when you press buttons, whatever the action is remains going for a while before it completes. notoriously jumping in Super Metroid, you remain in the air for a while before landing back down, it's probably where the terminology was coined.
this plus having minimal control over jump height, whether you press jump for a millisecond or a full second, you still fly 10 meters in the air and just hang there, that's some bad floatiness
[...]
this plus having minimal control over jump height, whether you press jump for a millisecond or a full second, you still fly 10 meters in the air and just hang there, that's some bad floatiness
how do some people fail to grasp such obvious concepts? It's like when people complain about "soul" or "gameplay loop". These are all terms with obvious meanings to anyone with a brain larger than a walnut.
Lack of weight in movement and lack of response time/ animation buffers for too long. makes for a shit feeling when playing a game. Could be one of these things maybe all.
(unintuitive) delays, "icy" or slidey movement, bad deadzones, unclear animations
i personally enjoy some icy/slidey movement, but combined with the others it can be really shit
some "floaty" movement i absolutely adored
the doom mod QC:DE while playing as Eleena in the pre-Qzandronum builds
Very slow in slow out, lots of hangtime, very slidey and loose feeling timings for when you hit a ledge and you still get to be on top or fall down as you hit it as a wall.
Very slow and unclear "hold jump to jump higher" and "crouch midair to drop faster".
But goddamn did i love playing that character.
Vertical and horizontal movement allowed you to pick up so much speed and felt so flowy.
The more "quakey" Qzandro physics ruined that imo.
i think slow decelerations is often seen as a bigger problem of the two
That would be a game where the moment you let go of the jump button you lose all momentum and immediately sink like a rock. A lot of janky early DOS platformers were like this before everyone learned how to copy Super Mario physics properly.
>you take like a full second to do a 180 after you move the stick in the opposite direction
You know you can click the stick and instantly turn 180 degrees, right?
shitty shooters with zero friction and inertia, mostly perpetrated by amateur indies who watch unironically youtube gamedev videos about "satisfying gameplay"
Unreal is too grounded or binary to me compared to quake.
I still enjoy it for what it is but not as satisfying as having some momentum based movement.
I fricking hate platforming in DMC and Hi-Fi Rush because of this. Jump arcs feel weird as shit and it's like the character suddenly gains 200 pounds the moment they hit the peak of their jump.
I was gonna be mad, but you're right about it being more "grounded" and less floaty than Super metroid or the original. There is way less time to get wall jumps in and the pacing is faster.
At the same time though, Zero Mission let you perform single walled wall jumps very quickly, thus speeding the game up. It was also off the back of Fusion, which made it so you could only do a single wall jump off a single wall.
when it feels like your character has little to no weight to it, like when you jump but still linger in the air for a while even after you stopped pressing the button, or when you're walking but it feels like your character is just floating over the terrain instead of properly walking over it.
It means the character movement has badly implemented inertia. Inertia is a double-edged sword - if it's properly implemented then the game can feel really nice and fluid. If the game was never built around it then it's absolute poison. Also inconsistently applied inertia feels automatically jarring and shitty.
>enemy in air >press attack >auto-jump overshoots by two stories like always, stuck in mid-air, can't hit the enemy again unless i float down to level after my first attack animation ends
what a dogshit game
when you press buttons, whatever the action is remains going for a while before it completes. notoriously jumping in Super Metroid, you remain in the air for a while before landing back down, it's probably where the terminology was coined.
this plus having minimal control over jump height, whether you press jump for a millisecond or a full second, you still fly 10 meters in the air and just hang there, that's some bad floatiness
Aren't the old Tomb Raider like that with jumping?
so is Mario Sunshine, the worst Mario game ever made
how do some people fail to grasp such obvious concepts? It's like when people complain about "soul" or "gameplay loop". These are all terms with obvious meanings to anyone with a brain larger than a walnut.
it means too much aerial hang time when jumping
Lack of weight in movement and lack of response time/ animation buffers for too long. makes for a shit feeling when playing a game. Could be one of these things maybe all.
kirby games are extremely responsive
>kirby inhales, and floats when flapping
>this isn't floaty controls
While Kirby can float, he himself is highly responsive. Try again.
>floating on the cover art
anon, hes supposed to be floaty..
I would say Sonic has a pretty "floaty" jump.
