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Reloading Weapons and Managing Ammo (Godot Tutorial) 

GDQuest
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Godot node essentials: gdquest.mavens...
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Download the demo project: gdquest.github...
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Video edited by Nesi: / nesiawesomeness
Host: @Aecert
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This video is licensed under the CC-By 4.0 license: creativecommon...
You can attribute it to "CC-By 4.0 - GDQuest and contributors - www.gdquest.com/"

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1 окт 2024

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Комментарии : 32   
@HarbingerSh
@HarbingerSh Год назад
We need a tutorial about how to build and destroy tiles and the tiles related to the tile you destroy (like what is above it) in 2d like in terraria
@JavaJack59
@JavaJack59 Год назад
Bookmark'd! My gut feeling is that showing/hiding the bullets in the HUD would be better than instancing/freeing, but that's just a hunch.
@OK-sw4jy
@OK-sw4jy 10 месяцев назад
I was thinking that too
@nosee4781
@nosee4781 9 месяцев назад
but what happens when you get extra magazine?
@thef1rst1
@thef1rst1 Год назад
Hey could you make more platformer related tutorials thanks!
@ДанилаБондаренко-ю6ю
@ДанилаБондаренко-ю6ю 7 месяцев назад
maybe somewhere left the demo because right now link doesn't work
@MrOuttheir
@MrOuttheir 7 месяцев назад
Can someone please make a tutorial on script organization, and when to make new scripts?
@DustedAsh3
@DustedAsh3 Год назад
Thanks for the tutorial! It seems simple enough, I look forward to when I'm making a shooting mechanic next
@ince55ant
@ince55ant Год назад
new to godot (why im watching tutorial for a concept im very familiar with). but the name "textureRects" when spoken sounds a lot like "texturex/texturecks"
@Yokulovescake
@Yokulovescake Год назад
Please what do you use to draw your sprite. I download Godot but i don't know what to use for sprites.
@BinaryBolias
@BinaryBolias Год назад
9:25 ________________________________________________________________________________________________ -var ammo_missing := max_ammo - _current_ammo- -if reserve_ammo >= ammo_missing:- -set_reserve_ammo(reserve_ammo - ammo_missing)- -_current_ammo = max_ammo- -else:- -_current_ammo += reserve_ammo- -set_reserve_ammo(0)- ________________________________________________________________________________________________ var transfer_amount : int = min(reserve_ammo, max_ammo - _current_ammo) set_reserve_ammo(reserve_ammo - transfer_amount) _current_ammo += transfer_amount
@cameonn
@cameonn Месяц назад
Thank you kind person.
@davestomper3428
@davestomper3428 Год назад
Can the ammo amount be like a 0 to 100% charge of electricity and then until a play loose the ability to recharge the power cell for phaser
@successspotu
@successspotu Год назад
What is call deferred in godot and what are the uses
@pudimflacido6043
@pudimflacido6043 Год назад
"I have a question, I would like to know if it is possible to apply bounce to the type of projectiles you use, or would I have to use a rigid body?"
@kermitfry1
@kermitfry1 Год назад
*Magazine. That is all.
@ukrsolid
@ukrsolid Год назад
Nice video, thanks for sharing
@renji-hjk
@renji-hjk Год назад
very nice mechanics i will implement in my game
@vladyan01
@vladyan01 Год назад
Why is _physics_process used instead of _process, is physics not used there?
@Joonysuke
@Joonysuke Год назад
My guess is to ensure the rotation of the weapon and the firing process properly at runtime at the intended FPS. I could be wrong.
@Joonysuke
@Joonysuke Год назад
Interesting take on this. I made a more intricate reload system back when I was learning Unity on Udemy, and the course itself didn't go very in-depth on the subject matter. A few months ago, I remade the system in Godot, with a few tweaks. The reloading is a bit more than what was shown here, but I did that due to bugs I was running into at the time. I also allowed for different weapon types (currently an AK and a Glock as options), with different fire rates, ammo reserves and so on using "Scriptable Objects". I'm curious to how your take would be on it to see if my code can be further refactored.
@Roleplay78
@Roleplay78 Год назад
I really dislike guard clauses with returns. Would way easier to read: If timer.is_stopped(): Do something Also, the reloading timer could be a variable in the physics process, would save a timer node. Same thing for shooting timer. Use physics process to check bullet delay. This is also important if you want to fire multiple bullets per frame, is more maintainable. Also, as other pointed out, having a bullet pool is critical with high fire rate. The other way of doing it is to tween the clip directly. You will see the bullets going up and you will save a few timers and code.
@rendoyfirst6144
@rendoyfirst6144 Год назад
😅😅😅😆😆🤮🤮🤮🤮
@AgnisNeZvers
@AgnisNeZvers Год назад
Why no reloading when there's some ammo in a clip? That's pretty essential in FPS games.
@Gdquest
@Gdquest Год назад
You can reload when there's some ammo in the clip with this video's code. The only cases reloading doesn't happen are: 1. The weapon's clip is already full 2. You don't have any ammo left in the reserve
@xanderxv16
@xanderxv16 Год назад
@@Gdquest so the code in this video would work for a 3D game too
@rekiemr4501
@rekiemr4501 Год назад
pls make tutorial how to make game like a mobile legends
@wahomemutahi1008
@wahomemutahi1008 Год назад
Haha
@atikahrostam5778
@atikahrostam5778 Год назад
Start small bro
@rekiemr4501
@rekiemr4501 Год назад
just do it ahahha
@Gredran
@Gredran Год назад
@@rekiemr4501 “just do it” It’s really not that easy
@iAmCodeMonkey
@iAmCodeMonkey Год назад
Good luck.
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