Creating smooth jump mechanics for platformer games
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JumpMaster_Dev
Posted on August 4, 2025 • Intermediate
🦘 Need help creating smooth jump mechanics
Hi everyone! I need an easy SMOOTH jump code I can use for my platformer games. The simple jump code I’m currently using is very jerky and doesn’t feel natural at all.
My current code just moves the character up and down with delays, but it looks terrible. I want something that feels realistic with proper physics. Any help would be greatly appreciated! 😊
PhysicsMaster_Pro
Replied 30 minutes later • ⭐ Best Answer
Great question @JumpMaster_Dev! Smooth jumping is all about using velocity and gravity systems. Here’s how to create realistic, physics-based jumping:
🚀 Basic Smooth Jump System
First, create these variables: Y Velocity
and Gravity
when flag clicked set [Gravity v] to [-1] set [Y Velocity v] to [0] forever // Apply gravity change [Y Velocity v] by (Gravity) // Apply velocity to position change y by (Y Velocity) // Ground collision (adjust -170 to your ground level) if <(y position) < [-170]> then set y to [-170] set [Y Velocity v] to [0] end // Jump input (only when on ground) if <key [space v] pressed?> and <(Y Velocity) = [0]> then set [Y Velocity v] to [15] end end
⚡ Advanced Jump with Ground Detection
For better collision detection with platform sprites:
when flag clicked set [Gravity v] to [-0.8] set [Y Velocity v] to [0] set [Jump Power v] to [12] set [On Ground v] to [false] forever // Store old position set [Old Y v] to (y position) // Apply gravity when not on ground if <not (On Ground)> then change [Y Velocity v] by (Gravity) else set [Y Velocity v] to [0] end // Apply velocity change y by (Y Velocity) // Check ground collision if <touching [Ground v]?> then go to x: (x position) y: (Old Y) set [On Ground v] to [true] set [Y Velocity v] to [0] else set [On Ground v] to [false] end // Jump input if <key [up arrow v] pressed?> and (On Ground) then set [Y Velocity v] to (Jump Power) set [On Ground v] to [false] end end
🎯 Variable Jump Height
Allow players to control jump height by holding the jump key:
when flag clicked set [Gravity v] to [-0.7] set [Y Velocity v] to [0] set [Jump Power v] to [14] set [Jump Hold Time v] to [0] forever // Apply gravity change [Y Velocity v] by (Gravity) // Apply velocity change y by (Y Velocity) // Ground collision if <touching [Ground v]?> then repeat until <not <touching [Ground v]?>> change y by [1] end change y by [-1] set [Y Velocity v] to [0] set [Jump Hold Time v] to [0] end // Jump start if <key [space v] pressed?> and <(Y Velocity) = [0]> then set [Y Velocity v] to (Jump Power) end // Variable jump height if <key [space v] pressed?> and <(Y Velocity) > [0]> and <(Jump Hold Time) < [8]> then change [Y Velocity v] by [0.5] change [Jump Hold Time v] by [1] end end
🌟 Double Jump System
Add a second jump for more dynamic gameplay:
when flag clicked set [Gravity v] to [-0.8] set [Y Velocity v] to [0] set [Jump Count v] to [0] set [Max Jumps v] to [2] forever // Apply gravity change [Y Velocity v] by (Gravity) // Apply velocity change y by (Y Velocity) // Ground collision if <touching [Ground v]?> then repeat until <not <touching [Ground v]?>> change y by [1] end change y by [-1] set [Y Velocity v] to [0] set [Jump Count v] to [0] end // Jump input if <key [space v] pressed?> and <(Jump Count) < (Max Jumps)> then set [Y Velocity v] to [13] change [Jump Count v] by [1] wait [0.1] secs // Prevent multiple jumps from one press end end
💡 Pro Tips for Smooth Jumping
- Adjust gravity value: Lower values (-0.5 to -1) feel more floaty, higher values (-1.2 to -2) feel heavier
- Fine-tune jump power: Values between 10-18 work well for most games
- Add coyote time: Allow jumping for a few frames after leaving a platform
- Implement jump buffering: Register jump input slightly before landing
- Use smaller gravity increments: Decimal values like -0.8 create smoother motion
Start with the basic system and gradually add features as needed. The key is finding the right balance of gravity and jump power for your game’s feel! 😊
JumpMaster_Dev
Replied 1 hour later
@PhysicsMaster_Pro This is absolutely amazing! Thank you so much! 🎉
The basic smooth jump system works perfectly! My character now jumps with realistic physics instead of that jerky movement. The variable jump height is a great bonus too!
GameTutor_Alex
Replied 2 hours later
Excellent tutorial! 🎮 Here are some additional enhancements you can add:
- Wall jumping: Allow jumping off walls for advanced platformers
- Jump sound effects: Add audio feedback for better game feel
- Particle effects: Create dust clouds when landing
- Animation integration: Sync jump animations with the physics
- Air control: Allow slight movement adjustments while in air
These details make jumping feel much more polished and responsive!
Vibelf_Community
Pinned Message • Moderator
🚀 Want to Master Platformer Physics?
Great discussion on jump mechanics! For those looking to create even more advanced platformer systems, our community can help you implement:
- 🦘 Advanced jump mechanics (wall jumps, air dashes)
- 🌊 Fluid movement systems
- 🎯 Precise collision detection
- ⚡ Performance-optimized physics
📚 Related Topics
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