This might just have given me a very VERY specific piece of the puzzle that I have been posed with for a while. This might also be how the Asphalt franchise has handled it’s vehicle movement. This didn’t just help me it saved me a LOT of work.
I noticed that as the collision ball is rolling it bounces a bit. Wondering if locking the rotation on the collision will provide a much smoother movement?
"Stepify" in Godot 4 was renamed to "snapped" or "snappedf" or "snappedi" so if you're following along with this tutorial in 2024 you might need to rename that function call.
Hi @kidscancode Are you still making videos? I've been trying to get two of your cameras to spawn into a two player game, each set across from each other and looking at each other. I've been trying to learn about spawners and synchronisers but getting them to adapt to these cameras is proving difficult. There's may request, you'd get a few dozen hits from me.
I have set up my animation tree, but now I want my idle/walk animations to loop. Is there a way to set this up on the animation tree? I have the animations set to loop in the Animation tab, but they aren't looping. Any tips?
16:00 or so in the video, I finally realised what was wrong with my sprite placement, un-related to all of the video, but thank you for the "unlock". I had been struggling with clamping my sprite in my program, but it turned out to be that I'd moved the Area2d for my player sprite away from the AnimatedSprite2d and CollisionShape2d child nodes. Thank you for the "unlock"
i just hit a mayor roadblock im using godot 4.2 and until now i found the changes in the code to make it work but for the life of me i cant figure how to solve the error Invalid operands Nil and int in "-" in the take damage function line health -= amount and in bullet script in function on body entered line body.take_damage(damage)
Hey! Thanks so much for the great tutorial. I noticed that when you combined the roll to the yaw, and used that stick, the ship was also pitching, hence why it was moving down and away from the camera. Is there a way to fix this?
Getting an error. The error is "Invalid get index 'transform' (on base: 'null instance')." It has a problem with a line of code under the function "func get_move_input(delta):" it doesn't like the line "var vl = velocity * model.transform.basis". Any ideas why?
Is there any clean way to set the animation speed on a per animation basis in the animation tree? It seems once the animation tree is controlling the animation player, the speed_scale property for animation player has no effect at runtime (plus it's global for all animations in the player). I've been struggling to figure out how to do this for over an hour, even broke down to asking chatGPT which generated some useless imaginary nonsense to waste my time. For tinkering with animation speed I can't be hand editing each animation's keyframing to speed it up or slow it down, that would take forever.
Very nice. I love videos that cover these kinds of nuances & the different options & blends between them. Most 'tutorial' content is just a crash course straight-shot showing one path to the goal of your code without exploring any of the options or tradeoffs. Sure it's useful for quickly getting something working, but it's a thin and brittle understanding that snaps when you try to build too high with it. You need a very dense and wide base to provide the stability to climb high.
thanks all the other videos i tried to watch on this made the whole process really complicated, when i just needed to make area2s a child of the sprite. i really appreciate this vide.
So I've found an updated version of this tutorial but when I try to add my own vehicle model, the game breaks, is there any way you can update this tutorial to 4 and make it modifiable
Everything is working except sometimes I have to click the left mouse button a couple of times before it performs the attack animation. How would I fix that?
This is great! Someone got fed up with me not understanding why another guide resulted in no collision, told me I should learn from the internet before asking questions on an open discord. Felt bad. But it worked! I just gotta figure out how to make it return to reset rotation when buttons aren't being pressed
Thank you so much!! For some reason my Godot wasn't able to reliably grab the default gravity variable, so I added 9.8 to fall back on: var gravity = ProjectSettings.get_setting("physics/3D/default_gravity", 9.8) I have a lot to learn, your videos are really helpful!