Input bufferring is something ive been experimenting with. These vids are so timely. Ty!
@GameEndeavor4 жыл бұрын
Glad it was useful. :) Timers can be extremely useful in the right hands. Thank you for watching!
@davidb40204 жыл бұрын
Every video on your channel I discover is awesome. Keep doing this.
@GameEndeavor4 жыл бұрын
Thank you. :) I'm glad you enjoy them.
@bruninhohenrri4 жыл бұрын
WOW. You are a such a great developer ! Thank you for the content
@ferdibayir24334 жыл бұрын
I applied it and my game looks amazing. Thank you very much :)
@GameEndeavor4 жыл бұрын
Nice! :) Glad it was useful.
@notrhythm10 ай бұрын
at 3:22 if you do coyote_timer.is_stopped() && !is_on_floor() instead, you wouldnt have to set the velocity to 0 when you start the coyote timer. as this is where that residual velocity comes from, it's being applied all the time while you are on floor.
@IustinNitza4 жыл бұрын
This is exactly what I was needing to improve my game. Thanks a lot!
@GameEndeavor4 жыл бұрын
Any time! I wouldn't make a platformer without it. :)
@aldanasjuan3 жыл бұрын
I pressed like when I saw 4:17 😊
@jkasar3 жыл бұрын
The script didn't work for me cause I'm stupid and stubborn but I have found another way. If you're also both stupid and stubborn this may help. Instead of using a timer, I just extended two downward facing raycasts and adjusted them to my liking. They're not even touching my character's collision box. The code goes, if $Raycastdown one and two is colliding, jumps_left = 1. It gives me roughly the same effect. I'm sure I'll come across problems with that but it works for now.
@lumumdare32894 жыл бұрын
realy nice video, i love this channel thanks
@bitzoharley81004 жыл бұрын
I don't understand why some people give dislike in the video :/ and very awesome tutorial
@GameEndeavor4 жыл бұрын
Could be any number of reasons. It's to be expected, so I don't worry about it. :) Thank you for watching!
@lifesymphony613 жыл бұрын
Good one!
@WeLoveGod94 жыл бұрын
This platforming series is such a goldmine. Do you have any plans to cover enemy AI in future videos?
@GameEndeavor4 жыл бұрын
Thank you. :) I could but I don't have any ideas for topics tbh. Is there anything in particular that you would like to learn?
@WeLoveGod94 жыл бұрын
@@GameEndeavor Sorry if my English is not perfect. Right now I'm struggling with a basic enemy AI for a 2d action platformer (I want them to patrol and attack the player when in range), I can't really find a detailed tutorial for that in Godot. Since you said you don't have ideas for topics, I can also give you another few suggestions: Dashing Melee attacks Combo system Parry/block system
@GameEndeavor4 жыл бұрын
@@WeLoveGod9 To be clear I meant topic ideas for enemy AI, I'm not sure what about it people want to know. :) Though combo system and parry / block system is not on my list, though those are fantastic ideas. I'll add them. I didn't go into the logic for it, but iirc I did go over the flow of logic for something similar to this for the Sleeping Angel at the end of my State Machine video. It won't answer a lot, but might be worth looking at in the meantime. Your english is great, you have nothing to be sorry about. :)
@MostlyMadProductions4 жыл бұрын
Can you do a tutorial on how to do multiplayer in Godot with Steamworks
@GeekzAnonymous4 жыл бұрын
Awesome tutorial. Where do you cover the rest of the _get_h_weight(): function with all the stuff in the else statement?
@GameEndeavor4 жыл бұрын
Thank you. :) That method originated in the first player controller script as just a means of controlling acceleration/deceleration while in air or while grounded. After that it was expanded on a little further in the Wall Jump tutorial to give the player more control while in the air, namely after a wall jump. Player Controller: kzbin.info/www/bejne/bXumg6OPaMeckMk Wall Jump: kzbin.info/www/bejne/qIDKZ6KBq892e9U
@GeekzAnonymous4 жыл бұрын
Excellent! I did watch that one, but I haven't implemented it yet, I will definitely have to do a more in-depth viewing in the near future!
@erikgiesenloo18713 жыл бұрын
I tackled this on my own - then watched your tutorial. I activated the timer in the state machine and checked for !coyote_timer.is_stopped(). THe only thing i was missing was to turn off the timer once the player jumps
@murmean Жыл бұрын
Could you help me a bit with it? Cause I tried implementing it in a state machine but dont really know when to call coyote_timer.start() / coyote_timer.stop()
@thedevine37564 жыл бұрын
Hello I’m from the ‘how to add health’ first let me say you are an awesome game dev and have helped me out but, the vid I came from seems to not have many of your replies any more since it was a while ago. In that video many of us our wondering how to actually make things use the damage function. You never explained how to make things damage you. I hope I’m not being rude, cheers!
@Rubafix9894 жыл бұрын
Amazing content
@GameEndeavor4 жыл бұрын
Thank you. :)
@basteagui4 жыл бұрын
huh... might consider this but i don't think i will use coyote time. my player hitbox is already pretty large and the bottom is flat, not like the oval you're using (i am using a rectangle) so the jumping in my game does let you jump even when the feet of the character is already not on the ledge.
