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Game Dev Secrets: Bro, why didn't it jump? #indiegamedev #gamedev
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322,313 Views • Jul 5, 2024 • Click to toggle off description
Follow Isadora's Edge on Kickstarter: www.kickstarter.com/projects/inboundshovel/isadora…
Wishlist Isadora's Edge on Steam: store.steampowered.com/app/3125320/Isadoras_Edge/

(I actually have my jump buffer window set to be pretty long, and always let a jump through if you're holding the button - so in my game the jump buffers are extremely generous, I just think it feels so much better man)

The game that I'm developing an an indie game dev is called Isadora's Edge! A 2D Pixel Art platformer game, that I'm developing in the Godot Game Engine! If you're new to Godot or have any questions about Godot or game dev in general, feel free to ask me!
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Uploaded At Jul 5, 2024 ^^


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RYD date created : 2025-02-13T03:58:04.316102Z
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360 Comments

Top Comments of this video!! :3

@InboundShovel

6 months ago

Wishlist Isadora's Edge on Steam!
store.steampowered.com/app/3125320/Isadoras_Edge/
And you can follow the Kickstarter here: www.kickstarter.com/projects/inboundshovel/isadora…

Thank you!

114 |

@DerfGameDev

7 months ago

Jump buffering my beloved

3.6K |

@Colin1248.

7 months ago

Buffers are important without them games will feel unresponsive

3.3K |

@SherrifOfNottingham

7 months ago

For a more weighty game you can have a longer landing animation that is conveyed to the player, so once you land there's as sort of cooldown to jumping again. This stops the game from having characters spend 90% of the game off the ground, but the fact is you'll still want to buffer jumps in the code so people trying to get that next jump off quickly won't still hit it too early.

In fact it's not really jump buffering, but input buffering, and it needs to be implemented for a lot of other actions, not just jumping.

1.3K |

@randomstranger7139

6 months ago

Dark Souls when I spam circle during my attack and my dodge roll comes in 3 business days 💀

411 |

@daxter8792

7 months ago

Like he said, buffering helps the game feel responsive so people don't feel like "I pressed the button, but it didnt happen" but do be careful of making the buffer to long mixed with slow animations, cause you also make your game look laggy if people hit the button but your animations won't cancel and they jump more than a full swcond after they pressed jump and don't need to anymore

339 |

@OPHANEMx

7 months ago

Input Buffering + Coyote Time makes the platforming world go around

213 |

@Xograch

7 months ago

Thank you so much for making this video, I couldn't figure out what was missing in my jump function. It is one of those things you don't think about at the start when learning game development, this as well as Coyote Time.

35 |

@GrandHighGamer

7 months ago

The input lag between eyes > hands > controller > game > display is part of it, but also in real life jumping involves the legs extending and isn't an instant action. So it would be unrealistic for beginning to jump early doing nothing. It's really a part of why making the character control according to what the player wants to do instead of literally what they're doing is important. Having a character do something different than what you intended for them to do or what an actual 'person' would do in the situation is a deeply disconnecting feeling.

135 |

@CassiusStelar

6 months ago

These are also called "ghost jumps".

I really like how it's implemented in Kirby games by the way, Kirby already has an infinite double jump flight mechanic, so they have to take extra precaution to not make the player slow down and hover in case they get into a sequence with a lot of platforming that needs to be done relatively quickly.

8 |

@airconditionedstudios1011

7 months ago

So that's what's happening is super meat boy, for the longest time I thought the game was just having that extra layer of BS by only jump when it felt like it, it also explains why it's easier on PC, there's less input lag to account for than on switch

72 |

@G0RSHK0V

7 months ago

Some games, like Environmental Station Alpha, have an option called "hold for jump" where when active, your character will jump as long as the spacebar is pressed.
That just saves you from spacebar spamming in certain parts of the game, while not screwing up platforming sections, as they require more precision and rely on other mobility features, like hookshots and dashes.
So I hope more games had this option

22 |

@gameygeemer4142

6 months ago

It feels unimaginably powerful to know exactly the tricks you're talking about as soon as you start to describe the situation

10 |

@Road_to_Dawn

6 months ago

I’ve heard of Coyote Time, but I had never, EVER considered something like this. I’m definitely going to have to remember Jump Buffering. Thank you!

3 |

@aleknjejenja5903

7 months ago

Instructions not clear: players can fly now!

10 |

@streetg850

6 months ago

I don't think I'm ever gonna create an indie game myself, But I'm probably gonna buy this one when it releases. Just because I love these shorts, And I've always loved supporting indie game developers. Keep up the awesome work.

1 |

@a_shrxydud

7 months ago

this also shows up in older vs newer fighting games, like guilty gear xx vs xrd/strive. xx has such a small or even no buffer window for a lot of things like jump cancel into a move and links so you must be frame perfect, which can add to the already difficult task of choosing what move to do based on the enemy's position to continue the combo. xrd and strive add a buffer to make linking and jump cancelling into a move way easier

3 |

@borisyordanov1016

6 months ago

my favorite thing about this is coming up with wildly complicated and inefficient solutions before hearing the actual solution that's 10x easier

2 |

@Metrocysh

7 months ago

Very glad to see these important tips being told in simple and pretty shorts! I'm sure it will help out a lot of people 💛

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@simonesolaroli9644

6 months ago

You are the second best blessing for game developers, thank you

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