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idk if godot just has some kinda toggle for it but in C3 you gotta script it all manually and then change how the inputs are coded to read from those values instead of the direct input

Don't it just use delta?

there's a lot more that goes into coding those mechanics than just having delta?? coyote time requires setting up a timer that resets and increments at the right times and also is linked to a mid-air jump, while jump buffer is another timer that needs to be set based on jump input and cleared upon being used, plus a lot of other tweaks to avoid things like jumping twice rapidly from a single jump input.

I just use a coyote/bufferJump(boolean), and a coyote/bufferTimer, so when you press jump you just make coyote/bufferJump to false.

the issue is that actually making each part of that work can require a lot more time and effort in C3