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.
Game Feel
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.