gamemakerH5 Posted 16 hours ago Share Posted 16 hours ago (edited) In browser RPG combat, “the attack feels late” is often too vague to debug. I use a four-column trace: input timestamp, current animation state, earliest legal transition, and action-start timestamp. Then I run three cases: press during idle, press during recovery, and press just before recovery ends. The goal is not to make every input execute; it is to make accepted and rejected inputs explainable. A short buffer can improve feel, but a hidden queue can also create unwanted actions after the player has changed their mind. I would log accepted/rejected explicitly, cap the queue to one intent, and surface the reason in a debug overlay only—not in a fabricated gameplay HUD. This is a design/test hypothesis, not a performance guarantee. The RPG creator workflow I am evaluating is here: https://www.seeles.ai/features/create/rpg-creator?utm_source=html5gamedevs&utm_medium=community&utm_campaign=rpg_phase36_20260726&utm_term=web_input_buffering&utm_content=rpg36_05&utm_id=rpg36-05 Edited 16 hours ago by gamemakerH5 Quote Link to comment Share on other sites More sharing options...
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