Game Dev Secrets: What's up with ledges? #indiegamedev #gamedev

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(It's named after Wile E. Coyote heh)

The game that I'm developing an 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!
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Wishlist Isadora's Edge on Steam!

Thank you!

InboundShovel
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coyote time is so fun, and its honestly hilarious that its named after looney toons

twiggy_being
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And then celeste speedrunners went "it's free real-estate" and styled on that damn mountain

a_man_with_the_sauce
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Now I'm going to add a powerup to my game that's called "Coyote's Boots." They increase the amount of coyote time you get.

hrothgardevaitos
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I’ve seen rhythm gamers use this term to refer to the ‘fret forgiveness’ (as epic Games called it) where you could strum early and still press a fret button to be registered as a correct strum

paulsd
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I like how these tricks that make the game feel better to play are basically ways to secretly make the player seem more skilled than they actually are.

csgphoenix
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This is named after a real world Phenomenon where Coyotes have shown the ability to jump what appears to be just after they've run off a ledge. However, this effect is null as soon as they look down

spicyman
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and jump queing really helps as well, where you allow a jump input from before landing to be processed

disappointedcreeper
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Think of it this way: if you were to jump off a platform irl, you'd have a tiny bit of extra time to kick off the corner

JamAttack
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So all this time platformers were not screwing me over but helping and i'm actually worse than I thought I was. Great

miguelangelcote
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at first i was like "coyote time? huh what a weird name" and then as soon as you said "let me crank it up to a full second" and i pictured in my head what i was about to see.... i got it. i love it!

sepiasmith
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I can't imagine what wily character this feature could possibly be named after.

hamsterdoom
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imagine having it be almost infinite, as soon as you press down, you fall, fast.

Kafj
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a mechanic similar to that super-long coyote time was used in the Donkey Kong Country series, where you can jump out of a roll whether or not you're on the ground. presumably, this was originally to let players recover from a somewhat easy-to-make mistake, but in the final game there are a few points where the technique is required for some collectables.

darkychao
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this combined with input buffering really makes the platformer world go round.

cinnamoone
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That's one thing they "forgot" in the Crash Bandicoot remakes, 1 & 2 originally had Coyote Time and 3 didn't, but they used the same engine for all 3, so none got it, making the games MUCH harder than they originally were!

THEMrFill
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I recall first hearing this from dead cells developers, also the first time experiencing it in a game too. I felt like i was able to jump around the map so much easier

Goneth
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and a double jump is just an infinite coyote time

Dyedrainn
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Dude, coyote time has always been a life saver for me. I've always been horrible at platformers, so it saves me all the time.

FoopyFoopus
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This combined with jump buffering feels perfect in platformers

DerfGameDev
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