Platypus with Coyote Time and Jump Buffering

Hi, I’m a newbie game dev and I want to make a platformer game.

I’m using platypus because it’s very handy and easy to use, but yet I don’t really know how to create Coyote Time and Jump Buffering with it. Is that possible to do it with platypus and if yes, how can I do it?

Thank you!

Thanks!

I suppose you could keep track of the time that has elapsed since the player lost ground contact and allow a jump if that time is less than some threshold?

This is something that could be built into Platypus as a configuration value. Please open a GitHub feature request!

I suppose this could be achieved by tracking the time when the player pressed the jump button and when landing, and if the difference is small enough you immediately trigger a jump.

Again, this could probably be added to Platypus as well.

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Thx so much for your help, I’ll try it out!!! And yes, it’s gonna be really great if those can be used in configuration value. Hope can see those in the future soon :wink:

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I am using Platypus (great module!) and I have Coyote Time and Jump Buffering implemented, but not as a part of Platypus. At first I tried to built it in Platypus, but it rather regards something I call in my project “controls” module and that’s how I handle it now (in a way exactly as @britzl described above). Platypus is an “actuator” in such system and gives back feedback about environment and control module is a “brain” here. I will try to extract it to use in any project and see how can I refactor it, but no promises when :wink:

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Platypus has all the APIs that you need to implement Coyote Time.
It has a method called force_jump() that you can use when you’re not on the ground, which aligns with the definition of coyote time.
You only need to create a timer that will measure a timeframe for the jump.

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