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How to use SCENES in a TILEMAP (and 9 MORE TRICKS) | Godot Engine 

PlayWithFurcifer
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We found some really neat Godot tricks since the last episode! Enjoy!
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15 сен 2024

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Комментарии : 63   
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
Share your Godot tricks so we can feature them and help other devs learn the engine!
@furroy
@furroy 2 года назад
when using interpolate_property(), you can pass in null for the starting value and it will use whatever it's current value is instead of having to pass in the current value
@Theraot
@Theraot 2 года назад
On the topic of the animation player… You can have tracks for sub-properties. For example, if you want a track that animates the y component of the position, add a new track from the animation UI, select the position, and then edit the track name to add :y at the end. Also, did you know those paths are relative to the root node of the animation player? You can change the root node for a quick and dirty animation retarget. It can even work for skeleton animation, if you can guarantee the skeleton is identical (you will run into trouble if you have different sized bones, so it is not a full animation retarget solution).
@furroy
@furroy 2 года назад
You can give your own classes their own icons in the editor like: class_name Ball, "res://assets/ball/ball_red_large_alt.png"
@Dosedmonkey
@Dosedmonkey Год назад
@@Theraot I change the texture on sprites used in my players animation, so the same node can do the same animation, but with a pickaxe instead of a wood axe in their hand, it really cuts down on animating.
@mentalsmoge1128
@mentalsmoge1128 2 года назад
Fact 2 is so useful! I was struggling with this for a very long time
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
That is great to hear!
@dastanghaedrahmati6977
@dastanghaedrahmati6977 2 года назад
Great as always. I think that last trick is what I needed to solve a problem that's been troubling our game for a while, thanks a bunch. Also I wish you'd one of these video about UI elements someday.
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
Glad it was helpful! This sounds like a cool idea, anything specific you would like to see covered?
@TheSmileyFaceFTW
@TheSmileyFaceFTW 2 года назад
@@PlayWithFurcifer I think seeing how particles can be used with UI elements would be nice
@Thomahawk1234
@Thomahawk1234 2 года назад
I didn't know about has_method. Really helpful!
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
Glad it was helpful! :)
@doug8171
@doug8171 10 месяцев назад
Thank u so much! You saved my day! I was thinking about manual collision testing with tile positions but that just made me sad. I wanted to keep using the area entered detection that I could use in scenes tscn files. The common thing for scenes instanced by tilemaps is spikes, and I needed some spikes to detect when player hit the spikes and also a staticbody2d so the play wouldn't fall all the way through the spikes but stop about halfway down. This method is simple and doesn't violate the responsibility principle, as now my level scene takes care of replacing tilemap tiles with scenes for the spikes. I think godot engine should just make it so tilemaps instance can instance scenes built in to the tool. But I'm glad the programmatic way is available.
@Pinkman3000
@Pinkman3000 Год назад
Thanks tilemap trick was a huge help!
@Portponky
@Portponky 2 года назад
I think you are good at videos, so it's only fair that youtube does too.
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
Aww thank you! :)
@mahyellaw
@mahyellaw 2 года назад
the tips for animations really helped a lot! :D i always struggle and end up doing tedious methods to implement animations. truly another useful video from you guys
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
Great that it helped! :) It really can be a lot of copypasting stuggle ...
@sslaxx
@sslaxx 2 года назад
0:45 - I'm wondering how much this will be changed by the way Godot 4's tilemap system works (including support for scenes as tiles). May well be rendered obsolete.
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
This would be really convenient to just have it integrated!
@sslaxx
@sslaxx 2 года назад
Something like SmartShape being built-in would be great, too.
@Korn1holio
@Korn1holio 5 месяцев назад
Looks like this is still useful. Godot 4 Tilemap dynamically unloads and reloads chunks, including "scene tiles", so you can't save state in these scenes (that is, scene may be re-instantiated arbitrarily and you will lose your state). Therefore any stateful scenes (like doors, switches, switchable lights) are not possible out of the box.
@drakenork
@drakenork 7 месяцев назад
Great and helpful! Thank you
@mightymochigames
@mightymochigames 2 года назад
"you madman", you amuse me
@ReleeSquirrel
@ReleeSquirrel 2 года назад
I like that "Like our videos so RU-vid thinks we are good at videos" comment at the end. XD I totally gave you a like just now, but you only have 477, and less than 5000 views... Geez. You two should really be more popular!
