Also gamedevs please remember to add settings to control screenshake intensity and to disable hitstop (freeze frames)!
@kristoffred10 ай бұрын
I agree, it's definetly something I'm going to add later
@mrglick50506 ай бұрын
Criminally underrated. Liked and subbed, keep up the good work!
@kristoffred6 ай бұрын
thank you! ❤
@Max_prez55510 ай бұрын
Man, that's awesome! Thanks for making this video, keep going!
@kristoffred10 ай бұрын
Thanks! I don't know when I'll have time to make the next video because school takes away a lot of my time.
@Orionhart10 ай бұрын
Squash and stretch!
@Roxor1286 ай бұрын
You can express it mathematically pretty simply. If you stretch it by a factor of 4 in one direction, then to preserve volume, the other two need to be reduced by a factor which will multiply to give 1/4. As this applies to two dimensions, it applies to an area, so to get how much to scale the other two dimensions, we take a square root, giving us sqrt(1/4). So, to generalise, if you scale by N in one direction, the other two need to be scaled by sqrt(1/N) to keep the volume constant, which is the essence of squash-and-stretch.
@steveblack72010 ай бұрын
nah juice is actually everything
@aaron7c7 ай бұрын
Wow you def deserve more subs. These videos are great!
@kristoffred7 ай бұрын
Thanks! I'll get there eventually
@aaron7c7 ай бұрын
@@kristoffred rooting for you!
@eboatwright_11 ай бұрын
Those impact particles look great!
@kristoffred10 ай бұрын
ah ty ❤️
@mrtomithy11 ай бұрын
underrated channel juice
@kristoffred10 ай бұрын
so true juice
@LucasHedegaardGertsen10 ай бұрын
Nice editing!
@tonkgottagame11 ай бұрын
Thanks!
@likyepetti7 ай бұрын
Ehi great video, could you explain in much more details how to implement the dash burst? I've tried but it doesn't work, plus I don't quite understand the logic behind it, where am I supposed to use the current_max_speed variable? Because I don't think it does something just updating it. Thanks for the other tips in the video also, very useful!
@kristoffred7 ай бұрын
The current max speed is used to clamp the player's X velocity after the movement inputs were handled like this: velocity.x = clamp(velocity.x, -current_max_speed, current_max_speed) The Y velocity also has this exact same system but with a seperate max speed. I only limit the upwards velocity here, so the player can keep falling faster and faster. This is how that looks: velocity.y = max(velocity.y, current_max_y) As said in the video, these max speed limits are set to some high value, and then lerped towards a smaller target. By adding a bunch of velocity to the player, to get to that new upper limit, you can get it to look like a dash. Hopefully this helps, please ask if you have any more questions!
@notluu10 ай бұрын
JUICE makes the game 10 times better
@kristoffred10 ай бұрын
I agree
@viktorhugo171510 ай бұрын
I love juice
@kristoffred10 ай бұрын
orange juice best juice
@viktorhugo171510 ай бұрын
Ye
@sixty5notch79610 ай бұрын
Old RAM jumpscare
@apersonontheinternet615411 ай бұрын
juice
@LuriaReimeiko10 ай бұрын
juicy vid juicy godot
@garfieldthesixteenth11 ай бұрын
Juice
@kristoffred11 ай бұрын
juice!
@junaidsultanxyz11 ай бұрын
juice
@kristoffred11 ай бұрын
juice indeed
@Night_Houndl3 ай бұрын
i have another question how do you make it jump off the walls?
@kristoffred3 ай бұрын
set x velocity based on which way the wall is facing (there's a built in function for that) and then y velocity is just your jump strength btw, just watch a walljump tutorial
@nbrpwng6 ай бұрын
I have one very specific question, why are you using string quotes around your $ expressions? I didnt know you could even use string quotes in one of those statements to get a node by name, is there an advantage or specific effect to it?
@kristoffred6 ай бұрын
I usually just drag the node that I'm trying to access into the code editor which automatically pastes in that node's path. My guess is that it puts it between quotation marks because of the space in the node's name.
@nbrpwng6 ай бұрын
@@kristoffred I had no idea you can drag a node right into the editor, thats cool to know
@Night_Houndl3 ай бұрын
How did you go around making the cube stick and walk on the walls?
@kristoffred3 ай бұрын
it's the same as any walljump implementation, but instead of allowing the player to jump, the y velocity and gravity gets set to 0. Then you can just move the player up and down.
@Night_Houndl3 ай бұрын
@@kristoffred so if im understanding when the player touches a wall it will set it as "is climbing" or something then sets y velocity and gravity to 0
@kristoffred3 ай бұрын
@@Night_Houndl yes
@Professional_Amateurs10 ай бұрын
it says platfromer in the title instead of platformer. nice vid tho