Thank you. It's 60FPS so that helps. Also I made sure there's a bit of forgiveness when jumping from edge of platforms. There's also air control, and sensible gravity.
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Well there are two components, the jumping and the falling.
For the falling I just have a gravity value that is quite fast so it feels somewhat realistic. Gravity is added to the player's delta y each frame, so that it accelerates.
For the jumping I allow the player to do small jumps or large jumps depending on how long they hold down jump for. I do this with a jump power value which starts fairly high and decreases as the jump button is held down until it reaches a certain minimum value and then falling begins instead.
It's also possible to have a maximum falling speed (terminal velocity) that cannot be exceeded so if the player falls a long way they don't move so fast that they clip though platforms.