Skidding locks the player to the nearest position on an 8x8 grid, but tries to make sure that it can travel a minimum eight pixels before it snaps.
If a direction is held while skidding, the player will launch full speed in the new direction. If not, player will come to a dead stop. Jumping can cancel out of the skid completely.
Skidding locks the player to the nearest position on an 8x8 grid, but tries to make sure that it can travel a minimum eight pixels before it snaps.
If a direction is held while skidding, the player will launch full speed in the new direction. If not, player will come to a dead stop. Jumping can cancel out of the skid completely.