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The jump looks weird because you don't apply the laws of physics!
Height increases / decreases according to time squared. Planning top-down (easier): 0 (no move at top of jump); -1px (1 frame before and 1 frame after), -4px, -9px, -16px etc. Or multiples of these. Example (with 2 added frames for smoothness, 0.05" for the whole jump).
Instead you have increasing intervals near the top, which you tried to compensate with frame delays.
Then you might simulate air friction on the downward move, by adding frames with more even intervals. Example.
Good recoil on the top part. I messed it on my edits. You could make something similar with the face, move it up and down with a delay, and have a reaction when hitting the ground.
Thanks a bunch man, that jump kept looking weird to me, but I wasn't sure how to fix it. Of course, if I had only thought about how the physics of it worked in a mathematical sense. I'll get an edit up here soon.
First edit is up, but messing with the face sounds like a good idea. I'll get to that here soon.