Tag
Platformer.
11 posts tagged #platformer. Back to all posts →
May 18, 2026·GenreCoupling camera shake with 2D character animation
Camera shake without character animation is just a screen jitter. Couple them — the impact lands twice.
May 18, 2026·GenreDouble-jump animation that actually feels good (2D)
Most double-jump animations look like a hiccup. The good ones add a flourish, a flip, or a magenta sparkle.
May 17, 2026·GenreThe checkpoint flash: animating mid-game saves in 2D platformers
A checkpoint flash sells the save without breaking flow. Five frames, one magenta burst, no menu.
May 17, 2026·GenrePower-up pickup animation for 2D platformers
The pickup animation has 12 frames to make a player feel powerful. Heres how to spend them.
May 17, 2026·GenreGround-pound animation for a 2D platformer
The ground pound is two animations: the slam and the impact. Get either wrong and the move loses all weight.
May 17, 2026·GenreWall jump animation in a 2D platformer
The wall jump dies on bad timing and missing dust. Heres a frame-by-frame anatomy that survives 60-fps scrutiny.
May 16, 2026·GenrePlatformer character animation: a complete 2D guide
From 4-key walk cycle to wall-jump dust puffs — every animation a 2D platformer hero needs, in one working document.
May 8, 2026·GenreLadder-climbing animation in 2D platformers
Ladder climbs are where bad rigs go to die. Asymmetric grip, alternating feet, no T-pose — heres the working pattern.
May 7, 2026·GenreDesigning jump arcs for a precision 2D platformer
Celeste-tight jumps live or die on arc shape. Heres how to plot them, animate them, and tune them to feel.
May 7, 2026·GenreCoyote time and how it changes your 2D character animation
Coyote time gives players a 6-frame grace period after walking off a ledge. The animation has to honour that lie.
May 6, 2026·Use caseCutscene animation for 2D platformers
Cutscenes are where indie 2D games either feel hand-crafted or feel cheap. Mocap can carry the body work; what you do on top is what makes them sing.