tepples wrote:
* Until you try to jump off a downhill, which I admit is broken in that game.
You can solve this by adding a grace period; when grounded, set a counter. When airborn, decrease the counter if it is greater than zero. Jumping is then allowed if the counter is nonzero.
Donkey Kong Country has an absurdly high period of time where, when the player has transitioned from being grounded to airborn, the player may still perform a jump. I'm not sure this grace period ever expires in DKC, though I haven't experimented with it enough. Level design should be done with this kind of thing in mind (like much of DKC is), but it's an adequate solution to prevent a "why won't he/she jump?!" situation when going downhill.
Battletoads has this problem if the player dashes down a hill. A normal-paced walk is fine, though.
In
one of my games, I have a grace period of 10 frames, and there is a visual indication of a sweat drop to the side of the player.