Fixing the 0.2/-0.2 X velocity sliding bug in platformer games
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PlatformMaster_Dev
Posted on January 22, 2024 • Intermediate
🐛 Dreaded 0.2/-0.2 X velocity sliding bug in my platformer!
Hey everyone! I’m working on a platformer with acceleration and deceleration mechanics. The player can’t move while jumping until they land, but I’m facing the infamous 0.2/-0.2 velocity bug! 😱
The problem: Sometimes when I stop moving, the X velocity shows -0.2 instead of 0, causing my character to slowly drift to the left. It’s super annoying!
I’m also planning to add:
- Sliding mechanics (lying down while moving to pass under low gaps)
- Wall climbing/clambering system
- Slide jumps with timing-based height bonuses
Any help fixing this velocity bug would be amazing! 🙏
PhysicsExpert_Sam
Replied 3 hours later • ⭐ Best Answer
I know exactly what you’re dealing with @PlatformMaster_Dev! This is a classic floating-point precision issue. Here’s the complete solution:
🔧 Root Cause Analysis
The problem occurs because your deceleration logic doesn’t account for when velocity should be exactly zero. The 0.2/-0.2 values get stuck because your conditions don’t handle the edge case properly.
✅ Complete Fix
Replace your movement logic with this improved version:
when flag clicked go to x: [0] y: [0] set [X Velocity v] to [0] set [Y Velocity v] to [0] set [On Ground v] to [0] forever // Input handling if <(Yield Controls) = [0]> then if <key [d v] pressed?> then change [X Velocity v] by [0.3] end if <key [a v] pressed?> then change [X Velocity v] by [-0.3] end end // Improved deceleration with threshold if <not <<key [a v] pressed?> or <key [d v] pressed?>>> then if <([abs v] of (X Velocity)) < [0.1]> then set [X Velocity v] to [0] else set [X Velocity v] to ((X Velocity) * [0.85]) end end // Velocity clamping if <(X Velocity) > [5]> then set [X Velocity v] to [5] end if <(X Velocity) < [-5]> then set [X Velocity v] to [-5] end end
🎮 Advanced Movement Features
Now let’s add those cool mechanics you wanted:
Sliding System:
// Sliding mechanics when flag clicked set [Is Sliding v] to [0] forever if <<key [s v] pressed?> and <(On Ground) = [1]> and <([abs v] of (X Velocity)) > [2]>> then set [Is Sliding v] to [1] set [Y Velocity v] to [0] change y by [-10] // Lower hitbox else if <(Is Sliding) = [1]> then set [Is Sliding v] to [0] change y by [10] // Restore hitbox end end // Slide physics if <(Is Sliding) = [1]> then set [X Velocity v] to ((X Velocity) * [0.95]) // Gradual slowdown if <([abs v] of (X Velocity)) < [0.5]> then set [Is Sliding v] to [0] change y by [10] end end end
Wall Climbing System:
// Wall climbing/clambering when flag clicked set [Climbing v] to [0] forever // Check for wall grab if <<key [w v] pressed?> and <touching color [#8B4513]?> and <(Y Velocity) < [0]>> then if <not <(Climbing) = [1]>> then set [Climbing v] to [1] set [Y Velocity v] to [0] set [X Velocity v] to [0] end end // Climbing controls if <(Climbing) = [1]> then if <key [w v] pressed?> then change [Y Velocity v] by [0.2] end if <key [s v] pressed?> then change [Y Velocity v] by [-0.2] end // Release from wall if <<key [space v] pressed?> or <not <touching color [#8B4513]?>>> then set [Climbing v] to [0] if <key [space v] pressed?> then set [Y Velocity v] to [8] // Jump off wall if <key [a v] pressed?> then set [X Velocity v] to [-3] end if <key [d v] pressed?> then set [X Velocity v] to [3] end end end end end
Slide Jump with Timing Bonus:
// Slide jump mechanics when flag clicked set [Slide Jump Timer v] to [0] forever // Track slide jump window if <(Is Sliding) = [1]> then set [Slide Jump Timer v] to [10] // 10 frame window else if <(Slide Jump Timer) > [0]> then change [Slide Jump Timer v] by [-1] end end // Enhanced jump from slide if <key [space v] pressed?> then if <(Slide Jump Timer) > [0]> then set [Y Velocity v] to [12] // Higher jump set [Slide Jump Timer v] to [0] broadcast [slide jump effect v] // Visual effect else if <(On Ground) = [1]> then set [Y Velocity v] to [8] // Normal jump end end end end
🚀 Pro Tips
- Use multiplication for deceleration instead of addition/subtraction - it’s more natural
- Always include threshold checks to prevent micro-movements
- Clamp your velocities to prevent unrealistic speeds
- Test edge cases like rapid key presses and direction changes
This should completely eliminate your sliding bug and give you those awesome advanced mechanics! 🎯
PlatformMaster_Dev
Replied 45 minutes later
@PhysicsExpert_Sam This is absolutely incredible! 🤩 The sliding bug is completely gone and the movement feels so much smoother!
The sliding and wall climbing mechanics work perfectly. One question - how can I add a visual effect when the player does a successful slide jump?
VisualEffects_Pro
Replied 1 hour later
@PlatformMaster_Dev Great question! Here’s how to add awesome slide jump effects:
// Visual effects for slide jump when I receive [slide jump effect v] repeat [8] create clone of [particle v] wait [0.05] seconds end // Particle sprite code when I start as a clone go to [Player v] point in direction (pick random [-45] to [45]) set [speed v] to (pick random [3] to [7]) set [gravity v] to [-0.3] set size to [50]% set [ghost v] effect to [0] repeat [20] move (speed) steps change [gravity v] by [-0.1] change y by (gravity) change [ghost v] effect by [5] end delete this clone
This creates a burst of particles when you slide jump! You can also add screen shake, sound effects, and color changes for even more impact! ✨
Vibelf_Community
Pinned Message • Moderator
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