Game Dev Secrets: Bro, why didn't it jump? #indiegamedev #gamedev

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(I actually have my jump buffer window set to be pretty long, and always let a jump through if you're holding the button - so in my game the jump buffers are extremely generous, I just think it feels so much better man)

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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Buffers are important without them games will feel unresponsive

Colin.
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For a more weighty game you can have a longer landing animation that is conveyed to the player, so once you land there's as sort of cooldown to jumping again. This stops the game from having characters spend 90% of the game off the ground, but the fact is you'll still want to buffer jumps in the code so people trying to get that next jump off quickly won't still hit it too early.

In fact it's not _really_ jump buffering, but input buffering, and it needs to be implemented for a lot of other actions, not just jumping.

SherrifOfNottingham
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Like he said, buffering helps the game feel responsive so people don't feel like "I pressed the button, but it didnt happen" but do be careful of making the buffer to long mixed with slow animations, cause you also make your game look laggy if people hit the button but your animations won't cancel and they jump more than a full swcond after they pressed jump and don't need to anymore

daxter
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Dark Souls when I spam circle during my attack and my dodge roll comes in 3 business days 💀

randomstranger
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Thank you so much for making this video, I couldn't figure out what was missing in my jump function. It is one of those things you don't think about at the start when learning game development, this as well as Coyote Time.

Xograch
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The input lag between eyes > hands > controller > game > display is part of it, but also in real life jumping involves the legs extending and isn't an instant action. So it would be unrealistic for beginning to jump early doing nothing. It's really a part of why making the character control according to what the player wants to do instead of literally what they're doing is important. Having a character do something different than what you intended for them to do or what an actual 'person' would do in the situation is a deeply disconnecting feeling.

GrandHighGamer
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These are also called "ghost jumps".

I really like how it's implemented in Kirby games by the way, Kirby already has an infinite double jump flight mechanic, so they have to take extra precaution to not make the player slow down and hover in case they get into a sequence with a lot of platforming that needs to be done relatively quickly.

CassiusStelar
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Input Buffering + Coyote Time makes the platforming world go around

OPHANEMx
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So that's what's happening is super meat boy, for the longest time I thought the game was just having that extra layer of BS by only jump when it felt like it, it also explains why it's easier on PC, there's less input lag to account for than on switch

airconditionedstudios
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this also shows up in older vs newer fighting games, like guilty gear xx vs xrd/strive. xx has such a small or even no buffer window for a lot of things like jump cancel into a move and links so you must be frame perfect, which can add to the already difficult task of choosing what move to do based on the enemy's position to continue the combo. xrd and strive add a buffer to make linking and jump cancelling into a move way easier

a_shrxydud
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Some games, like Environmental Station Alpha, have an option called "hold for jump" where when active, your character will jump as long as the spacebar is pressed.
That just saves you from spacebar spamming in certain parts of the game, while not screwing up platforming sections, as they require more precision and rely on other mobility features, like hookshots and dashes.
So I hope more games had this option

GRSHKV
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Instructions not clear: players can fly now!

aleknjejenja
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I’ve heard of Coyote Time, but I had never, EVER considered something like this. I’m definitely going to have to remember Jump Buffering. Thank you!

Road_to_Dawn
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I don't think I'm ever gonna create an indie game myself, But I'm probably gonna buy this one when it releases. Just because I love these shorts, And I've always loved supporting indie game developers. Keep up the awesome work.

streetg
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This reminds me of Dead Cells invisible extra ledge to help players not fall to their doom when they jump too late from a ledge.

Blue-euqn
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my favorite thing about this is coming up with wildly complicated and inefficient solutions before hearing the actual solution that's 10x easier

borisyordanov
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It feels unimaginably powerful to know exactly the tricks you're talking about as soon as you start to describe the situation

gameygeemer
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now i wanna get this game even more, more games need this simple yet effective feature

coneheadsilly
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I might have jump buffering as an actual mechanic where the longer amount of time since you pressed jump would decrease the jump height. So, if you press jump high in the air, nothing happens, but the closer your input is to the ground the higher your max jump height. This would coincide with the animation playing early, and a variable for the platformer adjustable jump being adjusted with the animation.

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