This game is actually really fun, all the mechanics feel nice and fleshed out, and the sprites and music are top-notch. You really did make a great game, Taels.
unfortunately I had to cut coyote time at the last minute due to time constraints, and jump buffer takes long enough to code that it wasn't really on the table given how much other stuff I ended up having to cut. :/
idk if godot just has some kinda toggle for it but in C3 you gotta script it all manually and then change how the inputs are coded to read from those values instead of the direct input
there's a lot more that goes into coding those mechanics than just having delta?? coyote time requires setting up a timer that resets and increments at the right times and also is linked to a mid-air jump, while jump buffer is another timer that needs to be set based on jump input and cleared upon being used, plus a lot of other tweaks to avoid things like jumping twice rapidly from a single jump input.
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This game is actually really fun, all the mechanics feel nice and fleshed out, and the sprites and music are top-notch. You really did make a great game, Taels.
Cool, just where is buffer and coyote jump?
It will be cool to have a diffrent map each time you turn small.
unfortunately I had to cut coyote time at the last minute due to time constraints, and jump buffer takes long enough to code that it wasn't really on the table given how much other stuff I ended up having to cut. :/
Huh? Buffer and coyote just took me a few seconds? (Maybe cus I use godot)
idk if godot just has some kinda toggle for it but in C3 you gotta script it all manually and then change how the inputs are coded to read from those values instead of the direct input
Don't it just use delta?
there's a lot more that goes into coding those mechanics than just having delta?? coyote time requires setting up a timer that resets and increments at the right times and also is linked to a mid-air jump, while jump buffer is another timer that needs to be set based on jump input and cleared upon being used, plus a lot of other tweaks to avoid things like jumping twice rapidly from a single jump input.