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Bullet trail and muzzle flash Godot tutorial! (C# AND GDScript) 

spimort
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12 сен 2024

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Комментарии : 18   
@ProbablyM_S
@ProbablyM_S Год назад
Great tutorial! I like how included both GDscript and C# and short tutorial straight to the point keep it up but a tip you dont need semi columns in GDscript
@spimortdev
@spimortdev Год назад
Thank you, I'm glad you liked it! That's a fair point for the semicolon, I never do GDScript so I'm not aware of the good practices haha! It's a habit to put them.
@jsnotlout3312
@jsnotlout3312 11 месяцев назад
After alot of confusion on what all the Prefab things were. And the variables named after the types. I finally got it working. I just used downloaded and directly pointed to the objects. Thanks for this tutorial!
@spimortdev
@spimortdev 11 месяцев назад
Oh, I'm sorry for the confusion! Making tutorials is not my main thing, I'm not used to it, I still have a lot of improvement to do in that area. If I do another tutorial I'll try to use better terms! I'm glad you got it working anyway 🙂!
@jsnotlout3312
@jsnotlout3312 11 месяцев назад
@@spimortdev Oh no, its fine XD It actually helped me learn more. Instead of just copying I had to actually learn the terms
@Singleraxis
@Singleraxis Год назад
Finally got bullet trails from a Raycast working, thanks! As a newbie I had to work around your way of writing, I had no clue what prefabs are, but I just preloaded my trail variable and such. Also a little oversight was not putting the trail node on 'top level' under transform if anyone might stumble across it aswell, otherwise it will move with whatever you're shooting from.
@spimortdev
@spimortdev Год назад
Hey thank you for your feedback! You are right, I totally forgot to talk about to "Top Level" in the video, I'm sorry! I had a recording of it and I was supposed to talk about it but I forgot, dang it. Also good to know that my way of naming things might be a bit confusing (ex. Prefab, which is not a word being used in the Godot world). I haven't done a lot of tutorial so far so that gives me places to improve, thanks! I'm glad you got it working at least 🙂!
@Singleraxis
@Singleraxis Год назад
@@spimortdev I'm trying to do an _on_area_entered when the trail hits an object, but it doesn't seem to work. Is there something with raycasts that it doesn't make it so easy?
@spimortdev
@spimortdev Год назад
​@@Singleraxis Well, the bullet trails does not have an Area on them the way I did it. It's intentionnal because I'm aiming at a "hitscan" type of gun, which means that the bullet trails are only a visual effect and the hit is instantaneous, there is no travel time (the bullet goes fast enough anyway so it's not too much noticable). The raycast itself is not an Area so it does not go inside of your event. If you want to add an Area on each trail, you can! But you also need to make sure that the trail does not go too fast so it misses the collision (for example, on thin walls). In my opinion hitscan are easier to implement and it gives good result :). Make sure tho that you enable the "Collide With: Areas" on the raycast so it sees the objects you want to collide with! I hope this helps! 🙂
@darksignal_dev
@darksignal_dev 5 месяцев назад
Great Tutorial! You are a life saver with your tutorials and terrain addon
@spimortdev
@spimortdev 5 месяцев назад
Thanks! I'm happy it helped you! 🙂
@gamedev_byhobby8872
@gamedev_byhobby8872 Год назад
Great content as always, keep it up
@spimortdev
@spimortdev Год назад
Hey thank you! 🤩
@gamedev_byhobby8872
@gamedev_byhobby8872 Год назад
@@spimortdev gotchu 👉👉
@iamagenius2646
@iamagenius2646 Год назад
How did you add the line for the raycast? I mean how can you see it inside game for debug?
@spimortdev
@spimortdev Год назад
This was only for demonstration but it was a simple mesh instance (a capsule) with a very long height 😁
@Pleasantnoob64
@Pleasantnoob64 23 дня назад
hi can you make a godot 4.3 tutrial it would be much appreciated
@spimortdev
@spimortdev 20 дней назад
I'll check what I can do 🙂 In the mean time, most of what I've shown here should be pretty similar in Godot 4.3.
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