great video. if you export the values you can update them on the fly and your iteration time might be faster, as far as honing in your final values. Or additionally, you might want some of that hang time and things like that for different abilities or skills, maybe an item that lets you hover, or something, and you could then knock them all out really quickly. But yeah, this seems like a solid approach.
That was awesome ! The instructions are so clears it make me want to try to experiment with the code to have other mechanics (I'm thinking of falling slower if the player keep the jump button pressed or something like these mechanics we find in Super Mario Wonder). That's great tutorials !
If you want to still jump after leaving a ledge and coyote time, but penalize their jumps (ex: you have 2 max jumps, we penalize them 1 jump, so we will still get a jump but only 1.) add a variable called AirJumpPenalty into the constants and add this code in HandleJump() after the coyote timer if statement. if ((jumps
if I follow ur variables and inputs can i build it with visual script (no code experience yet) or may be just use both visual script and code together to apply
Can you make video entirely dedicated to how to create state machines the way u done here 😊 for 2d anf 3d game and please do video how to create 3d world by grid map no videos are sufficient to understand these concepts in depth
I do have a video dedicated to the state machine used in this video. Unfortunately, I haven’t done any work in 3D so I don’t know if I would be any help with that, sorry!
Finally a jump video that explains it in a way I can understand, 10/10 video!
Very informative. Imo the feel of character movement is often something that gets overlooked.
great video. if you export the values you can update them on the fly and your iteration time might be faster, as far as honing in your final values. Or additionally, you might want some of that hang time and things like that for different abilities or skills, maybe an item that lets you hover, or something, and you could then knock them all out really quickly. But yeah, this seems like a solid approach.
Agreed! Exporting is a fantastic way to quickly adjust values and fine tune a jump
Thanks for the insight, man!
This is awesome thank you.
You're very welcome!
That was awesome ! The instructions are so clears it make me want to try to experiment with the code to have other mechanics (I'm thinking of falling slower if the player keep the jump button pressed or something like these mechanics we find in Super Mario Wonder).
That's great tutorials !
Go do some experimentation, it’s a great way to learn and reinforce programming skills!
Great detailed explanation. Thank you
You're very welcome!
If you want to still jump after leaving a ledge and coyote time, but penalize their jumps (ex: you have 2 max jumps, we penalize them 1 jump, so we will still get a jump but only 1.)
add a variable called AirJumpPenalty into the constants and add this code in HandleJump() after the coyote timer if statement.
if ((jumps
Love the mechanic and the solution you came up with, thanks for sharing it!
@2:20 No need state machine, just check if velocity is positive or negative.
True, you could do it that way but I feel the logic is cleaner and more compartmentalized in a state machine 🤷🏼♂️
if I follow ur variables and inputs can i build it with visual script (no code experience yet) or may be just use both visual script and code together to apply
I am unfamiliar with any visual scripting extensions in Godot, but you should be able to implement this in it
yours links doesn't work :(
I just fixed them for you
Can you make video entirely dedicated to how to create state machines the way u done here 😊 for 2d anf 3d game and please do video how to create 3d world by grid map no videos are sufficient to understand these concepts in depth
I do have a video dedicated to the state machine used in this video. Unfortunately, I haven’t done any work in 3D so I don’t know if I would be any help with that, sorry!
What's the point to show the code and not the final result?
What do you mean final result?
@@BiLLzDevs nah fr wat th hell is he saying