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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2020-11-20 00:00:00Z and 2020-11-21 00:00:00Z
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I just noticed that in TW you lose the double jump if you jump too close to an edge. Is this intentional?
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i think technically you are indeed off ground when that happens
15:43
15:43
the second jump loses the double jump (edited)
15:43
because already past the edge
15:44
i wish there was a little bit of coyote time =/
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not sure if we really want that tbh. but might be worth a try for play testing.
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Makes sense if you're already in the air
15:53
We could have a different bind for double jump and by default space sends both
15:53
Though I vote for KISS :p (edited)
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just dont jump off the edge
15:54
u have a lot of space in the first place anyways
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ye. thats why i don't think we actually need a buffered ground jump time.
15:57
if it is something like a buffered jump, i'd be more supportive. but teeworlds doesn't need a buffered jump since it has some other ways to increase the allowed jump time frame. (edited)
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i guess i'm just so used to games registering jump normally slightly after the ledge (aka coyote time) that it feels weird when it's not there (edited)
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but again. we can try.
15:58
it is indeed a common practice in game design.
15:59
same with buffered jump
16:02
i think teeworlds always had a retro vibe to it in its design.
16:02
but if we want it to make the game more modern feeling. this can be included in the water update since that's gonna be a huge change too. (edited)
16:03
that was a very big IF tho
16:03
wait what is a buffered jump
16:03
also that would break like every single ddrace map
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we dont have to worry abiut buffered ju.p
16:03
i dont think ddr will ever update their physics
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i mean i hope it ports to 0.8
16:04
but if theres weird physics changes it probably wont happen
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it still doesnt need to update their physics even if they port it to 0.8
16:05
imo jumping midair doesnt make too much sense
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thats not the main concern for their for not porting now
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the only change i want to jump is if u hold space it'll autojump
16:05
so u can continuously jump w/out dj'ing
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also we don't have the buffered jump problem since we allows you to jump by holding spacebar that hasn't triggered a jump yet.
16:06
usually games allows you to press jump a few frames/ticks before hitting the ground. and still be able to jump
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ye but dont u need to waste dj before u can do that
16:06
or else you just dj
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buffered jump is a different thing
16:07
dont worry about it
16:07
is there like a planned changelog for 0.8
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their is a milestone on github
16:08
but there are only a few issues.
16:08
0.7.6 still got a long way to go.
16:09
for me personally i think cjk and ime are big enough update to get me hyped already.
16:10
ultrafastparrot
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0.7.6 was supposed to be a "Fall" Update 😄
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waat is cjk ime
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although ime hasn't been supported ye
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is that text stuff
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ye. input method editor. just ways to type
16:11
16:11
found a way to let SDL2 hand over the system message so we can pull IME info.
16:12
but the text input overall is still pretty rough. i want chat, console and ui textbox to have the same logic and preferably text selection and copy/paste before hack in the ime support.
16:13
oh yeah copy/paste and clicking on links would be cool
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but i will be hacking in the ime asap for ddnet since their entire text engine is more or less a hack (edited)
16:14
i hope 0.8 has UI overhaul too
16:15
also didnt 0.7 get player antiping added
16:15
i cant find it
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no settings yet
16:15
cl_predict_players 1
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no such command for me
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on master branch or 0.7.5
16:16
0.7.5 doesn't have it yet.
16:16
so that might be another big thing coming in 0.7.6 i guess? not sure if it is really big tho.
16:19
i remember talking to Learath2 about a ui layout to c++ code generator similar to what we did with the protocol network.py
16:19
but we might need a really detailed UI design principles to make that happen
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the whole 0.7 ui / menu layout is just so crammed
16:20
its like playing osu with the lowest circle size
16:20
all the buttons so tiny and cramped (edited)
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wasn't 0.6 worse?
16:21
wrt size of UI elements
16:21
like this
16:21
a lot of wasted space
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i think we did nuke a lot of screen space. but the functions of each part/button groups are more distinct than 0.6.
16:24
there might be some ways to reclaim some of the vertical spaces.
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ah well yeah, I agree, but I think it's a modern design vs old design thing
16:24
some people like it modern
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i like it currently as well.
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you can click a button on the top right to expand its width
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but i do agree it can be a little bit tight. considering what we have to do to make the server filter 'usable'
16:26
also what is this
16:27
should lock mouse to whatever scrollwheel/button it was pressed on
16:27
i press the first scrollbar, transfer to the next and scroll down, then release on the right button, 3 birds with one stone
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btw is the server detail thing gone in master?
16:27
i don't think i've ever saw that before
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that's a bug, gotta open an issue for that one
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plus i never knew there are horizontal scrollbars. if i know i would just make it into scrollregion while i was fixing the scroll speed.
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aren't they scrollregions?
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i don't think i've seen codes for horizontal scrollbar while i was changing scrollregion so i assume no.
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I think @LordSk 🦋 made it so that it can be extended to horizontal scrollbars 🙂
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also scrollregions uses a distinct rect behind the slider so that doesn't even look like scrollregion visually (edited)
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