may i suggest making a tutorial about Jump Buffers too? Y'know, when you hold jump a slight bit BEFORE touching the ground. I implement it in all of my projects and, personally, i find Jump Buffers just as, if not more, useful than Coyote Timers. Jump Buffers are especially super useful for speedy games.
@user-vf6eh1fo5u yes but I’m going to cover it here anyway. I might de list that. It does not sell much at all, I do however cover the topics in far more detail and at a slower pace. But with these latest videos, you get the same fundamental information.
But isn't jump buffer only useful if you're using the just_pressed() method? If we're constantly detecting that the player is pressing the key, it doesn't matter, the player will jump immediately once it touches the ground again. Unless I'm misunderstanding what you're referring to.
@whannabi well you might use just pressed but the additional check is is_on_floor(). You don’t want your player to be able to jump if they’re not on the ground, so that’s when you add the Jump buffer timer.
Awesome video. I am an experienced dev that is new to godot, and the pacing of the video was excellent. I'm excited to check out more of your content. 🤙🤙
It’s essentially the same thing but you will want to do a check to make sure you’re still in the state that you’re signal is calling to. Assuming you have a multi node finite state machine.
If you have a double jump in your game, how can you stop the coyote time jump from eating the double jump since they are both using the logic of not being on the floor?
If it was me I would be using a state machine. Or perhaps a simple counter would work? When you jump you consume a count and when you hit the ground it gets reset to the number of counts.
For me the timers seem a bit to complex for this simple problem, but maybe i am missing something. I am counting a variable up inside the player script with the delta time and using this as a threshold. Do you see anything bad about this approach?
You can do whatever works best for you. If you aren’t aware, timers just count delta. So it’s exactly the same. With the benefit of start, stop, pause ect without having to implement yourself (node timers only). The only time you should not use a timer is for time tracked under .05 seconds.
may i suggest making a tutorial about Jump Buffers too? Y'know, when you hold jump a slight bit BEFORE touching the ground. I implement it in all of my projects and, personally, i find Jump Buffers just as, if not more, useful than Coyote Timers. Jump Buffers are especially super useful for speedy games.
Next week 🙂
@@Chaff_Gamesis the Jump Buffers in your Udemy Course ?
@user-vf6eh1fo5u yes but I’m going to cover it here anyway. I might de list that. It does not sell much at all, I do however cover the topics in far more detail and at a slower pace. But with these latest videos, you get the same fundamental information.
But isn't jump buffer only useful if you're using the just_pressed() method? If we're constantly detecting that the player is pressing the key, it doesn't matter, the player will jump immediately once it touches the ground again. Unless I'm misunderstanding what you're referring to.
@whannabi well you might use just pressed but the additional check is is_on_floor(). You don’t want your player to be able to jump if they’re not on the ground, so that’s when you add the Jump buffer timer.
thank you so much, none of the other methods i tried worker, this was really helpful
Awesome video. I am an experienced dev that is new to godot, and the pacing of the video was excellent. I'm excited to check out more of your content. 🤙🤙
Thanks for the tutorial I just implemented this in my game and it works nicely.
oh great, you have this one too. haha i will try to incorporate this with state machine
It’s essentially the same thing but you will want to do a check to make sure you’re still in the state that you’re signal is calling to. Assuming you have a multi node finite state machine.
Great tutorial thanks for the help!
If you have a double jump in your game, how can you stop the coyote time jump from eating the double jump since they are both using the logic of not being on the floor?
If it was me I would be using a state machine. Or perhaps a simple counter would work? When you jump you consume a count and when you hit the ground it gets reset to the number of counts.
Can you make video how to make the slide in fps games. The kinda slide that actives on button press. Nice videos huge help ty
It’s on the list
For me the timers seem a bit to complex for this simple problem, but maybe i am missing something. I am counting a variable up inside the player script with the delta time and using this as a threshold. Do you see anything bad about this approach?
You can do whatever works best for you. If you aren’t aware, timers just count delta. So it’s exactly the same. With the benefit of start, stop, pause ect without having to implement yourself (node timers only). The only time you should not use a timer is for time tracked under .05 seconds.
@@Chaff_GamesWhy not use a timer for time under 0.05 seconds?
The docs say so. I am not 100% certain on the reason.
It worked!❤❤❤
does it work with a double jump ?
You would probably need to shift things around. I dunno, not a fan of double jump so I rarely put it in my games.
@@Chaff_Gamesok thx !
Great explanation, but code is bad, Just use physics_process delta as time, then you don't need any timers and etc...
Deltas and timers are the same (timers just use delta under the hood). It’s just a preference, not bad code.