This course is in early access. Some of the content is already available, and more is on the way.
If you have any issue, feedback, or requests for more content, please use the "Ask a question" feature under the corresponding lesson:
If you're reporting an error or a bug, please include the timecode in the mm:ss format, and the error that Godot gives you, if applicable. This helps us to solve issues faster.
For example: At 7:20, the function move_and_collide(velocity * delta) gives me the following error: The identifier "delta" isn't declared in the current scope."
Here are the planned topics to wrap up this series. They will come out in the next update:
We hope that you'll learn from this course, and welcome all your feedback.
In this chapter, we're adding a system to detect when the player switches game controller and adapt the camera and hook controls on the fly.
Let's add some more mechanics to make the game more enjoyable for the player and for us: slow motion, coyote jump, improved hooking... we will also add a debug movement mode to navigate through levels quickly.
In these videos, we polish the jump by allowing the player to jump right after falling off a ledge, and by registering jump inputs right before landing.
In this chapter, we're going to add an automatic ledge grab and climb, inspired by Dead Cells.