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posts dated from: april 2013

Jump Input Buffering

Jump Input Buffering
Yesterday I updated Super Ninja Slash with a few tweaks, including the addition of jump input buffering. I talked about this a little bit on Twitter, but due to the 140 character limit I think I might've caused some confusion as to what I meant by jump input buffering.

First what I mean by input buffering is allowing the player (or any source of input) to input commands into the game and allow those commands to be effective for a short window of time after they are inputted. In the case of jump input buffering, the goal is to allow the player to input the jump button and still have a successful jump even if they mistimed their input by a tiny amount.

I made some doodles to try and illustrate what exactly is going on. Imagine that this is some typical platforming game.

Super Ninja Slash 1.1

Super Ninja Slash 1.1
Just a quick update to Super Ninja Slash.

- Jump input now has a small grace period before landing on the ground.
- ESC will now reset the game from the beginning.
- Audio controls are disabled at the "Enter your name" screen.
- Help screen updated with more useful tips.

The game has been played a few thousand times now, which is pretty awesome! Although, only a small fraction of those people make it to the end... just as planned, ha!

Some Post-GDC Thoughts

Some Post-GDC Thoughts
With another Game Developers Conference behind me I'm sitting here in my room trying to get back on my regularly programmed schedule. My brain still feels like it's recovering from having to go a million miles an hour for a week straight. I'm not really used to having a schedule for my day to day life, so when GDC comes around and I have to set alarms to wake up for things and make sure I'm getting to places at certain times, I get worn out pretty quick. In order to try and get back into the groove, I'm going to try to spit out some quick thoughts about GDC in my post-insanity haze.