I need help, my code for the physics process. After the first (else) it says "invalid set index 'disabled' (on base: 'CapsuleShape3D') with value type 'bool'." 31:58 Plz help
Thank you! This video moved me forward in my gamedev progress more than any of the tutorials I have watched on YT or paid for at other sources. Since I am an old man just entering gamedev at retirement (Dark Souls inspired gamer, sadly only discovering this art when Elden Ring was released), I have been trying to learn a lot of skills from drawing to coding, music, to modeling - so fun! I have not coded anything since my Fortran and Cobol days, (Pacal, C, Basic, etc...) and I sure wish there was a reference book for gdscript as opposed to the online documents, but my brain is finally starting to rewire for art and coding, despite my preferred learning method of books. With this little 3d controller tutorial I have been able to craft my real-world farm into godot with an adequate animated character model of myself. I decided that modeling my farm and working the farm with a 3d character would be a great way to learn gamedev fundamentals before venturing further. Oh, like a real fool, I modeled the terrain and building in Blender so that I could port them to both Ureal5 and godot to see which I prefer. Doing this made my head spin. I am sticking with godot for now, despite Unreal5 being much easier to set up the base farm and character, but I like coding, challenges and the small package of godot without the ridiculous delays and crashes of Unreal. Apologies for the long-winded comment but I am feeling more inspired and capable simply because of your excellent tutorial video.
Be me. Download Godot on PC. Figure that since Godot is so lightweight, I could develop games on the Steam Deck. Decide to do so. Find this video. Realize that I can run Blender on the Steam Deck too. Surprised Pikachu face.
An amazing tutorial. I was wondering though - would you typically put the player controls and actions in the camera script rather than in the player script?
Thanks for your time and effort to teach us! one tip when renaming variables is the Ctrl + D that will select all similar ocurrecies, like in other editors like VS Code!
*scooby doo confusion noise* alright, i tried this after trying like 4 other fps controllers, and not only did this one work perfectly, but it also immediately considered "forward" to the camera as opposed to the start of the model, as if like magic. i got a good feeling about this guy.
I've watched a lot of videos recently trying to find a more updated tutorial mainly for changes in newer versions of Godot scripting etc, but have always found you to be the best at getting someone started!
so say I'm now trying to do some ray tracing to track my mouse position, maybe I want to have my player follow my mouse instead, or I want to be able to target onto the mouse, or both. Would I use my base camera in the is instance as my camera that I project from?
First 5 minutes and I've learned so much. I've made multiple small projects in Godot but need to up my game with some of these awesome built-in features
If I want to play this cutscene in the scene but not affect subsequent gameplay. Should I play them in a new scene or just play them in the current scene. I'm a little confused.
Just a note on when you said you were trying to make rules for yourself, and you mentioned, how much prior knowledge of x should a player have to complete y. The answer should be none, unless the knowledge is used to find some Easter eggs or something that doesn't actually impact any gameplay. Something you can do is teach the player x, so that they can then go and do y. I love the aesthetic of the game already, looking forward to it!
This is kind of old, so maybe you've done some of this already and I just couldn't find it, but seeing how you add the hit box to the leg when your kicking would be nice!
why dont you just scale the one collision shape instead of making two seperate ones? if Input.is_action_pressed("crouch"): is_crouching = true collision_shape_3d.scale.y = 0.5 collision_shape_3d.position.y = 0.5 # Adjust position to align with ground