>the controls are "floaty"

>the controls are "floaty"
What the frick does this even mean?

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  1. 8 months ago
    Anonymous

    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.

    • 8 months ago
      Anonymous

      it means too much aerial hang time when jumping

      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

      • 8 months ago
        Anonymous

        Aren't the old Tomb Raider like that with jumping?

        • 8 months ago
          Anonymous

          so is Mario Sunshine, the worst Mario game ever made

    • 8 months ago
      Anonymous

      [...]
      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.

  2. 8 months ago
    Anonymous

    it means too much aerial hang time when jumping

  3. 8 months ago
    Anonymous

    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.

    • 8 months ago
      Anonymous

      >Slow movement acceleration
      >Long airtime but poor air control
      >low responsiveness

      • 8 months ago
        Anonymous

        kirby games are extremely responsive

        • 8 months ago
          Anonymous

          >kirby inhales, and floats when flapping
          >this isn't floaty controls

      • 8 months ago
        Anonymous

        While Kirby can float, he himself is highly responsive. Try again.

      • 8 months ago
        Anonymous

        >floating on the cover art

        anon, hes supposed to be floaty..

      • 8 months ago
        Anonymous

        I would say Sonic has a pretty "floaty" jump.

  4. 8 months ago
    Anonymous

    >Slow movement acceleration
    >Long airtime but poor air control
    >low responsiveness

    • 8 months ago
      Anonymous

      (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

  5. 8 months ago
    Anonymous

    Me c

  6. 8 months ago
    Anonymous

    OP, you're supposed to post a reddit frog when you make a thread that's a stupid rhetorical question

  7. 8 months ago
    Anonymous

    what if controls are too grounded?

    • 8 months ago
      Anonymous

      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.

    • 8 months ago
      Anonymous

      Dark Souls jumping

    • 8 months ago
      Anonymous

      RDR2, slow and you take like a full second to do a 180 after you move the stick in the opposite direction

      • 8 months ago
        Anonymous

        >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?

    • 8 months ago
      Anonymous

      shitty shooters with zero friction and inertia, mostly perpetrated by amateur indies who watch unironically youtube gamedev videos about "satisfying gameplay"

    • 8 months ago
      Anonymous

      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.

    • 8 months ago
      Anonymous

      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.

    • 8 months ago
      Anonymous

      I fricking HATE Zero Mission, it really is shit compared to Planets.

      • 8 months ago
        Anonymous

        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.

        • 8 months ago
          Anonymous

          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.

    • 8 months ago
      Anonymous

      It's called "The Hardest Game in the Universe" on Steam

    • 8 months ago
      Anonymous

      scp sl vs containment breach

  8. 8 months ago
    Anonymous

    What'd she swallow

    • 8 months ago
      Anonymous

      glue (for gay people)

  9. 8 months ago
    Anonymous

    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

  10. 8 months ago
    Anonymous

    SEXO

  11. 8 months ago
    Anonymous

    this is now a Lady Bow thread

    • 8 months ago
      Anonymous

      ghostjob

    • 8 months ago
      Anonymous

      I would inseminate her mouth my semen in a non consensual fashion if you know what I mean

    • 8 months ago
      Anonymous
  12. 8 months ago
    Anonymous

    MGS5 running, GTA4 driving. And running.

  13. 8 months ago
    Anonymous

    play any games that were made in "Dreams" and you will understand.

  14. 8 months ago
    Anonymous

    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.

  15. 8 months ago
    Anonymous

    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!!

  16. 8 months ago
    Anonymous

    The character accelerates and decelerates slowly

  17. 8 months ago
    Anonymous

    Play melee and then brawl. Everything will make sense.

  18. 8 months ago
    Anonymous

    >the controls and movement are TOO responsive

    • 8 months ago
      Anonymous

      Surprised nobody ever brings it up in Source games.

  19. 8 months ago
    Anonymous

    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.

  20. 8 months ago
    Anonymous
    • 8 months ago
      Anonymous

      There it is

    • 8 months ago
      Anonymous

      Where's her ghostly thick futa wiener? I can't get hard to this...

  21. 8 months ago
    Anonymous

    if you played kingdom hearts birth by sleep you would not be asking this question

    • 8 months ago
      Anonymous

      >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

  22. 8 months ago
    Anonymous

    delayed inputs, really low gravity and low airspeed, really low friction on platforms
    there's the answer you dont care about

    • 8 months ago
      Anonymous

      I do care 🙂
      thanks for posting

  23. 8 months ago
    Anonymous

    it means they're not snappy, but not in a choppy or sticky way. it may or may not also be crunchy.

  24. 8 months ago
    Anonymous

    It means m*atboy. Worst controls of any platformer I have ever seen. Why homosexuals felatiate this shit so much is beyond me.

  25. 8 months ago
    Anonymous
    • 8 months ago
      Anonymous

      GHOST BLOWJOB WOO WOO WOO WOO

  26. 8 months ago
    Anonymous

    First of all you need to know what the floaty even means.

  27. 8 months ago
    Anonymous

    Post more ghosts

  28. 8 months ago
    Anonymous

    post-hoc justification for not liking a game
    most "complaints" are made up on the spot by morons that can't articulate themselves

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