GAME FEEL · PLANNED
Coyote time &
jump buffering
Making a platformer feel responsive, including the small edge cases that matter.
GODOT FIELD NOTES
Small, practical guides from making our first game.
The first notes are on the workbench.
GAME FEEL · PLANNED
Making a platformer feel responsive, including the small edge cases that matter.
2D CAMERAS · PLANNED
Camera movement, pixel clarity, and why a smooth camera can still look jittery.
LIGHTING · PLANNED
Focused 2D lighting studies, with before-and-after comparisons and practical examples.
Looking for a starting point today? The official Godot documentation is a good place to begin.