>Slow movement acceleration
>Long airtime but poor air control
>low responsiveness
(unintuitive) delays, "icy" or slidey movement, bad deadzones, unclear animations
i personally enjoy some icy/slidey movement, but combined with the others it can be really shit
some "floaty" movement i absolutely adored
the doom mod QC:DE while playing as Eleena in the pre-Qzandronum builds
Very slow in slow out, lots of hangtime, very slidey and loose feeling timings for when you hit a ledge and you still get to be on top or fall down as you hit it as a wall.
Very slow and unclear "hold jump to jump higher" and "crouch midair to drop faster".
But goddamn did i love playing that character.
Vertical and horizontal movement allowed you to pick up so much speed and felt so flowy.
The more "quakey" Qzandro physics ruined that imo.
i think slow decelerations is often seen as a bigger problem of the two
Me c
OP, you're supposed to post a reddit frog when you make a thread that's a stupid rhetorical question
what if controls are too grounded?
That would be a game where the moment you let go of the jump button you lose all momentum and immediately sink like a rock. A lot of janky early DOS platformers were like this before everyone learned how to copy Super Mario physics properly.
Dark Souls jumping
RDR2, slow and you take like a full second to do a 180 after you move the stick in the opposite direction
>you take like a full second to do a 180 after you move the stick in the opposite direction
You know you can click the stick and instantly turn 180 degrees, right?
shitty shooters with zero friction and inertia, mostly perpetrated by amateur indies who watch unironically youtube gamedev videos about "satisfying gameplay"
Unreal is too grounded or binary to me compared to quake.
I still enjoy it for what it is but not as satisfying as having some momentum based movement.
I fricking hate platforming in DMC and Hi-Fi Rush because of this. Jump arcs feel weird as shit and it's like the character suddenly gains 200 pounds the moment they hit the peak of their jump.
I fricking HATE Zero Mission, it really is shit compared to Planets.
I was gonna be mad, but you're right about it being more "grounded" and less floaty than Super metroid or the original. There is way less time to get wall jumps in and the pacing is faster.
At the same time though, Zero Mission let you perform single walled wall jumps very quickly, thus speeding the game up. It was also off the back of Fusion, which made it so you could only do a single wall jump off a single wall.
It's called "The Hardest Game in the Universe" on Steam
scp sl vs containment breach
What'd she swallow
glue (for gay people)
I wonder if op is disappointed his thread didn't turn into another thinly veiled porn thread.
Anyway, I never liked the jumping in little big planet, it didn't feel "right" to me
SEXO
this is now a Lady Bow thread
ghostjob
I would inseminate her mouth my semen in a non consensual fashion if you know what I mean
MGS5 running, GTA4 driving. And running.
play any games that were made in "Dreams" and you will understand.
when it feels like your character has little to no weight to it, like when you jump but still linger in the air for a while even after you stopped pressing the button, or when you're walking but it feels like your character is just floating over the terrain instead of properly walking over it.
OHHHH YEAH, GHOST BLOWJOB!! WOO-WOO!! GHOST BLOWJOB!! TAKE IT ALL GHOST GIRL, ALL THE ECTOPLASM FROM MY DICK ENGULFING YOUR SPIRITUAL BODY OH YESSSS!!
The character accelerates and decelerates slowly
Play melee and then brawl. Everything will make sense.
>the controls and movement are TOO responsive
Surprised nobody ever brings it up in Source games.
It means the character movement has badly implemented inertia. Inertia is a double-edged sword - if it's properly implemented then the game can feel really nice and fluid. If the game was never built around it then it's absolute poison. Also inconsistently applied inertia feels automatically jarring and shitty.
There it is
Where's her ghostly thick futa wiener? I can't get hard to this...
if you played kingdom hearts birth by sleep you would not be asking this question
>enemy in air
>press attack
>auto-jump overshoots by two stories like always, stuck in mid-air, can't hit the enemy again unless i float down to level after my first attack animation ends
what a dogshit game
delayed inputs, really low gravity and low airspeed, really low friction on platforms
there's the answer you dont care about
I do care 🙂
thanks for posting
it means they're not snappy, but not in a choppy or sticky way. it may or may not also be crunchy.
It means m*atboy. Worst controls of any platformer I have ever seen. Why homosexuals felatiate this shit so much is beyond me.
GHOST BLOWJOB WOO WOO WOO WOO
First of all you need to know what the floaty even means.
Post more ghosts
post-hoc justification for not liking a game
most "complaints" are made up on the spot by morons that can't articulate themselves