@GameEndeavor4 жыл бұрын
I meant to mention this in the video actually. That's how coyote time used to be implemented in the days of old, just using a larger collision area. So that is perfectly valid. :) Personally I prefer to do it timer based because your player doesn't push up against the wall enough with a larger collision area. I use a rectangle for collision myself. Personally I despise capsule collision for player controllers, but it tends to be a popular alternative so I mentioned it. Too many platformers I've played where the developer used capsule collision without coyote time and it just feels awful.
@ElikChan3 жыл бұрын
You are a life saver :) Seems like I have to try coding.... phew
@СтефанВацов4 жыл бұрын
Can someone give me a link where I can download this project (or a similar one) because I can't get it to work. Thank you 🙂
@rainingrainy1524 жыл бұрын
Can you do a video on a enemy state machine (idle,chase,attack)?
@GameEndeavor4 жыл бұрын
I plan to do some enemy ai stuff at some point, yes. :) It keeps getting pushed back, but I need to do one soon.
@rainingrainy1524 жыл бұрын
@@GameEndeavor No worries! You are a very talented developer, and I know that any video you put will be amazing!
@GameEndeavor4 жыл бұрын
@@rainingrainy152 You're too kind, thank you. :)
@chukwudobemicah7015Ай бұрын
can we get this in javascript?
@ddvb19803 жыл бұрын
Man I love you so much, thanks a lot for all these video's man. Coming from an inept game dev who knows a bit what he is doing ^^ But with massive help like these vids, my game starts to be a playable game WHOOOHOOO
@bart.o.rom3o4 жыл бұрын
Can you do one for how to respawn your player when he falls in a pit or how your player collects a coin?
@GameEndeavor4 жыл бұрын
I don't make tutorials anymore, sorry.
@bart.o.rom3o4 жыл бұрын
@@GameEndeavor noooooooo but your community needs u
@ferdibayir24334 жыл бұрын
Hello bro. You are one of my best tutorial providers in youtube and I really appreciate for it. I hope that you can give me a tip to fix my problem with my game. I want to release my very cool 2d platformer game soon but I have lag problem on my tablet. My enemies(kinematic body) cause the problem. I use queue_free when they are killed and I also use VisibilityEnabler2d to pause them when they are not in the scene. But I cant fix the lag. Could you please just give me an idea about the solution if you know anything that can be helpful?
@GameEndeavor4 жыл бұрын
Thank you. :) I don't have much advice unfortunately as the lag could be a number of reasons. Something I will suggest though is to check your collision pair count in the debugger tab. If you have large area collisions then this can drain your performance fairly significantly in my experience. You can also use the debugger's profiler and monitor to try and pin down the cause of our lag. It gives you some detail as to what's going on in the background.
@ferdibayir24334 жыл бұрын
@@GameEndeavor Thank you bro, your advice worked perfectly :) I didn't know how to monitor the performance. After checking the profiler, monitors and video ram tabs, I noticed that I had many collisions on my shape which different conditions and sending various signals to many places. When I deleted the areas and collisions, the lag problem got fixed :) I also noticed that my object sprites in my tileset were consuming too much resources on the video memory. I will fix that problem tomorrow. And the third problem seems to be the other signals and conditions in the game. I have too many checkers to monitor and change many variables in the game and that cause a heavy load as I guess. You solved my problem. Thank you very much bro :) I wish to launch my game soon. You will be one of my contributors to be in my thanks list :)
@pedro.zurita4 жыл бұрын
you have a very good way of teaching, have you considered making a full course intro yo godot to full finihed game? that teaches beginner to intermediate principles? $30? hint hint
@GameEndeavor4 жыл бұрын
Thank you. :) I have considered it, though it hasn't been a big priority. Perhaps I'll sit down soon and plan one out. Anything type of course in particular you'd like to see?
@pedro.zurita4 жыл бұрын
@@GameEndeavor I think just an intro to Godot, especially GDscript...I come from a background in web development and apps... similar but not quite the same as games... GDscript I've heard is like python...other than that it's pretty alien to me...and even to most people used to c#...but your style is good...not dull or confusing.
@GameEndeavor4 жыл бұрын
@@pedro.zurita That's one of the topics I've thought about doing a course on, so I may just do that. :) Thank you for the kind words.
@jasonking12844 жыл бұрын
I am going to make a game where the player gets dies as soon as they get too close to the edge.
@GameEndeavor4 жыл бұрын
Good luck with that. :)
@domeen0gt8954 жыл бұрын
hey Endeavor, can you make a tutorial on movement in godot 3.2? i tried to use the 3.0 one but my character just wouldnt move.
@GameEndeavor4 жыл бұрын
The same movement code from 3.0 should still work with 3.2. The only thing changed as far as I know is that lerping the velocity back to 0 isn't as sudden as it used to be. Your character would still be able to move, it's just transitioning back to the idle animation that's broken.
@ferdibayir24334 жыл бұрын
Hello bro. You are one of my best tutorial providers in youtube and I really appreciate for it. I hope that you can give me a tip to fix my problem with my game. I want to release my very cool 2d platformer game soon but I have lag problem on my tablet. My enemies(kinematic body) cause the problem. I use queue_free when they are killed and I also use VisibilityEnabler2d to pause them when they are not in the scene. But I cant fix the lag. Could you please just give me an idea about the solution if you know anything that can be helpful?