Awesome! I'm an animator on "American Dad!" but I've always loved gamedev, and I've been following your main account for years after finding your low poly/demake stuff! It's been cool watching your journey! I got sucked into Unreal Engine the last couple years to make cartoons but I've finally started taking Godot seriously after the Unity nonsense. You're an awesome dude and I'm always excited to see your work!
what season litreally like up to season 16 shit is good animation is always sick,, im addicted to american dad gotta start from season 1 on vlc player every time i finish season 16 and i watch it all on tv aswell every night mostly lel for like 10 years
9:40 Lil tip u didn’t mention, hold Ctrl+Shift after you start dragging the node, when you drop it down it into a script Godot will generate @onready and variable names automagically!
Tip at around 2:00, there are now buttons just above the 3D view, in the three-dot menu, that let you add the environment and lighting that you see in the default 3D scene, so you don't have to set everything from scratch.
wow. I’m 30 seconds in and I can already tell I love your tutorial style. these comments about being straight to the point are true. not only straight to the point, but *clear* and straight to the point. thank you.
What a great timing ;) Always loved your tutorial style! And it's valuable to learn from someone who used this engine to actually release several games and not just tinkering
Thank you for this ! Your previous version of this video was what made me discover Godot and give me the want to realise my own game one day. It's a pleasure and really interesting to see it adapted to Godot 4 and to observe the evolution between the two. Thank you again !!
i followed exactly his tutorial but i had so many errors,i really had the same as him,tried to fix it with chatgbt or reddit but nothing helped,i dont know anymore,i give up on godot
Great work, really appreciate the effort you put into this. I'm working on a 3D open world game with lots of procedurally generated elements, where I'm going to use 2D sprites like this for enemies. I still have to work out how to update navmeshes from code, but this tutorial has helped me get going with the player controller and enemies, at least.
This was a lot of fun to do. I don't fully understand the code and how it all works but I'm sure I can figure out how to modify certain elements. Thanks for this.
Nice to see an updated tutorial for 4.x. The one thing I couldn't figure out, when moving to 4.0 how do we parent collision shapes to bones? I think we have to use Bone attachment nodes. But it was giving me a warning that the shapes weren't a child of the Body.
This tutorial would have been 4 hours long if it were done by any of the other youtubers making godot videos right now... thanks for keeping it short but full of great tips throughout the way.
to resize the floor you really should click the object shape in the inspector and change its size there instead of scaling. Scaling causes issues down the road if things are at different scales.
Not sure if you know this by now, as this video is 9 months old, but you can also press RMB and use WSAD to move around, pretty much like in other engines.
Nice tutorial, only wish it was more explanatory when it comes to why you're doing what you're doing or why it is you do something rather than only showing the "how".
Hey, how would one go about doing directional 2d sprites in 3d? So how could I change the enemy sprite based on the angle the camera is viewing the enemy instance? Edit: i see you already made a video about this, but does godot 4 bring any new features to make it easier? Would your approach change after godot 4?
For anyone struggling because you cannot move the camera or player when you compile around the 20:00 mark, you may have forgotten to remove the camera from the world scene!
I know it’s a long shot but can you answer me a question. I did your tutorial to the T even re-watching and renaming things to exact spellings. The Player script is not throwing any errors even when the game plays but I am unable to use the inputs and the animation of the Gun doesn’t do anything. I’m pretty sure it has to do with the player script inputs (WASD) but I’m not skilled enough to know what I am looking for that is wrong. Do you have any idea what would make the inputs to not work?
Maybe the keybind, but it's weird... the action should be done with no porblem buddy... Also... for the animation, when you dropped the node "animatedsprite2d" did you press ctrl?
Had an issue with the enemy not moving aka not able to attack either. All I had to do was capitalize the P in Player group node call for the Player reference.
I followed this step by step and word for word but when I press f5 at the stage of around 18:00 I can't look around, the animation doesn't play, and I pressing the fire button only plays the noise once, and will not play it again if pressing the fire button again
Great tutorial! I just need help with one thing, i don't know if thats my incopetence, but i literally followed ALL your steps, and i checked EVERY PIECE OF CODE, even tried to copy and paste your player code from the final product to understand why my game freezes in shoot animation doing an endless loop and the character body doesn't move no matter what i try to fix it, i followed all your steps, and yet it somehow is not working for me, i need help.
I tried anything, i even rewatched the tutorial SEVERAL TIMES, i fixed the animation issue but it simply doesn't move the camera or even move the player body, i can't understand why it is not working.
Thanks but could please say how to enemy can get the global_rotation of the player? cause i'm using a 3d model and chasing the player is what I need but I want the enemy to also rotate after the player. thanks Edit: So now I know how to make my 3d enemy rotate towards the player {[ look_at() ] for those that need to know}. But now my enemy is running to the player backwards
This might be a dumb question, but why are you using a Sprite2D as a child of a Control node? Should that be another control node like TextureRect or something?
it's "AnimatedSprite2D" because the image animates. I'm still not too familiar with all the nodes, but i think TextureRect can't have animated frames. I think Sprite 2d can for one animation but not multiple.
Dragging objects into the script to make references seems weird. There is a hard reference to that specific object in the script? What if you want multiple instances of a script with references to different things? Or if you want to dynamically change the reference?
I'm glad that more people are using a truly open source tool such as Godot, and it's always been better than Unity, regardless of what Unity dorks say, despite the fact that Unity's license really isn't as bad as people think and only marginally worse than Unreal's license, but Doom's actual engine is open source too, and there are all kinds of useful level editing tools for it, as well as the fact that it has a superior language built-in for programming bits of the game. I guess what I'm trying to say is why a Doom clone when Doom 1-3 and Quake 1-3 are all open source and would fit better with such an example instead of say an RPG or strategy game? Ultimately it doesn't really matter because I'm just a random passerby, but I would suggest doing a video on an RPG. My favorite game is Final Fantasy Tactics and making a game with similar gameplay to that would certainly interest me.
This is a remake tutorial from Godot 3, also I think around that time he did a game jam of making a game like doom... I think or i think a lot of people he game jammed with did similar games. It was one of those for sure that probably influenced the first tutorial. Also most game devs getting into game dev probably have no idea the doom engine is open source. I had no idea for 5 + years. and its a big commitment to switch engines.
@@stabbedbyapanda Sounds reasonable, about it being a holdover tutorial. I do wonder why so many videos on RU-vid are about making a Doom clone and nearly never include a link to the original Doom source or even a statement that it is open source. I would guess that it's a perspective issue, that maybe they're as old as me and learned firsthand and expect everyone to just know what they know.
@@anon_y_mousse you are assuming still a majority of people know it exist and that it's free and open source. If someone told me about a 20year old engine + that isnt heavily updated I wouldn't think twice of not using it.
@@pxpyt Nope, doom actually has a z-axis, and both floors and ceilings can be at different heights, unlike wolfenstein, why do you think doom was so revolutionary compared to wolfesntein?