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Terresquall
Terresquall
Terresquall
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We make tutorials on games and web dev for free, but if you are one of those fools who pay for stuff, check out our Patreon: patreon.com/terresquall
Комментарии
@harshivchhabra4180
@harshivchhabra4180 14 часов назад
You’re great, please don’t stop making these. I’ll join your Patreon soon to support you
@terresquall
@terresquall 9 часов назад
Thank you harshiv
@squiddyseut6103
@squiddyseut6103 День назад
I’m really glad you’re making a series on this to help teach but I’ve stumbled into a problem: When altering the boxcollider for my sprite, there wireframe is not visible and I cannot tell where it is. How come yours is visible?
@squiddyseut6103
@squiddyseut6103 День назад
Apologies I have found the solution. Nevertheless I am grateful for you still sticking around almost a year after to answer questions!
@mrginepig3754
@mrginepig3754 День назад
how many more episodes / how much longer do you think it'll be for this tutorial series to finish?
@terresquall
@terresquall День назад
The enemy spawning system should be done within the next 1 or 2 parts, which should be out around mid July at the latest. There is still a lot of content we can cover for this series still though, such as a Buff / Debuff System, Pickup Effects, Multiplayer, Pre-game Stat Boosts. If we cover all of these, it should take us another 10+ episodes and about a year or 2 to do all of them.
@user-mr8hh5ij8z
@user-mr8hh5ij8z 2 дня назад
no hay más videos?
@terresquall
@terresquall День назад
No hay más planes por el momento.
@user-mr8hh5ij8z
@user-mr8hh5ij8z День назад
Que pena!!!
@calymv3686
@calymv3686 2 дня назад
The problem I got is when I stop the game I will get a gem on the map and an Error in Unity Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?) The following scene GameObjects were found: Blue Gem(Clone) And the resolve was private bool isQuitting = false; private void OnApplicationQuit() { isQuitting = true; } if (isQuitting) return;
@terresquall
@terresquall 2 дня назад
Hi caly, I've responded to you here: blog.terresquall.com/community/topic/part-5-some-objects-were-not-cleaned-up-when-closing-the-scene/
@calymv3686
@calymv3686 2 дня назад
@@terresquall Ty for response, this is the method I used to rezolve the Error.
@Fablelinx
@Fablelinx 2 дня назад
hello i have followed the jump tutorial but the character still jumps in midair any solution EDIT: I have found the problem and solved it : )
@swengofficial
@swengofficial 3 часа назад
Noice :)
@MiniBiskuit
@MiniBiskuit 4 дня назад
Does that work if half the screen is under water and half the screen is above ? And does it work if the water is not plain ?
@terresquall
@terresquall 4 дня назад
Yes, it works if a portion of the screen is under water. I'm not sure what you mean by the water not being plain. But if you have objects in the water, it should still work as well.
@MiniBiskuit
@MiniBiskuit 3 дня назад
@@terresquall I’m talking about waves and I wanted to know if it could only be applied for the part of the screen that is underwater
@Leleicsde
@Leleicsde 5 дней назад
THANK U OMG MY SAVIOR
@alperakin2561
@alperakin2561 6 дней назад
I have two cameras. One follows the player on both the x and y axes, while the other only follows on the x axis. When transitioning from the camera that follows on both axes to the one that follows only on the x axis, the camera first moves downwards but then moves upwards. What could be the reason?
@terresquall
@terresquall 2 дня назад
Hi al, I'll need you to post a video of this happening on the forums, as well as the relevant scripts for controlling the cameras. The forums are here: blog.terresquall.com/community/forum/video-game-tutorials/metroidvania/
@user-vz8jr8yu8p
@user-vz8jr8yu8p 6 дней назад
Sorry, I deleted the content of the gameobject "manager" by mistake, is there any way to get it back? 😭
@terresquall
@terresquall 6 дней назад
If you haven't closed Unity, you can use Ctrl + Z to undo your action.
@tapesmalad1679
@tapesmalad1679 6 дней назад
awesome
@user-gw3bq3bi1b
@user-gw3bq3bi1b 7 дней назад
How did you save the GameBlackboard? It doesn't seem to convert to Json because of the Dictionary.
