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I made my character BOOST in Godot
 60 FPS video
116 Views • Jul 14, 2024 • Click to toggle off description
I game the character in my game the ability to boost... how'd I do?

I'm not a game dev, I've never used a game engine before, but there's a first time for everything. I've been having a blast using Godot, so let's see what we can do with it. Join me as I continue my journey trying to learn how to make a game.
Metadata And Engagement

Views : 116
Genre: Entertainment
License: Standard YouTube License
Uploaded At Jul 14, 2024 ^^


warning: returnyoutubedislikes may not be accurate, this is just an estiment ehe :3
Rating : 5 (0/25 LTDR)

100.00% of the users lieked the video!!
0.00% of the users dislieked the video!!
User score: 100.00- Masterpiece Video

RYD date created : 2024-07-14T20:56:54.947848Z
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9 Comments

Top Comments of this video!! :3

@EzraTreasure

4 months ago

I wouldn't have thought of using an animation to change the speed. It works great if the boost is always the same length, makes it look super smooth really easily. Personally I probably would've done everything in the code with tweens to make the accel and decel smooth, but the way you did it is perfectly fine. One thing to remember is that you really don't have to do everything right to make a great game, undertale is one of my favorite games of all time and the code is *atrocious*. But the player doesn't know that, cause it works. Keep making games!!

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@Volt-Eye.

3 months ago

You can also use Particle emitter to replicate the effect

2 |

@ggalsorunning3762

4 months ago

I prefer using steering behavior to accelerate. Seek is usually enough. First let steeringVector = desiredVelocity - currectVelocity, then apply force to the steeringVector.

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@derpdev

1 month ago

I think if you immediately made the first keyframe 2.0 the dash would look much better. Good job though! Indie game dev isn’t easy! ❤

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@darkcode404

4 months ago

Generally what i do is grab the direction the player wants to go in, and lock them into that direction for a second

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