Spielerando

Slow motion should stretch the jump, not change it

A slow-motion power-up in a shooter is great until jumps come out lower, or the forgiving moments for jumping stretch into half a second and the character leaps long after the button was pressed. Here is what runs slow and what keeps the real clock.

Why this works

Slow motion should show the same world more slowly, not a slightly different one. Running the same small steps less often keeps every jump identical, while the player's own hands, which do not slow down, are still judged in real time.

When not to use it

Unnecessary if slow motion is only a short visual effect with no play during it. And wrong if you want the player to get extra time to react in real terms; then also lengthen the input windows instead of keeping them.

In the full entry

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

Say this to your AI

Use the Spielerando entry "Slow motion should stretch the jump, not change it" (read_entry slow-motion-keeps-the-same-jump) 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