not the game.

All 4 comments

I've also noticed this (without the air flower), but I thought it was me hitting the jump key too late.

It isn't you hitting it late

If this is the case, it is important for it to be fixed. In fact, the majority of successful platformers out there have a mechanic known as "coyote time", where jumps are still registered just a _tiny_ amount of time after you've already left the ledge. I feel like this change would result in much fewer "aaaargh" moments.

Of course, I'm not voting that we make the game easier. It's just important to make sure that when the player messes up, they blame themselves, not the game.

Coyote time has been added to the game, closing this

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