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Lesson Q&A

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  • Calculation of the jump heightram876Hello! I runed the project. jump_height = 50 pixels. The obstacle has a height of 48 pixels according to the ruler. The character's pivot point is under the character. But a character cannot jump on an obstacle, only if set jump_height = 51 the character was able to jump on it. I copied your character code and with it, also, when jump_height = 50, the character cannot jump on it. I jumped standing up against an obstacle. I tried to record a video and watch the collisions, at the very peak the character (his collision) reaches only 48 pixels, and at a jump height of 51 pixels, the character jumps a little more than 48 pixels. Is there a mistake in the calculations? 4 0 Jun. 18, 2025
  • How do you make those editor toolsliuti_devHow do you make these tools in the editor, like in the section: "*This clip shows a visualization*..."? I have seen you use things like this a lot through the courses and wonder if it is something you will teach in the upcoming modules (if not, please give me a tip on how to learn more about those) 3 0 Jun. 12, 2025
  • Great lesson!SlimeySlimeMakes the jump feel a lot better, and Lucy's hair flowing upwards on the descent makes it look really good. My own personal challenge for myself is going to be adding a variable jump height. I think that takes it to an even higher level. Also, do you know where those equations were derived from? Are they just modified versions of the classic kinematic equations in physics? I was a physics major in college so I'm a nerd about derivations haha. 1 0 Jun. 11, 2025
  • fixCels```gdscript func process_fall_state(delta: float) -> void: if direction_x != 0.0: velocity.x += air_acceleration * direction_x * delta velocity.x = clampf(velocity.x, -jump_horizontal_speed, jump_horizontal_speed) ``` not found jump_horizontal_speed, it should be I think `velocity.x = clampf(velocity.x, -max_speed, max_speed)` 1 0 Jun. 11, 2025
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