Coyote Time
let the player jump a few frames after leaving the ledge
Coyote time keeps a jump available for ~0.1 s after the character walks off an edge, so presses that feel on time are not eaten by the game.
Timing and motion rules that make jumps, hits and cameras respond the way players expect.
9 cheat sheets · 3 subcategories
Frame-rate independence and forgiving input windows.
let the player jump a few frames after leaving the ledge
Coyote time keeps a jump available for ~0.1 s after the character walks off an edge, so presses that feel on time are not eaten by the game.
scale every change by how long the last frame took
Delta time is the seconds since the last frame. Multiply speeds and rates by it so a game plays the same at 30, 60 or 144 fps.
freeze both fighters for a few frames when a blow lands
Hit stop pauses the attacker and target for a few frames on impact. The brief freeze sells weight and gives the eye time to read the hit.
remember a press for a moment and fire it when it becomes legal
Input buffering stores a press for ~0.1 s and performs it as soon as the action becomes possible, so slightly early inputs still count.
after a hit, ignore damage for a short, clearly signalled window
Invincibility frames (i-frames) make a character ignore damage for a short window after a hit or during a dodge, with blinking to show it.
How characters speed up, stop and deform.
ramp velocity toward the input instead of snapping to it
Ramp velocity toward input × max speed with an acceleration, and back to zero with a separate deceleration, to give movement weight.
deform along the motion, keep the volume constant
Stretch an object along its velocity and squash it on impact, scaling the other axes so volume stays constant. Motion reads as fast and elastic.
Cameras that follow calmly and shake with intent.
let the player move inside a box before the camera follows
A camera deadzone is a box around the screen centre where the target moves freely. The camera only follows when the target pushes past its edge.
add trauma on impact, shake by trauma squared, let it decay
Trauma-based screen shake: hits add trauma (0–1) that decays over time, and the camera is offset by trauma² × smooth noise for impact.