I'm Aecert ('A' - sert), a Software dev with indie dev ambitions. Currently developing the game "Towercraft", a rogue like tower defense where you build the map and craft custom towers.
Thank you! I need this for cutscenes where a keyframe animation makes the temporarily non-controllable puppet climb into a vent. I was getting so exasperated with not being able to make the transition to crawling in the vent smooth. I really hope this works. I don’t know what you call short choreographed motions that temporarily disable control, but they are ubiquitous in most games. Searching for something you don’t have a name for is so frustrating.
In 4.2 you can no longer animate alpha independently. You have to edit all of modulate. You can manually edit the property (add ":a" to the end) but it won't let you set the value as a float, you have to pick a color from the color picker. i like the way it looks in this 4.0 demo a lot better.
This is a good tutorial, I started using Dreams not too long ago and this is quite helpful as I'm currently attempting to make an Open World RPG/Hack & Slash type game. I do have a question though, if I altered the nodes and added an extra timeline, would I be able to make a 4 move combo rather than a 3 move combo?
Great video! You've helped me through many issues. I do have a quick question. Is there any simple way to do cued inputs? Say you activate an animation with a button, then hit that same button while the animation is still in progress. Is there a way so that when the animation ends, it receives the next input automatically and plays again?
Yeah, pulling from GitHub into 4.2 doesn't work. That's because the 4.2 importer seems to delete all the points in the AnimationPlayer tracks which means they lose all their keyframes.
@@AecertGaming for example, the scaling animations. Looks non-trivial to setup for beginners - for example pivots seem to be wrong by default, so the numbers aren't centered when scaling up/down.
Great video! I'm having an issue where, for some reason, the lines are not being rendered when playing the game. I can see the generated mesh in the Remote Tree, visible, material correctly assigned and all, but they just aren't rendered. Super odd. Did you ever get any similar issue when generating meshes?
Why does the source code on git have await to return the meshes? I ended up modifying the code to just return the mesh so I could add to my scene on my own. The function to add to the root scene never seemed to show up on screen. I wanted more control of where it was added. My next trick is to see if I can have these lines show through other meshes. I want the lines to act as a reference for developing my map code. This is a wonderful resource for quick and dirty lines. Thank you.
It was added to allow meshes to destroy themselves after a set time. If you don't add a "persist" value (or set it to 0) it should be returning them immediately. But yeah no harm at all in changing the code to look or function however you want! Really glad it helped!
For anyone who wants the debug line/sphere to last **exactly** 1 frame (so there are no lingering debug draws of previous calls), use the following: if persist_ms == 1: await get_tree().physics_frame mesh_instance.queue_free() and put the other if/else below it, like so: if persist_ms == 1: await get_tree().physics_frame mesh_instance.queue_free() elif persist_ms > 0: await get_tree().create_timer(persist_ms).timeout mesh_instance.queue_free() else: return mesh_instance The reason the above works is that timers have a minimum timeout of like 0.05 seconds or something. Or is it 0.01? idk but basically timers last more than 1 physics frame.
thank youu I was trying to figure out how to do this in unity and you showing the 'dream code' or wtv it's called helped me to transfer the logic over into my own project.
Great vid! Im new to godot -- just wondering, could the entire animation be done via a tween? Is that not a recommended way of making the 'animation'? Not sure of the entire syntax, but, maybe something like: ``` tween.run_in_parallel() sec_for_fade_in = 0.2 sec_to_wait_before_fadeout = 0.2 sec_for_fade_out = 0.6 tween("modulate", start=0, stop=1, time=sec_for_fade_in) tween("scale", start=0, stop=1, time=sec_for_fade_in) # wait for sec_to_wait_before_fadeout tween("modulate", start=1, stop=0, time=sec_for_fade_out) tween("scale", start=1, stop=10 time=sec_for_fade_out) ``` I prefer coded solutions rather than working with anim controllers -- just wondering if this is a bad approach. Thanks!
@@AecertGaming Tweening seems to work! Had to use the `parallel()` to ensure that the movement + scaling happened at the same time. ``` func set_values_and_animate(value: String, start_pos: Vector2, height: float, spread: float, t_grow: float, t_shrink:float): label.text = value var tween = get_tree().create_tween() var end_pos = Vector2(randf_range(-spread, spread), -height) + start_pos popup_container.position = start_pos popup_container.scale = Vector2.ZERO tween.tween_property(popup_container, "position", end_pos, t_grow+t_shrink).set_trans(Tween.TRANS_LINEAR) tween.parallel().tween_property(popup_container, "scale", Vector2.ONE, t_grow).set_trans(Tween.TRANS_LINEAR) tween.tween_property(popup_container, "scale", Vector2.ZERO, t_shrink).set_trans(Tween.TRANS_LINEAR) tween.tween_callback(queue_free) ```
I have the dumbest reason ever for wanting this information lmao. When people use a potion in my game it makes "better off alone" play for like 15 seconds and I want it to save its position between levels 😂😂
Nice thank you I was trying to make a mech game and I wanted cooldowns for well basically everything swords guns missiles etc and the cooldowns I made were a bit messy and this is much better
Something interesting I noticed about the game is that some rooms are different depending on each person playing it. For example, the room under the house (when "down" is put into the lock at the front door) is arranged differently when I played it. The maze map is not on the table, but instead a piece of the sign from the maze, also with the L in "leaf" underlined. Feels kinda creepy
Just finished with some of your video to help. Mainly just needed help on 3 of the part 2 keys. Thanks a lot. Any other games like this on dreams? Or ps5?
So the character has done this 3,758,541 times. If we assume the bare minimum time it takes for him to get all the way through is about 2 hours like this RU-vidr how long would he have already been in the simulation?