Making a Better 2D Movement Controller (Part 2)

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Unain

Unain

Күн бұрын

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@beriadan77
@beriadan77 9 ай бұрын
Please do more! I'm loving your modular approach!!! Learning a LOT from your coding!!!
@Duckling77
@Duckling77 Ай бұрын
It's been a bit since I used these tutorials, but I just wanted to express how much these 20 minutes have helped me understand Godot. The way you design those components makes it so much easier to read and understand the code. I've already implemented my own components and features without any other tutorials because of how intuitive they are to design. This has helped me more than any other tutorial or course I've used. Even if you don't ever continue this series, thanks for making these!
@OriahVinree
@OriahVinree Ай бұрын
Love your approach, so clean. Any chance you could work on a series taking a state based node approach?
@codybrock3461
@codybrock3461 29 күн бұрын
Great tutorial! It's an elegant implementation in terms of the actual code, and the explanation and pacing was really solid. Great job, and thanks for sharing.
@shivatv875
@shivatv875 10 ай бұрын
So much love you'r tutorials ! I have a suggestion because no one has cover this on KZbin - make a player character system with attach to base Player Entity , that's more easy to move persistent Player Entity with some persistent data , and a sub-character Yeah i'm struggling with this :( I'm make a godot project, player may buy ships with own specific attributes and slots for weapons If you cover this , i'l be very grateful and donate you!
@citizenzero4294
@citizenzero4294 10 ай бұрын
Nice idea , i'm started doing some similar system but without success🤒
@citizenzero4294
@citizenzero4294 10 ай бұрын
Like transfer collision and animations too
@Pelipcahh
@Pelipcahh 9 ай бұрын
I would love for you to do some cool features such as a dash/air dash, double jump, grabbing ledges, wall jumps, and more! This is a GREAT series so far!
@Bob-gi2gh
@Bob-gi2gh 4 ай бұрын
Would love to see the way those components would work!
@Wikki-he5ts
@Wikki-he5ts 7 ай бұрын
Hugely underrated channel
@Afreshio
@Afreshio Ай бұрын
oh man this was incredible. thanks! any possibility of making a video about animation based on FSM?
@someguy56682
@someguy56682 9 ай бұрын
Love this! Would you ever consider making a third part, by chance?
@fatodeta
@fatodeta 6 ай бұрын
I think you've found one of the best ways in transferring knowledge. Really awesome content! Thank you!
@Kemwood
@Kemwood 6 ай бұрын
Great tutorial series! Clear and super helpful. Please keep them coming!
@rumodan
@rumodan 5 ай бұрын
That's a really good couple of videos, detailed and well explained, with the right pacing for a newby. Really appreciated! The only thing I don't like is the sudden stop of the y velocity when jump input is released; IMHO it would look nicer if the movement continued with the fall gravity applied, it would look more natural. I'll try to implement it in the project I'm working on... Project that I'm currently refactoring using your modular approach! Keep posting please, that's quality content!
@AxelBurned
@AxelBurned 5 ай бұрын
I had the same thought. What I ended up doing was establishing a new variable var is_at_peak: bool = false Then I defined it right under "is_going_up" as is_at_peak = body.velocity.y > -150 and not body.is_on_floor() Then I changed the jump release call to if jump_released and is_going_up and not is_at_peak: Finally, I changed my jump_released_velocity to float = -150 I didn't add the is_at_peak at first, and it made my character do a sort of double-jump if I released at the peak, so adding in that other check tells the game that if you release at the end of the jump, just treat it like a full jump. Probably could be a lot more sophisticated, but it's the first thing I've coded for myself in the game, and seeing it actually work the way I envisioned it was a real spark of motivation, let me tell you.
@rumodan
@rumodan 5 ай бұрын
@@AxelBurned that's a simple but clever way of managing the thing, I was actually thinking of using a jump_complete variable too, and seeing that this approach can work reassures me!
@kirilllysenko8616
@kirilllysenko8616 6 күн бұрын
Thank you for such a good video!
@yusufirawan3832
@yusufirawan3832 4 ай бұрын
Wow! thanks for tutorial😁
@luisv1308
@luisv1308 4 ай бұрын
Thank you sir, I hope you make more godot videos in the future
@Cr1i_
@Cr1i_ 5 ай бұрын
Hii, I'm a beginner and I've been using your movement tutorials for my very first game, and I actually love them! But for my taste I don't really like how abrupt the falling is in the variable jump height, if there's a way I can make my character reach the max height in just a bit more time and make the falling less sudden and smoother I would really appreciate your help Thank you in advance if you'll answer my question : )
@47represent
@47represent 9 ай бұрын
very well put together tutorial. could we have a part 3 delving into slopes? I'm currently struggling to impliment running up verticle walls and on ceilings
@asfa-i1k
@asfa-i1k 2 күн бұрын
In godot 4.3 I am running in to an issue with jump_buffer_timer. I get an error for start() (in addition to is_stopped(), and stop()): "Cannot call non-static function "start()" on the class "Timer" directly. Make an instance instead." I am not quite sure how to remedy this. Additionally, I copied the code directly from the finished project and have the same issue.
@Crits-Crafts
@Crits-Crafts 7 ай бұрын
really loving this, I hope yoy realease more tutorials. I'm impimenting similar in my game. Where the gravity module is actually attached to each level and is referenced in each entity, keeping them consistant. but also allowing levels to have a single settable custom gravity. Same with input, allowing the player input to easily impact more than one thing at a time (like my mirror deamon, who coppies everything the player does but in reverse) but I dont see the advantage of move, jump and annimate being seperate? I looks nice, but I feel like its of little practical use? Either way, Really loving the video's please do more :)
@rororoFGC
@rororoFGC 6 ай бұрын
does any one have a problem of Nodes section on Player not showing? It looks like a bug and I don't know what to do.
@Unain
@Unain 6 ай бұрын
That's a weird one, you could maybe select a different node in the scene tree. And then select the player node again which should refresh the exported variables on the right. Also make sure the player script is saved.
@rororoFGC
@rororoFGC 6 ай бұрын
@@Unain I think I solved it. It happened when I made de Advanced Jump Component and added do the Player. Then two lines got red, the "handle_jump" and handle_animation_jump". I guess something brook and the Nodes disappeared from the inspector. To resolve that I added # in front of the red lines and the Nodes reappeared and I was able to add the ADV Jump Component in the correct Node Box. After that everything was correct! Awesome tutorial!
@Unain
@Unain 6 ай бұрын
@@rororoFGC Ah yes, if there is any error in another referenced node then it will not update the export variables. Glad you got it working :)
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