Game Dev Secrets: Why am I so heavy? #indiegamedev #gamedev

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(I usually have a "max fall speed" defined in the game, and when that is enabled, it makes noticing this even more difficult, since you never get the full "fall like a rock" effect, you just feel a tiny bit too heavy sometimes. I turned off the max fall speed to make this video a bit easier to follow. believe it or not, this bug was fully present in my game for, like, a full year of development. can't believe I missed it for so long, lol)

The game that I'm developing as an indie game dev is called Isadora's Edge! A 2D Pixel Art platformer game, that I'm developing in the Godot Game Engine! If you're new to Godot or have any questions about Godot or game dev in general, feel free to ask me! #indiegame #gamedesign #godot #godotengine #gaming #gamedevelopment #pixelart #gameengine
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Wishlist Isadora's Edge on Steam!

InboundShovel
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Damn, I feel a fool now. My ass was thinking in irl physics. “Oh easy, just have the ground apply a constant equal and opposite force.” Makes so much more sense in a game to just do what you did

ashilikepi
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And maybe adding a terminal velocity could prevent the character reaching crazy speeds when falling off high places.

LucasLima-lfyf
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I have wondered how gravity is calculated in a game... I was once taught how, then promptly forgot a week or two later. This makes a lot of sense! Thank you!

fictiondreemz
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this could make for a very interesting game where you have to be constantly jumping to offset the gravity force and there could be different gravity in other levels

Sunlezito
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Just remember that Gravity should be coded as an acceleration that cannot increment speed if a character is on the ground.

beedrillfanatic
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If you ever played Mega Man 1 you KNEW what was coming

DaMrWiz
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Bro I swear these videos are a TREASURE for new devs, please keep making these 😭🙏

Palemis
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I definitely noticed some buildups in games before now that you mention it.
But from my memory, it had more to do with what was defined as “ground” and set to 0.
Like walking off a wierd ledge or rock and instanly dying

SaltedCoffee
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I remember one time in a project i was working on, I spent days working on fine-tuning the jump to feel just perfect
It turned into a Rube Goldberg machine of momentum calculations and exponentially increasing acceleration and on and on and on. Probably way inefficient
But man it was such a nice bounce

elliothellyer
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The original megaman 1 comes to mind that had a gravity issue

RuloSrb
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me after accidentally touching the meatloaf that causes perpetual weight increase:

BlockAgent_
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I really like how you put visual indicators in your videos it makes things very easy to understand

bazingaswine
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So that's why falling off a ledge in mario land makes you fall so abruptly-

TheGreatOwlMaster
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A little bit of physics goes a long way in making physics in games. Why this doesn’t happen in the real life is you experience an equal force to gravity in the opposite direction. Making your vertical speed always 0. So, you could for example also apply an upward force coming from the ground.

zat
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Imagine having this bug prolong for so long that an integer underflow occurs and you just get launched into the sky 😂😂.

jakedeschamps
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Bonus bonus tip, make a max fall speed so if you have a long fall you wont end up falling at mach 5

isaacb
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the fun thing about this bug in my game is that it would couple with the classic moving so fast you clip through the ground glitch so after awhile of just standing there the player would just clip through the ground. Ah, the good old days of early development.

joshuacross
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Love these short explanations, keep em coming!

HexedDev
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Itd be neat to have that as an easter egg feature or something

dbzsuperfan