The real lesson here is "let players cheat a little" and be subtle about it. This should apply throughout the game to improve experience and make the game feels less frustrating.
I have a different approach to this. We need to handle our animations with AnimationPlayer. We set our jumping state to have 2 animations: one for when you are moving up, second for when you are moving down. Then on a animation timeline add "Call Method Track" and call a function from your script that forbids jumping at a certain time mark, for me it's 0.2 seconds. So when your character !is_on_floor() you have 0.2 second to jump. There are a couple more steps to flesh it out, but I'm pretty sure you can handle those yourself.
Ack ack ack, thanks m8. However it's important to remember very overrated games like Celeste have this, so it's a good thing to implement even if your game doesn't require precision platforming
The real lesson here is "let players cheat a little" and be subtle about it. This should apply throughout the game to improve experience and make the game feels less frustrating.
thanks man i need this but for a parry mechanic timer
Im so glad you started uploading again, keep it up
One of the best Godot teachers, amazing material presentation
what to do when first 3 lines of code that u wrote in this tutorial doesnt work for me
uhh, so when I got to the print fall thing it was printing constantly and the game crashed
Very good content!
very good explanation
👍
I have a different approach to this. We need to handle our animations with AnimationPlayer. We set our jumping state to have 2 animations: one for when you are moving up, second for when you are moving down. Then on a animation timeline add "Call Method Track" and call a function from your script that forbids jumping at a certain time mark, for me it's 0.2 seconds. So when your character !is_on_floor() you have 0.2 second to jump. There are a couple more steps to flesh it out, but I'm pretty sure you can handle those yourself.
In general "Call Method Track" is a great tool, and I advise you all to learn it.
i tried but idk how to make it work correctly with a double jump :/ if needed i can send my code
Ack ack ack, thanks m8. However it's important to remember very overrated games like Celeste have this, so it's a good thing to implement even if your game doesn't require precision platforming