Spielerando

Shake the screen so heavy hits feel heavy and many small hits do not make it unplayable

Random jitter each frame looks like a broken screen, a fixed pattern looks fake, and a long fight with many hits can shake the picture until nothing is readable. Here is a shake that grows with the impact, fades out by itself, moves smoothly and stays within a limit.

Why this works

A hit feels heavy when the shaking is far stronger for a big blow than for a small one, so the strength must grow faster than the damage. Squaring a single stored amount makes small hits quiet, big ones violent, and lets the shake die away softly.

When not to use it

Wrong for calm or precise games, for anything played in virtual reality, and for players who feel sick from motion. Shaking there hurts more than it helps. Use a flash, a sound or a small pause on the hit instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 38 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 "Shake the screen so heavy hits feel heavy and many small hits do not make it unplayable" (read_entry screen-shake-that-grows-with-impact-and-fades) 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