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Why Does Celeste Feel So Good to Play? | Game Maker's Toolkit

🕑 Added 2019-07-31 14:32:08 +0000 UTC

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I have just discovered your YouTube channel. It’s really great and I’m looking forward to digging in. One question about these measurements and charts: do you know the relative frames per second of the various games? Because six frames in Super Mario on NES may represent a very different amount of time than six frames in Celeste on switch. Thanks!

Felipe Lins

Hey, Mark! Kudos for all the research and investigation you poured into this video. Really AWESOME job. You keep innovating both in presentation and content, which makes your videos completely unique between them and makes your channel one of the very best. Some channels do suffer from overused frameworks. Always the same backgroudn, the same transitions, same everything. Thanks for putting one of the best shows in Youtube!

Ryan Gatts

This is a lovely video. I'm not sure where I first ran into Coyote Time as a term, but I was definitely familiar with it. I thought it was mentioned in Martin Fasterholdt's Jump Physics Thesis paper (http://martinf.dk/jump/) , but he calls it an "edge jump" in the paper and cites Mark Venturelli's usage of Ghost Jump in a 2014 Gamasutra Article and Yoann Pignole's article on platformer gamefeel which generically calls it a "time delay". I would be shocked if the term existed at the time and he hadn't come across it (his research seems pretty exhaustive).

Matt Hauke

Loved this video Mark. The depth of research was great, maybe one of your best videos yet!

Game Maker's Toolkit

Whoops, I should have parked britishgaming earlier - looks like someone's snaffled it. D'oh! Sadly, you can't have a 4 character Twitter account. And I changed just to better fit the brand!

OSW Review

Hey Mark! Saw you changed your Twitter handle after all this time, how come? As an aside, consider creating a second Twitter account with "@britishgaming" so you can 'park' that username (and someone else doesn't use it!) Also @GMTK is available and is a bit snappier than @GamemakersTK. Just thought I'd mention it!

Not mentioned here or in the video, we can clearly see that falling down is always faster than jumping up (less points on the downward curve). If your platformer feels floaty to players it's because your rise and fall times are equal.

Cam

Great video, Mark! I love animation and movement analysis. I've never heard of the term 'coyote time', it's always been called a 'ghost jump' to my knowledge. If you're a developer and you google 'ghost jump' you'll find some great tutorials on how to achieve it!

This is one of your best videos Mark, and this is saying a lot.

mikymod

Great content on one of my favorite game so far! I'm gonna upgrade my patreon right now!

Eduardo Gallardo

I loved this video! One of your best

This is great! Seems like an especially large amount of work & research went into this one. Lovely job.

Yan Knoop

Reminds me of this talk by a designer on Limbo about jumps in different games: https://www.youtube.com/watch?v=zK6MNPhwndM

Game Maker's Toolkit

It took so long to chart Sonic's acceleration, I just gave up on doing his deceleration. It takes forever, let's leave it at that :P

Alex Browne

Based on the graph, Sonic never slows down. Gotta go fast, indeed.

Dan Root

This is quite an animation-y topic for you, Mark! We'd call this easing in animation, Mega Man with practically no easing and Sonic with loooooads.

This my first comment. That's amazing dedication to the work you produce. More than I was imaging by being just a YouTube subscriber.

Jonathan Forney

This is super interesting. I'm excited to watch the video. Thanks for sharing!


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