Really great tool. I enjoyed it and learned something new.
However there are a few bugs. For example the deceleration gets overwritten by the turning speed. If you try to move into the opposite direction and your turning speed is 0 you will keep sliding in the wrong direction even if the deceleration is high and you would instantly come to a stand still if you just released the button.
This is really useful. I'll definitely learn much from it. I did notice that if the Deceleration slider is too far to the right the Instant Movement and Run Speed toggle gets covered by some invisible barrier, so you can no longer click it.
Making this feel right felt so simple and yet I felt so accomplished getting it to where it felt like the character actually belonged in the environments! I'm just learning how to build games so this really helped me get an idea of all the sorts of things that go into making a game really feel polished!
Sometimes when I hold the arrow keys and do a Double Jump, I can't double jump and fall down on spikes, sometimes it works, sometimes it doesn't. Amazing tool btw !!
The Super Mario preset isn't right. It doesn't have any jump cutoff set so the variable height jump doesn't work. Also the max jump is set too low: Mario should jump 5 tiles by default, 6 if he's moving. Movement affecting jump height is another variable to consider.
I think you should have given Celeste a double-jump, considering how important the air-dash is to the game.
There's an "Instant Movement" checkbox that isn't interactible.
Btw, here's my build:
Running: Max Speed: 8. Max acceleration, deceleration, turn speed.
Jumping: Jump Height: 5, Jump Duration: 3, Jump Cutoff: 3, Max air control, air acceleration, air brake.
Camera: Zoom: 5, Ignore Jumps. I set look-ahead to max and damping to 1 but I could have more look-ahead but the damping cancels it out, but I want more damping because I don't like the quick camera movements when it switches the look-ahead on and off.
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Really great tool. I enjoyed it and learned something new.
However there are a few bugs. For example the deceleration gets overwritten by the turning speed. If you try to move into the opposite direction and your turning speed is 0 you will keep sliding in the wrong direction even if the deceleration is high and you would instantly come to a stand still if you just released the button.
This is really useful. I'll definitely learn much from it. I did notice that if the Deceleration slider is too far to the right the Instant Movement and Run Speed toggle gets covered by some invisible barrier, so you can no longer click it.
incredible
The game is really cool
Making this feel right felt so simple and yet I felt so accomplished getting it to where it felt like the character actually belonged in the environments! I'm just learning how to build games so this really helped me get an idea of all the sorts of things that go into making a game really feel polished!
Rate my build:
Run: speed - 9; acceleration - 40; deceleration - 70; turn speed - 77;
Jump: height - 3.5; duration - 2.5; down gravity - 2; air acceleration - 35; air control - 60; air brake - 70;
Camera: zoom - 8; damping X - 0.5; damping Y - 1.5; lookahead - 0.5; ignore jumps - on;
Assists: coyote time - 0.1; jump buffer - 0.2; terminal velocity - 20; rounded corners - on.
Can you make this into a Godot addon please?
Silly question, but.... in the demo above, how do I unlock the locks? I can't find the key.
It unlocks as you progress through the video essay(bottom right button)
Sometimes when I hold the arrow keys and do a Double Jump, I can't double jump and fall down on spikes, sometimes it works, sometimes it doesn't.
Amazing tool btw !!
This is really helpful for making platformer characters, thanks!
I noticed that there were presets for Mario, Sonic, Super Meat Boy, and Celeste, but no Mega Man, Kirby, Castlevania, or Ghosts and Goblins?
Please do a Mega Man preset
The Super Mario preset isn't right. It doesn't have any jump cutoff set so the variable height jump doesn't work. Also the max jump is set too low: Mario should jump 5 tiles by default, 6 if he's moving. Movement affecting jump height is another variable to consider.
I think you should have given Celeste a double-jump, considering how important the air-dash is to the game.
There's an "Instant Movement" checkbox that isn't interactible.
Btw, here's my build:
Running: Max Speed: 8. Max acceleration, deceleration, turn speed.
Jumping: Jump Height: 5, Jump Duration: 3, Jump Cutoff: 3, Max air control, air acceleration, air brake.
Camera: Zoom: 5, Ignore Jumps. I set look-ahead to max and damping to 1 but I could have more look-ahead but the damping cancels it out, but I want more damping because I don't like the quick camera movements when it switches the look-ahead on and off.