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.
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.
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