@terresquall
@terresquall 7 дней назад
We went with the binary file route in this series, so serialisation works, but for JSON, JSONUtility doesn't support dictionaries out of the box, so you will either need to switch to JSON.Net or write a function that manually handles dictionaries. You can refer to this question on StackOverflow: stackoverflow.com/questions/61046484/unity3d-how-to-store-dictionary-as-object-in-json
@hadibendakji3858
@hadibendakji3858 8 дней назад
So I've finished the map controller script and I was going to move on to Static Points, but I found an issue. The Console keeps telling me that "the variable propSpawnPoints of propRandomizer has not been assigned. If that was the case, the script wouldn't have worked in the first place and props wouldn't have spawned, right? I rechecked the script multiple times and I couldn't find the issue that Unity's warning me about. edit: Never mind. To make the Terrain Chunk prefabs more diverse, I deleted some of the objects in them, but forgot to clear Prop Spawn Points from the empty arrays.
@terresquall
@terresquall 7 дней назад
Glad you found the issue!
@trieskaangela
@trieskaangela 9 дней назад
The edit ✅ The voice✅ You keep make it better Thank you 🫶🏻
@NARAYA-KUN
@NARAYA-KUN 9 дней назад
BTW, I'm from Indonesia, thank you for adding Indonesian subtitles, it's very helpful, warm greetings from Indonesia 🎉❤
@NARAYA-KUN
@NARAYA-KUN 9 дней назад
Continue the tutorial, I will continue to look forward to it every day, I will be a loyal subscriber
@NARAYA-KUN
@NARAYA-KUN 9 дней назад
Thank you bro, you are very helpful
@robetchen
@robetchen 9 дней назад
great job, love it
@CharlieScarver
@CharlieScarver 12 дней назад
The reference to PlayerStats at 11:46 could be gotten using GetComponentInParent<PlayerStats>() instead which should be way faster than FindObjectOfType(). Doesn't matter all that much in this case but still worth to mention the alternative
@CharoletteLetourneau
@CharoletteLetourneau 13 дней назад
Please help Unity wont let me enter the game
@terresquall
@terresquall 13 дней назад
What is the error you are getting? If you can post a screenshot on our forums that will be really helpful for identifying the issue.
@CharoletteLetourneau
@CharoletteLetourneau 11 дней назад
Ok
@CharoletteLetourneau
@CharoletteLetourneau 11 дней назад
I'll take a look
@CharoletteLetourneau
@CharoletteLetourneau 11 дней назад
top level statements must precede name space and type declarations
@terresquall
@terresquall 11 дней назад
@@CharoletteLetourneau do you know which script is the problem? If you do, post the script on our forums and ill have a look.
@nowherefool5869
@nowherefool5869 13 дней назад
props were spawning too large for me
@nowherefool5869
@nowherefool5869 12 дней назад
solved : forgot to apply character sprite sheet pixels per unit to 25
@terresquall
@terresquall 12 дней назад
@@nowherefool5869 glad you managed to fix it!
@yfchina143
@yfchina143 13 дней назад
at 22:34 what do u mean by selecting all chunks and heading over the the terrain we created?
@terresquall
@terresquall 12 дней назад
I mean head over to the other chunks prefabs and adding the GameObjects to them as well.
@NARAYA-KUN
@NARAYA-KUN 14 дней назад
Thank you for the video I will start my progress I will be happy to wait for your latest video
@Oranges364
@Oranges364 15 дней назад
Hello, will I be able to do this fix if my code is still at part 9? If so, how would I go about that since I dont have that actualstats part? I noticed the problem shortly after implementing the magnet and I´d like to fix it earlier before going through the other videos
@terresquall
@terresquall 15 дней назад
You should be able to follow about 80% of it. For the PlayerStats part, you can just tentatively call SetRadius() on the Awake() function. If you have any further questions, you can create a topic on our forums. It is easier for us to share code over there: blog.terresquall.com/community
@princenizroh7139
@princenizroh7139 15 дней назад
wow this tutorial this cool. finally i found tutorial harvest moon. But in my game i'm very confused about long timeline gameplay and narrative story like harvest moon
@terresquall
@terresquall 15 дней назад
What do you mean? Are you asking whether its possible to implement a narrative story using this system?
@princenizroh7139
@princenizroh7139 14 дней назад
@@terresquall Well, you could say that. Pouring the storyline day by day, and the weather too. Is there a way to structure the story? I'm always looking for someone to develop a game and have a storyline in it. But I didn't find it. Are my words understandable?
@terresquall
@terresquall 14 дней назад
Yup, we are working towards that in the series. What we're focusing on now is creating a system that is able to trigger story events based when conditions are met.
@princenizroh7139
@princenizroh7139 11 дней назад
@@terresquall thank you so much, keep up the enthusiasm for creating content. I like your video.
@haminhquan2982
@haminhquan2982 15 дней назад
Hey, your videos are so great!! But i've got 2 problems: 1. When I change from "Cast" and "Heal" button to "Cast/Heal" button. Player always cast spell after healing 2. The "sideSpellFireball" cannot cause damage while the other spells can How can I fix it? Thanks a lot
@terresquall
@terresquall 15 дней назад
For 1. do you mean you have the same button for both actions? For 2, make sure that the appropriate tag is on your spell prefab, as well as Colliders and a Rigidbody.
@haminhquan2982
@haminhquan2982 15 дней назад
For 1. Yes, i assigned the same button for both actions. For 2. I fixed it! I forgot to put the number for spell damage in the prefab 😅
@terresquall
@terresquall 15 дней назад
@@haminhquan2982 can you post your code for (1) on our forums so that we can have a look?
@haminhquan2982
@haminhquan2982 15 дней назад
@@terresquall I posted my case on the forums, please take a look
@SuperSanane123
@SuperSanane123 16 дней назад
İf those having trouble displaying water like me place the "AQUAS Lite Camera" script inside the "Main Camera" object, the issue will be resolved.
@stephenboling2313
@stephenboling2313 18 дней назад
Good Evening TerreSquall, I am having an issue with it spawning the actual tiles. I have finished the part of the video called Map Controller Script Improvements, I am having the issue where it just isn't spawning another Chunk at all. I have checked the code and am not seeing anything wrong, It also looks like I haven't strayed from doing anything wrong in the editor Additionally I have an issue where the TileMap is over the player even when I change the layers Do you have any guidance I can try tomorrow after work? To be more specific it just doesn't spawn the other chunks and when I walk off the begining chunk I get hit with "NullReferenceException: Object reference not set to an instance of an object MapController.ChunkChecker () (at Assets/Scripts/MapController.cs:44) MapController.Update () (at Assets/Scripts/MapController.cs:24)"
@terresquall
@terresquall 17 дней назад
I think your issue is with the NullReferenceException. Can you post your map controller script on our forums? I'll have a look.
@stephenboling2313
@stephenboling2313 17 дней назад
@@terresquall yes I can I'll do that now
@angelobraga4162
@angelobraga4162 18 дней назад
I'd like to see on next videos maybe something about adding background music, sound effects to the weapons, enemies, etc. It'll be a nice add to the project.
@terresquall
@terresquall 17 дней назад
Sure thing. I'll spend a stream working on this after I get the enemy spawning system down. Making game visuals was a hobby of mine way back when.
@angelobraga4162
@angelobraga4162 18 дней назад
Very good video! Just solved all the issues that I had with the inventory manager. The game is running incredible polished now. The unique issue that I still see is that sometimes the chunks are drawn with some strange lines between them. I added to my project, at the menu screen an area to display the character icon, name and a description with the background history for each character. Also added different sprites for each character and added an idle animation for them. I already created a "currency" on it also, so later I'll make some characters disabled by default and will have the option to spent this in-game "currency" to enable them.
@terresquall
@terresquall 17 дней назад
This article might help with the lines between your chunks: blog.terresquall.com/2023/03/how-to-fix-gaps-in-your-tiles-in-unitys-2d-tilemaps/
@hienngac3828
@hienngac3828 20 дней назад
Thanks for your vid
@HoangNguyen-uz5wt
@HoangNguyen-uz5wt 20 дней назад
i have issue with the mana, the mana doesn't increase when i hit enemy ( i've add Enemy tag ), can you help me
@terresquall
@terresquall 20 дней назад
Hi HoangNguyen, could you check if you have any console error messages? and try adding print()/debug() functions to check if your "Hit()" method is functioning and giving your player mana. It could also be that the mana value in your player is being added but the mana UI is not reflecting it. In either case, I would encourage that you post your issue on our forum page here: blog.terresquall.com/community/forum/video-game-tutorials/metroidvania/ Posting your issue there will allow you to send us pictures and your code so that we may better understand the issue if the above suggestions do not work.
@HoangNguyen-uz5wt
@HoangNguyen-uz5wt 19 дней назад
@@terresquall thank you, i've fix the problem, in the Zombie scripts i wrote: protected override void Start() { rb.gravityScale = 12f; base.Start(); } instead of: protected override void Start() { base.Start(); rb.gravityScale = 12f; }
@alex25loks
@alex25loks 20 дней назад
I have such a problem: the character falls through periodically falls through the floor, sometimes goes into the walls, this happens even with normal movement. How can I fix this?
@terresquall
@terresquall 20 дней назад
Hi Alex, this may likely be due to your Physics system timestep not being fast enough. Simply change your RigidBody2D's Collision Detection to "Continuous" and Interpolate to "Interpolate" and it should prevent most clipping issues. Next, If you are using code like "transform.Translate() or rigidbody.MovePosition()", you should change them to "Rigidbody.velocity()" since interpolation nor collision detection can guarantee to catch up with the speed of the position change. Then in your Project Settings, in "Time", change your "Fixed Timestep" value to something that is reasonable like "0.02". If your problem persists, you can post your issue on our forum to add images or your code to assist us with finding the core problem: blog.terresquall.com/community/forum/video-game-tutorials/metroidvania/
@alex25loks
@alex25loks 19 дней назад
@@terresquall Thanks for the detailed answer! In the "Collision Detection" parameter, I replaced "Discrete" with "Continuous", that was the problem.
@terresquall
@terresquall 19 дней назад
@@alex25loks we've got an article explaining collision detection modes in more detail if youre interested: blog.terresquall.com/2019/12/collision-detection-modes-in-unitys-rigidbody-component/
@alex25loks
@alex25loks 19 дней назад
@@terresquall Okay, I'll read it.
@MINI-rz6wk
@MINI-rz6wk 21 день назад
The mana and health of my Save&LoadPlayerData did not take effect, but the position did. I used Debug.Log to actually save and read. But nothing happens except the location . In addition, when my player is injured, as long as he presses Cast/Heal, the Heal action will be repeated endlessly. I do not know what to do
@terresquall
@terresquall 2 дня назад
Hi mini, sorry for missing your comment. If you haven't already, can you repost this on our forums with a video or GIF of the issue occurring? blog.terresquall.com/community/forum/video-game-tutorials/metroidvania/
@alex25loks
@alex25loks 21 день назад
Great lessons!
@angelobraga4162
@angelobraga4162 21 день назад
Tried to understand what is wrong with my Axe weapon implementation but did not found what is wrong. When it's fired it only move up, it does not generated the arc movement and goes down. Double checked the video, gravity scale was correctly set to 1, but looks like the gravity is not being appied. Any suggestion?
@terresquall
@terresquall 21 день назад
Can you go to File > Project Settings > Physics 2D and see if Gravity is set there?
@angelobraga4162
@angelobraga4162 21 день назад
@@terresquall woww, really thanks! It was exactly that! Now it works fine! Thanks for sharing all this knowledge! I just completed all the videos in the series. I added to my code the ability for the aura based weapons to destroy breakable props. This was missing at the video system.
@Mrgiraffe100
@Mrgiraffe100 21 день назад
I have a problem, when generating chunks, the program only generate 5 chunks and then stop. Is there anyway to solve this @terresquall ?
@terresquall
@terresquall 21 день назад
This is quite a tricky issue. Can you check out this topic and see if any of the questions there solve your issue? blog.terresquall.com/community/topic/notable-map-generation-errors/#manual-login Otherwise, I will need you to take a video and post it on the forums.
@Outspoken_YT
@Outspoken_YT 24 дня назад
my character dosent have an avatar help
@terresquall
@terresquall 24 дня назад
Check that the character's Rig type is set to Humanoid in the import settings.
