Spielerando

The view bobs up and down with every jump, which feels like seasickness

If the camera follows the character vertically, each jump moves the whole world and makes it hard to judge landings. Following only when the character is on solid ground still loses it on long falls. Here is the combination of the two and the different speeds that feel right.

Why this works

The ground is the steady reference the eye judges landings by. Following the player's height only when standing, and in the air only when leaving a safe window, keeps that reference still and still never loses the player.

When not to use it

Wrong for games built around height, such as climbing or vertical shafts, where the view must follow up and down at every moment. Also unsuitable when jumping itself is the main show and the player should always sit in the middle of the screen.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 24 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "The view bobs up and down with every jump, which feels like seasickness" (read_entry platformer-camera-ignores-small-jumps) 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