Feedback on Double jump

My sister challenged me to do it, and i did it. Though, i also wanted to try and learn how to make effects.

I noticed the inaccuracy of the effect right after testing it for the first time. No idea on how to fix it, it’s my first time making these sort of effects. Do you guys know any way of making it better?

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Perhaps add a sort of ripple effect to it, and make it have less latency from when you jump, and instead sort of let it fall down instead of just disappearing and falling down.

In more technical terms, try adding a ripple mesh that will tween downwards with the actual effect itself to give the illusion that the air itself has been pushed downwards and the player upwards. To pull this off, add less of a wait time from when the player has executed said double jump, and possibly let this effect play from when the player has started the animation phase.

If you can’t really make a ripple mesh, I’d recommend that you try particle emitters, somewhat more clean for double jumps then ripples itself. Instead of completely deleting the part that spawns in the mesh, make it a part and change it’s transparency to 0 and let the effect play then :Destroy() itself as the effect disappears.

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