Spielerando

Let the player jump a split second after running off a ledge

Players swear they pressed jump in time and the game says they did not. A tiny forgiving window fixes that feeling, but done carelessly it hands out a free second jump. Here is how to give the grace without the exploit.

Why this works

The player acts on what the eye shows, and the eye lags behind the game by a moment. A short forgiveness after the edge makes the game agree with what the player believed they did, so a miss feels like their fault only when it really was.

When not to use it

Skip it when the edge itself is the challenge, such as a precision game where the exact last moment to jump is the skill being tested. There, forgiveness lets everyone cross gaps meant to be hard; keep the gap honest and make it narrower instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 24 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Let the player jump a split second after running off a ledge" (read_entry coyote-grace-after-leaving-ledge) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP