Spielerando

Tell a jump onto an enemy from a bump into its side

Landing on an enemy should defeat it and touching its side should hurt, but at high fall speed the hero often ends up deep inside the enemy before the game looks, and gets hurt for a perfect jump. This entry shows which moment to judge it at.

Why this works

The game only looks after the move, but the player acted before it. A landing is judged by where the feet were when the fall began to meet the enemy, not by how deep the overlap got afterwards, so speed cannot turn a clean jump into a bump.

When not to use it

Skip it when enemies are spiky or armoured on top, or when you want landing on them to hurt. Also skip it for enemies that move fast and sideways at the player: judge those by their own attack rules, not by where the hero came from.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 30 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 "Tell a jump onto an enemy from a bump into its side" (read_entry stomp-or-hurt-from-previous-position) 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