My goal is to educate and teach a bunch of different game dev skills I've gained over the years while also learning myself in the journey. I also hope to make your game dev journey fun and easy! I know it can be hard to get your foot in the door to a very overwhelming industry but lets do it together!
Hey Omar, idk if you've ever run into this problem before, but animation player acts strange. For example, I create a new animation dash and it won't play in game. It also won't play on the track either. However, the name will show but it will play idle animation. Do you know how to get around this? Or is this some bug? $AnimatedSprite2D works fine. And oh, I notice the animationplayer only plays the animation if I had clicked an animationsprite2d animation on the dialog. And it will only play that nothing else.
I'm using Godot for a Game Jam for the first time, and I've been individually creating Panels and Font Variants for the past 2 days. This video taught me about themes. Great short video!!
Hi there. I have a question. If we make it custom in project settings, won't it change the value to default for theme related properties on loading the project or only the progress bar in this case ?
Could not get the box to draw unless I coded the Input.is_action_just_released("LeftClick") This way ---> if Input.is_action_just_released("LeftClick"): var direction = startV.direction_to(mousePos) if direction.length() > 20: #print(mousePos) end = mousePosGlobal endV = mousePos isDragging = false draw_area(false) emit_signal("area_selected") else: end = start isDragging = false draw_area(false)
I went in with no understanding of Basis, and by the end of this video, I understood nothing about Basis except that it seems to work with a range of 0-1 instead of the exact values I want, which seems useless for any real context I would ever want to use it for. If I want a 360 degree rotation then I type 360, not 1. What if I wanted a 70 degree rotation? I don't even know how I would calculate what value that is between 1-0. Utterly useless video, sorry.
inside the player script: func handle_wall_jump(): if not is_on_wall(): return var wall_normal = get_wall_normal() if Input.is_action_just_pressed("ui_left") and wall_normal == Vector2.LEFT: velocity.x = wall_normal.x * SPEED velocity.y = JUMP_VELOCITY jump_sound.play() #Sound for jump if Input.is_action_just_pressed("ui_right") and wall_normal == Vector2.RIGHT: velocity.x = wall_normal.x * SPEED velocity.y = JUMP_VELOCITY jump_sound.play()#Sound for jump then on func _physics_process(delta): add this line: handle_wall_jump() You can put it on default script movement player. Have fun!
@@beeyuki5947 did you place the navigation polygons on the tileset correctly? The navigation agent returns a zero vector if there are no polygons to calculate the path.
I think maybe I have worked it out, if you create a theme with the font and the fallback fonts in you seem to be able to then upload that .tres file as the custom option. This then gives you the fallback options, very helpful!
this looks good, however I'm trying to bring in individual PNG's (Kenney), not an entire sprite sheet. All the other videos are 3.x. I'm still looking for a good isometric tilemap tutorial for Godot 4+ using Kenney. So far, the ones I have found have always excluded some important step that brings me to a grinding halt.
Не написал очистку памяти, после того как пуля уйдет за экран ! 😁Когда память засрётся - игра будет тормозить. Например If (x>600)&&(y>500): queue_free()
@@darkhunter777 i didn't understand, RU-vid doesn't let me translate the reply. But if you're asking about the signal, i think the name is screen_exited or something like that. Just add queue_free() inside the signal's generared code and that's all.
sooooo easy on unity there's soo much trouble to do this this is how I did it: func _test_binding(): change_input_map = "forward" finished = _test_finish_binding func _test_finish_binding(event): forward.text = String("{e}").format({e = event.as_text()}) var finished:Callable func _input(event): if change_input_map: if event.is_released(): InputMap.action_erase_events(change_input_map) InputMap.action_add_event(change_input_map, event) change_input_map = "" finished.call(event) now only q is how to save it permanently
I recreate the selection scene but I can't load the characters other than the main character in my 2d platform. A tutorial would be nice for that. Keep up the good job learning a lot from you.😊
You have a good voice and it started well, but I wish you had explained the basis and euler stuff rather than tailing off :D Also, that code-view needs to be more steady. Make it larger so it's not cutting lines off (or wrap them) and don't flip in and out of full screen etc. All the movement makes it very hard to track where you are. Keep on going, I appreciate your work!