mostly just showing friction in scratch with higher fps w = jump a = left d = right play at 250 fps https://turbowarp.org/1296559805?fps=250
feel free to use only a friction showcase everything else is underwhelming and maybe you already knew this how it works: value * friction^delta time there is only e^ and 10^ in scratch so use logarithm rules to do the exponent using 10^ and log to make it less confusing a^b = 10^(log(a^b)) = 10^(b*log(a)) this works because log(10) = 1, so log(10^x) = x example: log(10) = 1, 10^1 = 10 log(100) = 2, 10^2 = 100 log(1000) = 3, 10^3 = 1000 now next step 10^log(10) = 10^1 = 10 10^log(100) = 10^2 = 100 10^log(1000) = 10^3 = 1000 this means 10^log(x) = x so 10^log(a^b) = a^b using log power law where log(a^b) = b*log(a) 10^(b*log(a)) = a^b the only limitation is that a has to be greater than 0 why use exponent? its because we have to simulate friction being evaluated different amount of times at different fps