
Improve jump mechanics in Godot 3 by implementing jump buffering, edge timing forgiveness, physics-based jump math, and speed control to align player intent with engine actions.
Learn How to Set Up the project for the Godot Engine.
To make platformers seem more fair, developers can add a small amount of time after the player runs off an edge before they start falling. If the player jumps during this time, it will appear they jumped before they left the edge.
apply movement physics to control jump distance in Godot 3 by calculating max speed from jump distance and time to jump peak, exposing editable jump distance for precise level design.
Conclude the course by outlining how to improve jumping in the Kido engine, invite viewers to connect on Twitter and YouTube for dev logs.
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.