lol i looked at my long-ass code before while trying to figure out how to ledge hang and saw yours with fewer lines. im gonna use this to refine my code thanks
Hey bro, thank you so much for your videos!, i dont know alot of english, if was possible, could you do a video explaining how to move a bullet toward an enemy like a tower defense games, but only the logic for movement of bullet, i have a few months with godot and this is very hard for me :( to do this system, the game that i am making it's like legend of slime, this is a game for mobile from appQuantum
I have a few videos on the topic of bullets / arrows. This one will probably fit best: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-gr5xkwYNYIU.html Instead of the mouse position, take the enemy position. You get this from an area node, which checks if an opponent enters the area (body entered signal)
Do I understand you correctly: You can jump to the edge and hold on? As soon as you want to jump there again, the player is pulled to the ground instead of jumping into the air? I've tried a few things, but I can't get a bug like this to work.
@@DevDrache No offense, I have trouble believing that. If you have ever had to work with objects moving at a high velocity (player falling, bullets) you'll know that the velocity of an object can overshoot it's collision check. For bodies in Godot you can use the "Continuous" option to fix this. That's when you need to start looking at future positions and raycasting to them to assess if you hit anything on the way there. For your example you have a 2px wide margin of error. That means if you're traveling at say, 6px a frame. You will overshoot that check on the next frame where both raycasts are colliding, therefore you miss the ledge.
don't worry, i still want to learn a lot and that's why i'm open to any criticism With many things it always depends on what you want. My goal was to build a grab that helps you if you can't make it all the way up. The jump and fall speed is almost irrelevant, as it is slowed down at the highest point. Otherwise it's unreachable or the player can get up there with a normal jump. If you want the player to jump from the top and then still have to hold on to an edge, this method won't work well and you're 100% right about that
@@DevDrache I see.. You take time just to create that one what a good job.. My game take me no where to go.. I need to learn this rigidbody.. OMG and also this C++