I’m making a 2D platformer, but my camera isn’t working as I intended (I want it to be just as a Mario Game, where it says in place when you jump ando only moves in certain locations) how can I do it?
I believe this camera-follow tutorial by BornCG will help. Starting at timestamp 6:48, he talks about how you can change the Drag Margins of the Camera2D so that the camera isn’t completely glued to the player. It allows the player some room to move before the camera will start to follow. Since you don’t want the jump to affect the camera as much, I would pay especially close attention to the vertical drag margin.
Disclaimer: This tutorial is intended for Godot 3.2, so it may be out of date (and therefore differ) compared to your version. However, the principle is the same. For more up-to-date info on drag margins, please refer to the docs.
I actually think this looks good, but maybe with the camera moved down a bit.