How I do Jump Buffer in Godot in 4 minutes!

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  • Опубліковано 20 жов 2024

КОМЕНТАРІ • 22

  • @DanielAttaway
    @DanielAttaway 7 місяців тому +14

    A natural companion to the coyote time video. Great video!

  • @nexgachaclub
    @nexgachaclub 7 місяців тому +11

    Awesome tutorials - very helpful. May I suggest that you do wall-jumps next?

    • @virtual__
      @virtual__ 7 місяців тому

      That sounds fun!

  • @Pekatarina
    @Pekatarina 7 місяців тому +3

    Good tutorial, thank you for sharing

  • @joi3279
    @joi3279 7 місяців тому +2

    Nice vid, very clear. TQ

  • @sepsep2076
    @sepsep2076 3 місяці тому

    so simple and clean, great tut

  • @NexusBaum
    @NexusBaum 2 місяці тому

    great! thx! I finally understood what that term means and how it works. :)
    it might be more efficient, to re-use the timer and not always create a new one when jumping, but that's probably a minor thing.

  • @peasant502
    @peasant502 4 місяці тому

    Super awesome tutorial. Thanks for the info!!

  • @darylpontiflet1228
    @darylpontiflet1228 4 місяці тому +2

    great video

  • @pour_understanding
    @pour_understanding 4 місяці тому

    thanks man you explained this well

  • @Gibbonizer
    @Gibbonizer 5 місяців тому

    Works like a charm!

  • @fabriciobraccini7180
    @fabriciobraccini7180 7 місяців тому +1

    Very cool! Will you be doing more FPS weapon stuff?

    • @Chaff_Games
      @Chaff_Games  7 місяців тому

      Probably :)

    • @fabriciobraccini7180
      @fabriciobraccini7180 7 місяців тому

      ​@@Chaff_Games awesome! I know it's a niche thing but I'm still very interested in what you'd need to change in the weapon manager you made for a singleton to work so weapons are kept inbetween scenes

  • @Kapelannew
    @Kapelannew 3 місяці тому +1

    Is there something like a universal input buffer?

  • @Hello-cq6re
    @Hello-cq6re 3 місяці тому +1

    Can you please explain to me what is void in functions?

    • @eloquentraccoon6795
      @eloquentraccoon6795 2 місяці тому +1

      A void function means the function will not return a specific output. It is somewhat unnecessary to define this in GD-script, since GD will interpret al lot of things for you, for example if there is no return in the function, it means it returns void, but it helps with creating boundaries and readability. It is basically stating that the function CANNOT have a return value, the only thing it returns is a void (so nothing).
      You can do the same thing with any other data type. So if you were to have a function:
      "func someything() -> int: "
      you force the function to return an int value.

    • @akatsukilevi
      @akatsukilevi 2 місяці тому

      @@eloquentraccoon6795 It is unnecessary yet not declaring types can hurt performance, since it forces Godot to use 'Variant' for everything which tries to infer typing and uses a lot more memory than it should
      So, actually using strict-typing with GDScript helps both with performance and a lot of minor bugs due to typing-infering

    • @biomajor099
      @biomajor099 Місяць тому

      ⁠​⁠@@eloquentraccoon6795so if it doesn’t return a specific output, does that mean it doesn’t return any output at all? Or can the output be any type then?

  • @hellblazer8543
    @hellblazer8543 7 місяців тому +1

    Hey, can you do coyote timer on finite state machines? thanks

    • @Chaff_Games
      @Chaff_Games  7 місяців тому +1

      At some point, yes. I do plan on doing finite state machine tutorial series after my spray/recoil tutorials