Creating My SIX Key Movements for my Indie Platformer | DevLog

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Keltick's Game Dev

Keltick's Game Dev

Күн бұрын

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@50-blessings92
@50-blessings92 6 ай бұрын
keep going bro we with you
@Sourge_GR
@Sourge_GR 6 ай бұрын
Hey really nice video, I haven't really understood yet how collision channels work, do you have a video explaining that because up until now I just create custom classes for example I made one named items and then I cast to that class when my raycast hits or whenever else I would want to and if it success I know my custom logic will work or I also know you can use tags for it but are collision channels better?
@KeltickGameDev
@KeltickGameDev 6 ай бұрын
I don't have a full video discussing collision channels, but a few tutorials touch on them. I do have a video on my "todo" list that would explain collision and collision channels for beginners that I am hoping to get out before the end of the summer! As for tags, I have not used a tag once so far in Unreal, so I can't speak with any authority on them haha, I definitely prefer collision channels
@Sourge_GR
@Sourge_GR 6 ай бұрын
@KeltickGameDev In your opinion is using collision channels more effective than constantly casting to check if the object or wall is of s specific type (like wall for walljumping )
@KeltickGameDev
@KeltickGameDev 6 ай бұрын
@@Sourge_GR both can get you to the same end result, and I don't know what would be considered more efficient. I just have been thinking of it in terms of "when do I care", for a wall jump I care more about the collision, so I did the check there!
@Sourge_GR
@Sourge_GR 6 ай бұрын
@KeltickGameDev oh ok I see when I mean effective I mean time to set up and the best result it may have
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