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The trampoline jump physics was correct. The issues was that the 2010 c++ version ignored a held button because of an Apple TV workaround I implemented when I e
by rabahs 29d ago
The trampoline jump physics was correct. The issues was that the 2010 c++ version ignored a held button because of an Apple TV workaround I implemented when I enabled support of tvOS 10 years ago. Godot port read it as pressed, so you get high bounce without a fresh press: https://babyloniantwins.com/blog/porting-a-1993-amiga-game-to-godot/#the-trampoline-bug https://babyloniantwins.com/blog/porting-a-1993-amiga-game-t...
- coder-pm 29d agoOh so it’s about the platform where it lives, not about the logic, fair enough. Porting logic as is looks like the best approach, the one thing that broke wasn’t really logic:)