Cool movement mechanics you can steal for your own game
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- Опубликовано: 9 июн 2024
- Hello everyone!
It's been a while since I uploaded, but I was working on this game (not procrastinating) so I guess it's fine.
This video is about showing how you can use some basic timers to create mechanics like coyote-time and jump buffer, where both of them will improve your player controller by a lot.
Try out the game here: nitro-gen-studios.itch.io/mt-...
I finally experiemented with Adobe After Effects and holy sh*t it takes so long to edit videos with it BUT IT'S SO GOOD! It did took me 3 days to edit this 5 minute video so, I guess I need to tone down the usage and get used to it but I'm absolutely loving it rn.
Timestamps:
0:00 showcase
0:25 real intro
1:18 coyote-time
1:46 jump buffer
2:08 boost jumps
2:40 more buffers
3:17 let's code
4:40 outro
#tutorial #platformer #gamedesign - Игры
Personally I like to use a buffer system similar to the newer Super Smash Bros games. Where instead of checking if the button was pressed within a certain amount of time, it simply stores the button until the button either does something, or until you let go of it. So for example: If you press jump at any point while in the air, then the game will automatically jump when you touch the ground no matter how long ago you pressed it, as long as you're still holding the jump button. Once you land, the buffer will be cleared, and you'll have to press the button again if you want to jump again. This system lends itself to EXTREMELY lenient inputs, but personally I like how it feels, and the ability to cancel a buffer by letting go of the button makes it still feel more precise than simply increasing the buffer time.
That's actually super cool thanks for telling me! ❤️
okay but hear me out.... BOTH. for different playstyles :)
@@aladvs THERE CAN ONLY BE ONE SURVIVOR 😈!!! In all seriousness I think personally it depends more on the game than the playstyle, and depending on the genre a lot of balancing decisions could hinge on it, so of you end up putting both in a game you might have to be careful about how you plan your mechanics
Thank you mr redline of nitro-gen studios for improving their movement system MASSIVELY with a FEW LINES of code
Very cool! I love the background graphics for this game
Thanks! It's just a combination of random moving transparent shapes in the background (usually 2-3 layers) and some wind particles in the foreground.
this video was really well made and gives me some inspiration for my own game, thanks :D
I'm glad to hear that, good luck and thanks!
Good video, really well edited!
Wow, I thought you had at least 100k subscribers. I hope you get there!
I'll get there eventually don't worry about it :D
Good video to supplement a good game!
Thanks!
Yeah, I'm kind of impressed.
"you have no reason not to add cayote time"
the reason is because i want the player to suffer
Thx
No way dude, i remember you and your game from brackeys gamejam 2023.2
oh damn that's cool
i tried playing the game and honestly, i didnt find it that fun, the mechanics are fine but the controls felt really unresponsive, i press to go left and it would only do that like .5 seconds after i did it, which in a lot of cases, leads to deaths. it just leads to me having to try and predict the gameplay rather than actually playing it
Yes it needs some work and I never stated the game was fun. But at the same time, not every platformer has to be the same, just like how Super Meatboy is a completely different kind of platformer compared to the rest.
amogus
I agree