@Outspoken_YT
@Outspoken_YT 23 дня назад
​@@terresquall thyank you so much
@svenv32
@svenv32 25 дней назад
Hello, great tutorial I am in min 11, I noticed 2 things, if you are on the edge, the player will not be able to jump since the raycast is not showing detect, second issue, is if you jump and land on the edge, even when I have constraint on the Z my character flips and falls forever. ( somtimes it doesn't flip but keeps going down )
@terresquall
@terresquall 23 дня назад
Hi Sven, for the jump at the edge, You should try increasing the GroundCheckX or Y variables. Being able to jump is reliant on the fact that you are "Grounded()", so your GroundCheck needs to be just about the same size as your Player's BoxCollider2D. You can test this out by reducing your player speed and walking as far as you can on the edge without falling. and checking if your player is still considered Grounded. As for the player rotation issue. That should be able to be solved by setting the RigidBody2D's Z constraint to true, but if it doesn't I would encourage you post a video or image of your inspector or player script onto our forrum: blog.terresquall.com/community/forum/video-game-tutorials/metroidvania/
@nowherefool5869
@nowherefool5869 26 дней назад
great tutorial series. how many parts are gonna be released?
@terresquall
@terresquall 25 дней назад
There will be many more, because there are a lot of features in Vampire Survivors. Currently, we're preparing the content for Parts 19 and 20.
@kuraisouta7450
@kuraisouta7450 26 дней назад
bless you quick easy
@troublesum
@troublesum 27 дней назад
Thank you! Love the series. I have a question, what if I want it to just auto collect the items if the player is near them instead of having to click? Do you cover this in later tutorials? (For like dropped items, I like the clicking for harvesting)
@terresquall
@terresquall 27 дней назад
Hi troublesum, you can do that by adding an autocollect boolean in InteractableObject. Then in the PlayerInteraction OnInteractableHit, call the Pickup function if autocollect is true. You can the code here: blog.terresquall.com/community/topic/part-7-autocollect-items/
@alex25loks
@alex25loks 27 дней назад
Your lessons are really very cool, but I would like future videos to be slower and everything to be understood in a little more detail. It will be better if the video is twice as long, even without acceleration, or you can split one video into two.
@gruselgeist
@gruselgeist 28 дней назад
omg you are a life saver had an awful bug where if you jump into the edge of an tilemap you clip into it, it is now way less amplified thank you soooo much
@alex25loks
@alex25loks 28 дней назад
Where did you create the "stunDuration" variable? I can't find the moment to create it.
@terresquall
@terresquall 28 дней назад
It might have been missed out. There is a topic dedicated to missing parts on the forums (check out the Part 6 post by Joseph): blog.terresquall.com/community/forum/video-game-tutorials/metroidvania/ Hope it helps!
@alex25loks
@alex25loks 28 дней назад
@@terresquall I've already been there, there's nothing written about it, can I see the script of the bat and the enemy?
@terresquall
@terresquall 28 дней назад
Hi Alex, for the stunDuration variable, i presume you are talking about [13:03] where we create the "Bat_Stunned" state. There appears to be a small jumpcut during this segment where the creator made the variable without having shown it. However, it is said to create a "[SerializableField] private float stunDuration". If you create the variable, which you can place below the "chaseDistance" variable in Bat.cs, the code should be fine. - Joseph
@alex25loks
@alex25loks 28 дней назад
@@terresquall Thanks.
@Bonnie39
@Bonnie39 29 дней назад
my left ear enjoyed this tutorial
@terresquall
@terresquall 28 дней назад
We hope to win your right ear over in our next short as well.
@Bonnie39
@Bonnie39 28 дней назад
@@terresquall if the next one has the audio panned all the way to the right next time that’s actually hilarious 😂
@nguyenary
@nguyenary Месяц назад
Worked for me
@Itsguifi
@Itsguifi Месяц назад
3:20 "Jump off a counter" 🤣
@terresquall
@terresquall 28 дней назад
I'm glad you like this series GuAgOn! If you run into any issues in our video, we've got a forum documenting bugs / gaps in our videos as well. Do check it out: blog.terresquall.com/community/forum/video-game-tutorials/metroidvania/
@Itsguifi
@Itsguifi 28 дней назад
@@terresquall Nice, a comment from the creator!!! Your series is being of incredible help making my game, thank you so much 😁