Creating a Metroidvania (like Hollow Knight) in Unity | Part 2.75: Adaptive Jump Buffer Frames

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  • čas přidán 7. 09. 2024

Komentáře • 11

  • @vegetal_fuzivel8999
    @vegetal_fuzivel8999 Před měsícem +1

    Thank you for your series, it's helping me a lot.

  • @ilovenekotakasoji8497
    @ilovenekotakasoji8497 Před měsícem +1

    Hello! Been enjoying your tutorial series and the other tutorials as well! Just wanted to ask if you have any other upcoming tutorial series? Would be cool to see, like, a fighting game tutorial series which is actually impossible to find on CZcams. Also, I like your voice!! 🥰🥰
    Hope to see more content from you guys!

    • @terresquall
      @terresquall  Před měsícem

      Terence here. I actually have a Fighting Game project setup that can be used to make a fighting game pretty quickly.
      We don't have the bandwidth to start a new series though. Let me see if we can approach it from an angle that doesn't take as much time as making a series.

  • @Game-r9o
    @Game-r9o Před měsícem +2

    I watched your video 4.5, fixing the bugs from part 4, and I solved a problem that caused the hearts to always stay in the middle. However, when I fixed this bug, another problem occurred where, when I start the game, the hearts disappear in the Game tab, but the clones are normally created in the Scene tab. In other words, the hearts are invisible in the game. How can I solve this problem?

    • @terresquall
      @terresquall  Před měsícem

      If you can't see a GameObject in Game mode, they may be behind your camera. Switch out of 3D view and see where the object is relative to your Camera.

  • @louie2
    @louie2 Před 11 dny

    is there a point to multiplying by 10? you may as well just set jumpBufferFrames to 1/10th the value and achieve the same result no?

    • @terresquall
      @terresquall  Před 10 dny

      That's right, but if you want to do that, you will have to adjust the jumpBufferCounter of your character in all existing scenes. Both work. Multiplication operations are really cheap so the performance effect of 1 extra multiplication isn't that significant.

    • @louie2
      @louie2 Před 10 dny

      @@terresquall sorry, why do you have to adjust the jumpBufferCounter in all existing scenes?

    • @terresquall
      @terresquall  Před 10 dny

      @@louie2 no worries. Because the original jumpBufferCounter value is set on the player character in all Scenes, and saved as part of the scene

    • @louie2
      @louie2 Před 10 dny

      @@terresquall hang on “no worries” are you australian? i assume you mean jumpBufferFrames or im completely missing something, thanks for responding ❤️

    • @terresquall
      @terresquall  Před 9 dny

      @@louie2 no louie, im singaporean 🙂 yep i mean jumpBufferFrames.