i say halfing the range but not exactly. try having it so you can be close to all the way down while jumping.
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Als antwoord op @danfornace
right... basically while singing it changes to be almost analog... could kinda feel right, its like youre caffeinated while singing
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Als antwoord op @theBanov
but thinking about it slightly more, you'd probably want to move that over to all the time so you could always stick jump and get used to it
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Als antwoord op @danfornace @theBanov
TLDR: Try to make a good feeling stick jump that can be used while running and jumping without losing speed. Don't be afraid to ditch it.
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Als antwoord op @danfornace @theBanov
yooo actuallyyyy. what about a buffer when moving the stick vertically in the upper half of the stick.
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Als antwoord op @danfornace @theBanov
track the stick speed (3 or so frames ago - now), if its above a value and close to the upper half then keep the old left and right values.
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Als antwoord op @danfornace @theBanov
then if you set it up correctly by quickly moving your stick up and back down you'll retain your left or right from before your jump.
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Als antwoord op @danfornace @theBanov
so you could neutral jump and running jump with this method. Then kill the buffer if you go too far away from the start point. like .6 or so
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Als antwoord op @danfornace @theBanov
you would want to be able to kill it so you could do a jump forward and slow down to get control back.
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Als antwoord op @danfornace @theBanov
wait, kill it if you are .15 in the opposite side from your start point. if you did a weak right jump could kill it by going left sooner.
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that's barely outside the deadzone, if at all, but something like that... im putting it together...
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Als antwoord op @theBanov
yeah these numbers are likely dumb and would have to be tested. just the idea though. (we usually scale up to usable range too first)
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Als antwoord op @danfornace @theBanov
and let players change that. some controllers have diff defaults too so we can scale up a gc controller that does -.7 to .7 to -1 to 1.
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