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
Thank you very much! :)
@adambrookman2086
@adambrookman2086 2 года назад
Could you use placeholders on the Tilemap, and then replace the placeholders with other Tilemaps?
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
I mean, I'm not going to stop you :D
@SquareTales
@SquareTales 2 года назад
To decrease overhead while playing, is it possible to write engine code (Like the editor code in Unity) to instantly switch out the spike tile with the spike scene while painting?
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
This should be quite possible with a tool script. :)
@furroy
@furroy 2 года назад
ah so i guess if you're animating collision shapes and/or disabling them, you should use the playback physics mode?
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
The documentation says disabling shapes should be done deferred. I never noticed a diference tho. For moving collision shapes around, physics is better because your results dont depend on the framerate. (Otherwise a lag might make you miss a collision)
@Theraot
@Theraot 2 года назад
​@@PlayWithFurcifer As far as I understand we cannot change disabled, monitorable, mode or one_way_collision while Godot is doing collision resolution, which could be, for example on code called from one of the physics related signals. If we always do those changes deferred we are always safe.
@NonUnknownDev
@NonUnknownDev 2 года назад
NEat!
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
:)
@menitoine248
@menitoine248 2 года назад
I used Trick number 2 but I have a problem there the scenes are offseted. How can I fix this ?
@amolodchik
@amolodchik Год назад
Add tile size divided by two to position.
@fallstorm_dev7635
@fallstorm_dev7635 Год назад
For the tilemap, how do I also get the rotation and apply it on the instanced scene?
@Dosedmonkey
@Dosedmonkey Год назад
Is there an easy way to spawn a scene on a tile, and it to edit a 2 x 2 area of tiles, all the buildings in my game are 2 x 2,
@rodrijopo
@rodrijopo 2 года назад
I didn't know you could add custom project properties... I was implementing some kind of versioning log with custom resources but I think I'll start using custom project settings
@DejaimeNeto
@DejaimeNeto 2 года назад
yes
@sslaxx
@sslaxx 2 года назад
2:30 - may be related to issue 54888 on the tracker.
@DrNabeel20
@DrNabeel20 2 года назад
Thank you :)
@Paruthi.618
@Paruthi.618 2 года назад
Cool tips 👍👍
@Theraot
@Theraot 2 года назад
Today I learned what is the deal with "Manual" 4:54
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
I would love to see a clever application of that...
@Theraot
@Theraot 2 года назад
​@@PlayWithFurcifer You know you can can't specify start and end times for an animation when you call play? Well, with advance and seek you can! Ah, I hear you say, but you could call play, then seek, then set up a timer… Yes, yes. But when there are multiple parts of the code requesting animations and each play call comes with a new timer, that becomes a mess quickly. Just keep in a variable the end time, set the playback mode to manual, setup _process and call advance until it reaches the end time. Much less headaches.
@InnerEagle
@InnerEagle Год назад
2:02 Typing furiously the code to findout if I'm in the matrix or not... let me be freeeeeeeeeeeee
@almondaxis9872
@almondaxis9872 2 года назад
I can't understand how to do the second tip
@saicoromero1180
@saicoromero1180 2 года назад
Hello guys a have a question what system is before for make games Amd pr Intel? I need a new pc
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
I don't really think one of them is superior... Maybe youtube has a opinion about this
@SaiponathGames
@SaiponathGames 2 года назад
Cool!
@collinvisser7108
@collinvisser7108 2 года назад
Don't mind me just helping the RU-vid Algorithm
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
That is very nice of you! I wonder if this comment also counts as engagement.
@asdaaaaaaaaaaaaaasd
@asdaaaaaaaaaaaaaasd 2 года назад
cool
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
You are cool!
@itsME-dc4vm
@itsME-dc4vm 2 года назад
nice ;D
@PlayWithFurcifer
@PlayWithFurcifer 2 года назад
thanks!
@Theraot
@Theraot 2 года назад
@@PlayWithFurcifer 🤖
@yell9140
@yell9140 2 года назад
👍
@devon674
@devon674 9 месяцев назад
just rename the video to "how to burn an orphanage" you cowards!! : P
@PlayWithFurcifer
@PlayWithFurcifer 9 месяцев назад
Tempting..........
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