Feature Focus: Platform movement

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  • เผยแพร่เมื่อ 10 พ.ย. 2024

ความคิดเห็น • 7

  • @bonehelm
    @bonehelm 2 ปีที่แล้ว +1

    I do have to say the built in platform behavior is so nice to have as a base cause slopes, jump throughs, and moving platforms are really tricky to do on your own. The only few things I add with events on top of it is coyote timing, increased gravity while falling, and early input buffering. It feels REALLY good to control after that.

  • @VonFirflirch
    @VonFirflirch 2 ปีที่แล้ว

    This makes me strangely nostalgic. A Platform Behavior tutorial was one of the first things I read when discovering the engine, back in the Construct 2 days. x)

  • @pixillest3468
    @pixillest3468 2 ปีที่แล้ว +3

    Is there any chance that the Jump Through Behavior can get the collision filter/tags system that the regular Solid Behavior includes? It's a bit frustrating that the collision tag system is so powerful and useful, but only works with the Solid behavior.

    • @bonehelm
      @bonehelm 2 ปีที่แล้ว

      Agreed, that would be nice

  • @computercrazies
    @computercrazies 2 ปีที่แล้ว

    I have a 600k tilemap generated using cellular automata for a space mining game that used this behavior as a starting point for learning. I believe the video of it is on my account still.

  • @AndrewMaksym
    @AndrewMaksym 2 ปีที่แล้ว

    Nice! 👍

  • @IceFerretStudio
    @IceFerretStudio 2 ปีที่แล้ว

    i had no idea the mesh distortion thing existed. I was having trouble with the player getting stuck to angled platforms.