Something that happened to me, and Idk it's because I'm using C# or because I'm using 4.3, but if at around 18:25, you're having a lot of trouble with Setting the key event, a typecast like so worked for me: var actionEvent = (InputEventKey)actionEvents[0];
Edit: ISSUE SOLVED. Basically, i'm a dunce lol (user error). I was returning a move_forward_key for my move_back_key in one line of code. ISSUE NOW FIXED p.s, love the videos so far :D Hey, got a weird issue... Everything had been working fine, but now my "back" input keeps auto defaulting to "w", even though it's configured and set to "s" in the inspector of the "PlayerKeybindDefaults.tres" file. Even if I change the in-game settings I created through your tutorials, my player character can' t move forward or back. Since forward and back are both defaulting to "w" in the in-game settings. I get no errors, except some about the audio_slider_settings. Do you think opening the User Data Folder, and deleting it like you did before, then restarting the game might help? Wanted to double check if it might cause further issues, or if deleting it is no risk, as it gets recreated when the game starts again doesn't it? Specifically if that file isn't there already i mean
Awesome vids so far, but I'm having errors with this one... I get the following errors Error 1: audio_slider_settings.gd:49 @ on_value_changed(): Index p_bus = -1 is out of bounds (buses.size() = 3). <C++ Source> servers/audio_server.cpp:916 @ set_bus_volume_db() <Stack Trace> audio_slider_settings.gd:49 @ on_value_changed() audio_slider_settings.gd:28 @ load_data() audio_slider_settings.gd:16 @ _ready() Error 2: audio_slider_settings.gd:44 @ set_slider_value(): Index p_bus = -1 is out of bounds (buses.size() = 3). <C++ Source> servers/audio_server.cpp:924 @ get_bus_volume_db() <Stack Trace> audio_slider_settings.gd:44 @ set_slider_value() audio_slider_settings.gd:18 @ _ready() Only difference between mine and yours, is I kept the "SettingsDataContainer" as "SettingsDataContainer" in the Autoload. So i've been using "SettingsDataContainer" instead of "SettingsContainer". To keep things consistent across the board. More than happy to provide script if that'd help diagnose the issue
As someone with zero experience with coding outside of this series, the fact that you start this by saying when you learnt about OOP it was confusing, but then you immediately explained it in a way that made it crystal clear, is actually incredible to me. You're an amazing teacher, frankly, and I'm really grateful for this series, I've learnt so much already from you that would of been hard for me to figure out on my own!
I'm in Godot 4.2.2, everythings great except none of my tab bars are clickable... any idea why? Edit: FIXED. In the next video you flip between them manually via the inspector for the TabContainer, seems to have sorted it, as they work since having done that. Great vid!
Is there not a better approach for setting the input keys? I have a massive amount of action_get_events and dont want 30 lines of code for just that ie: func create_storage_settings_dictonary() -> Dictionary: var settings_container_dict : Dictionary = { "window_mode_index" : window_mode_index, "resolution_index" : resolution_index, "master_volume" : master_volume, "music_volume" : music_volume, "sfx_volume" : sfx_volume, "voice_volume" : voice_volume, "subtitles_state" : subtitles_state, # inputKeys : inputEvents # im seriously trying to find a better method # inputEvents : InputMap.action_get_events(inputEvent)# doesnt work "move_left" : InputMap.action_get_events("move_left"), "move_right" : InputMap.action_get_events("move_right"), "move_away" : InputMap.action_get_events("move_away"), "move_toward" : InputMap.action_get_events("move_toward"), ..... "tab_left" : InputMap.action_get_events("tab_left"), "tab_right" : InputMap.action_get_events("tab_right"), } I would think a method like for i in InputMap.get_actions() .... would work but then I get ui nodes and it wont match to any code I can think of. Is there an easier way to do this? (yes I copied my attempts to get around this in my code too lol)
I'm not even done watching this video and I'm already planning my day around watching everything you have produced. Your pacing is ON POINT, your tipe are ON POINT, your code structure organization is ON POINT. Truly an excellent video.
You explain things so simply and clearly, i no longer feel terrified opening the editor now, even though i still have no idea how to use a lot of it. Thank you so much for all the hard work youve put into these videos, you are truly a lifesaver <3
It's a very useful video, but, holy moly, man, your naming conventions gave me a stroke in the first minute. How do you use Pascal_Snake_Case AND put spaces in your directory names? That's so criminally cursed, lol. 💀 Also, 14:00, for the love of god, please don't name a handler for a `button_down` signal as `*_pressed` when there is a _different_ signal on that type called `pressed`. That will make for one hell of a debugging nightmare when you refactor something and you'll be trying to understand why the `*_pressed` handler isn't being called when the `pressed` signal is firing.
Thanks for the tutorial. Could someone help please, im having trouble with the code for hotkey_rebind_button at line 43. I keep getting an error saying invalid set index "toggle_node"(on base: 'Button') with value of type 'bool'... I've watched the video over and over again but can't find what's wrong
I would like to see you cover the topic of grid based systems in 3D or 2D if you prefer c: if you have the time or desire, of course. movement, placement of items or clicking of objects, etc.
Thank you for this Tutorial series, i usally get a bit overwhelmed with Programming stuff due to my ADHD but writing my own nodes, trying to write a bit in advance and see if i was right helps me to understand a bit how everything works so far.
Thanks for the hole tutorial/course love every sec of vid fully and clearly i need to finish this tutorial and make my own prototype and learn from it ive learn a lot about statemachine and how signal works just need to adpt to it... Also a question when i move the drophandler to handler container it cause the coin to not drop when i get the global_position of parent but when i put the drop handler in the outside of handlerContainer it work fine idk how did it solve mine not working the global_position. Btw thanks alot i love you tutorial vid Made from love Thanks!!!
im facing the issue when i change my window mode to another from fullscreen like to windowed and change resolution to 1270 x 720 or anything my screen just just gets zoomed to tp left side instead of showing full screen
I think I would have used the dictionary in the item recipe and added a quantity there, rather than adding multiple ingredients then calculating how many you need. What if you want a recipe that needs 300 of something? Also did anyone else get to the point where recipe stopped looking and sounding like a real word? lol
After a week of working on this and putting it together in a few different ways I couldn't figure out how to use a dictionary inside the item recipe. Godot can't export typed dictionaries and you can't edit exported dictionaries using custom types so if you know how to get that to work, come down into the discord and show it off, I love seeing improvements others make! Also yes, the word recipe has lost all meaning to m!
Same here :) Love the tutorial, I am not far enough in the game yet but when there - I am using it for sure :) big thank you goes to author of tutorial and to you - good luck with your game!
Great question! Yes it will work with any kind of game, most ui / control elements are 2D and are rendered on a canvass layer which sits on top of whatever style of game you are making!
@@CoffeeCrowDev My buttons are clikable without the canvas layer so if i do the same with control node and a 3d background with animation and i add a node to world as control node and do this all steps will it work ?