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Autor Tópico: Building A Better Jump In Godot 4!  (Lida 300 vezes)

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Building A Better Jump In Godot 4!
« em: 08 de Maio de 2023, 11:51 »

Building A Better Jump In Godot 4!
Published 5/2023
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 512.95 MB | Duration: 0h 37m

Make your game more friendly to your player and Use real world physics to make your players movement feel amazing.

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
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 TimeWhere we give the player some time when walking off edges to jumpJump Bufferingwhere we allow a jump to happen even when the player has miss timed there jumpWe'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.
Overview
Section 1: Introduction
Lecture 1 Introduction
Lecture 2 Project Overview
Section 2: Basic Jump Mechanics
Lecture 3 Coyote Time
Lecture 4 Jump Buffering
Section 3: Advance Jump Mechanics
Lecture 5 Jump Physics 1
Lecture 6 Jump Physics 2
Section 4: Conclusion
Lecture 7 Conclusion And Thanks
Begginer Game Developers


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