C# Godot | Creating a Celeste Like Character Movement System
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Channel: FinePointCGI
Views: 2,368
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Keywords: godot, godot engine, celeste, godot game engine, smooth character movement, celeste game, celeste in godot, character wall climbing in godot, godot player movement, godot movement, godot 2d movement, godot wasd movement, godot wasd 2d movement, celeste godot, godot player movement tutorial, godot movement tutorial, how to make a character that climb walls, godot 2d movement tutorial, C# Godot | Creating a Celeste Like Character Movement System, character Dash, wall jump
Id: yVY2vGz6rwE
Channel Id: undefined
Length: 77min 23sec (4643 seconds)
Published: Mon May 24 2021
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Hey guys!
I thought you guys would like to see this tutorial so I threw it out here for you guys! We build a small movement system that allows you to dash climb and wall jump! If you guys have any questions or wanna yell and tell me im bad at coding (I know) at me hit me up!
Thanks,
Mitch
One thing I never quite understood, is why each and every tutorial, applies delta to gravity.
It's not just this video. Most other videos do this. It's also in a book I bought.
That always confused me in the beginning, because I always thought: "Shouldn't you apply delta to everything, not just gravity?"
Then I read in the docs, that MoveAndSlide already takes delta into account. So you actually don't need it at all (when working with MoveAndSlide).
Still, every tutorial takes a huge number multiplied by delta for gravity, and smaller numbers for everything else.
I'm not complainig, I'm just curious, is there a reason behind this, or is it just something everyone does, because someone started it?
Nice video, btw.