How to Create Smooth Jumping in Platformer Games
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PlatformerDev_Pro
Posted on January 10, 2025 • Intermediate
🎮 Need help with smooth jumping mechanics
Hey everyone! I’m working on a platformer game and I need help creating smooth jumping mechanics. My current jumping code feels very choppy and unnatural:
- The jump feels instant and robotic
- No proper gravity physics
- Character gets stuck when touching walls
- Can jump infinitely in the air
I want to create a smooth, realistic jumping system with proper velocity and gravity. Any help would be greatly appreciated! 🙏
PhysicsMaster_Dev
Replied 1 hour later • ⭐ Best Answer
Great question @PlatformerDev_Pro! Creating smooth jumping mechanics is all about implementing proper physics. Here’s a comprehensive solution:
🚀 Smooth Jumping System Architecture
Here’s how a smooth jumping system works:
🔧 Step 1: Set Up Variables
First, create these variables for your player sprite:
Y Velocity
- Controls vertical movement speedGravity
- Constant downward force (set to -0.8)Jump Power
- Initial jump velocity (set to 12)On Ground
- Boolean to track if player is touching ground
🚀 Step 2: Basic Physics System
Here’s the core physics loop for your player:
when flag clicked set [Gravity v] to [-0.8] set [Jump Power v] to [12] set [Y Velocity v] to [0] forever // Apply gravity change [Y Velocity v] by (Gravity) // Move vertically change y by (Y Velocity) // Check ground collision if <touching [Ground v]?> then // Move out of ground repeat until <not <touching [Ground v]?>> change y by [1] end set [Y Velocity v] to [0] set [On Ground v] to [true] else set [On Ground v] to [false] end end
⌨️ Step 3: Jump Controls
Add this separate script for jump input:
when flag clicked forever if <<key [space v] pressed?> or <key [up arrow v] pressed?>> then if <(On Ground) = [true]> then set [Y Velocity v] to (Jump Power) play sound [jump v] end end end
🏃 Step 4: Horizontal Movement
For smooth horizontal movement with wall collision:
when flag clicked forever set [X Speed v] to [0] if <key [left arrow v] pressed?> then set [X Speed v] to [-5] end if <key [right arrow v] pressed?> then set [X Speed v] to [5] end // Move horizontally change x by (X Speed) // Check wall collision if <touching [Wall v]?> then change x by ((X Speed) * [-1]) end end
🎯 Step 5: Advanced Features
For even smoother gameplay, add these enhancements:
Variable Jump Height:
// In your jump script if <<key [space v] pressed?> or <key [up arrow v] pressed?>> then if <(On Ground) = [true]> then set [Y Velocity v] to (Jump Power) set [Jump Held v] to [true] end else set [Jump Held v] to [false] end // In your physics loop if <(Jump Held) = [false]> then if <(Y Velocity) > [0]> then set [Y Velocity v] to ((Y Velocity) * [0.5]) end end
Coyote Time (Grace Period):
// Add this variable: Coyote Timer when flag clicked forever if <(On Ground) = [true]> then set [Coyote Timer v] to [6] else if <(Coyote Timer) > [0]> then change [Coyote Timer v] by [-1] end end end // Update jump condition if <<key [space v] pressed?> or <key [up arrow v] pressed?>> then if <<(On Ground) = [true]> or <(Coyote Timer) > [0]>> then set [Y Velocity v] to (Jump Power) set [Coyote Timer v] to [0] end end
This system gives you:
- ✅ Smooth, realistic jumping with proper physics
- ✅ Variable jump height based on how long you hold the button
- ✅ Coyote time for more forgiving platforming
- ✅ Proper ground and wall collision detection
- ✅ No infinite jumping or getting stuck in walls
Hope this helps! Let me know if you need clarification on any part! 😊
PlatformerDev_Pro
Replied 45 minutes later
@PhysicsMaster_Dev This is absolutely perfect! 🎉
The physics system works like a charm! The jumping feels so much more natural now. I especially love the coyote time feature - it makes the platforming much more forgiving.
One quick question: How can I add different jump heights for different characters?
GameDesigner_Alex
Replied 2 hours later
@PlatformerDev_Pro For different character jump heights, just create character-specific variables!
// For each character sprite, set different values when I start as a clone if <(Character Type) = [Heavy]> then set [Jump Power v] to [8] // Lower jump set [Gravity v] to [-1.2] // Falls faster end if <(Character Type) = [Light]> then set [Jump Power v] to [15] // Higher jump set [Gravity v] to [-0.6] // Falls slower end
This way each character feels unique while using the same physics system! 🎮
Vibelf_Community
Pinned Message • Moderator
🚀 Want to Master Platformer Game Development?
Excellent discussion on smooth jumping mechanics! For those looking to create even more advanced platformer features, our community can help you implement:
- 🎯 Advanced collision detection systems
- 🌟 Special abilities and power-ups
- 🎨 Smooth animations and visual effects
- 🏆 Level progression and checkpoints
📚 Related Discussions
- How to create wall jumping mechanics?
- Advanced collision detection techniques
- Creating smooth character animations
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