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Building a Better Jump in Godot 4!
Rating: 4.7 out of 5(19 ratings)
678 students

Building a Better Jump in Godot 4!

Make your game more friendly to your player and Use real world physics to make your players movement feel amazing.
Created byChaff Games
Last updated 5/2023
English
English [Auto],

What you'll learn

  • How to Implement more Robust Jump Mechanics in Godot
  • Learn Some Basics Physics
  • Understand Game Design Principles
  • Build Tight Platformer Mechanics

Course content

4 sections8 lectures40m total length
  • Introduction2:32

    Explore four core ideas to build a better jump in Godot 4, including Cody time, jump buffering, and real world physics, to create smooth, platformer jumps with exact pixel control.

  • Project Overview2:41

    Import and explore the base Godot 4 project, review the 32 by 32 tile map, gradient background, and pixel-art character, and note default movement settings and upcoming gravity adjustments.

  • Fixing The Tile Map3:19

    Fix tile map collision issues in Godot 4 by identifying missing collision shapes, enabling collision visibility, and painting the physics layer on external tiles to prevent pass-through.

Requirements

  • Beginner Programming Experience
  • Beginner Godot Experience

Description

Welcome to my course on Improving your Jump Mechanics in the Godot Game Engine.

When designing a Platformer there are many things that need to be taken into consideration. Often, one of the most important mechanics is the Jump Mechanic.

In this class we’re going to be looking a some tips and tricks to help substantially improve the feel of your game by implementing some behind the scene mechanics that will prevent the player feeling frustrating and keep them playing.

We’re going to be going over four core ideas:

  • Coyote Time

    • Where we give the player some time when walking off edges to jump

  • Jump Buffering

    • where we allow a jump to happen even when the player has miss timed there jump

  • We’re going to be injecting some real world physics into our jump math to get a mathematically precise jump and give us, the designer, control down to the exact pixel to where the player can jump.

  • Then Finally we're going to use those physics to calculate our movement speed

Ignoring these four core ideas leads to lower enjoyment and ultimately causes the player to stop playing soon than we want to.

Work alongside me as we solve some of these issues in the Godot Game engine.

Who this course is for:

  • Begginer Game Developers