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Chaff Games
Australia
Приєднався 18 гру 2020
Sometimes I Make Games
I Made A Huge Mistake With My Biggest Tutorial...
I Made A Huge Mistake With My Biggest Tutorial...
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Відео
Godot 4.3 New Audio Stream Synchronized is SO COOL!
Переглядів 3,6 тис.Місяць тому
Godot 4.3 New Audio Stream Synchronized is SO COOL!
Stream Highlight: The Easiest Way to Create a Intractable Outline in Godot 4!
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Stream Highlight: The Easiest Way to Create a Intractable Outline in Godot 4!
How to make an FOV slider in Godot 4!
Переглядів 1,6 тис.3 місяці тому
How to make an FOV slider in Godot 4!
Making Spray Patterns for My FPS Game!
Переглядів 3,2 тис.4 місяці тому
Making Spray Patterns for My FPS Game!
How I do Jump Buffer in Godot in 4 minutes!
Переглядів 7 тис.5 місяців тому
How I do Jump Buffer in Godot in 4 minutes!
You NEED to use Coyote Time in Godot 4
Переглядів 7 тис.5 місяців тому
You NEED to use Coyote Time in Godot 4
How to make an FPS lean in Godot 4
Переглядів 2,4 тис.5 місяців тому
How to make an FPS lean in Godot 4
How to make a Shotgun in Godot 4 (It's Finally Here!)
Переглядів 3,1 тис.6 місяців тому
How to make a Shotgun in Godot 4 (It's Finally Here!)
Using Composition to FINALLY Make A Shotgun in Godot 4
Переглядів 11 тис.6 місяців тому
Using Composition to FINALLY Make A Shotgun in Godot 4
The BEST way to fix gun clipping in Godot 4 (Use a Shader)
Переглядів 7 тис.8 місяців тому
The BEST way to fix gun clipping in Godot 4 (Use a Shader)
The Easiest Way To Fix Weapon Clipping in Godot 4
Переглядів 4,8 тис.8 місяців тому
The Easiest Way To Fix Weapon Clipping in Godot 4
How to Set Up Resolution Options and AMD FSR in Godot 4.2+ (You NEED to have this in your Game)
Переглядів 10 тис.8 місяців тому
How to Set Up Resolution Options and AMD FSR in Godot 4.2 (You NEED to have this in your Game)
The DEFINITIVE FPS Tutorial for Godot 4.X (FULL COURSE)
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The DEFINITIVE FPS Tutorial for Godot 4.X (FULL COURSE)
Godot Ray-casting tutorial: Create a simple Hitscan Weapon
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Godot Ray-casting tutorial: Create a simple Hitscan Weapon
Adding Melee Attacks to an FPS game in Godot 4
Переглядів 3,8 тис.10 місяців тому
Adding Melee Attacks to an FPS game in Godot 4
Adding A Rig To Our FPS Weapon Manager P9
Переглядів 2,2 тис.11 місяців тому
Adding A Rig To Our FPS Weapon Manager P9
Picking Up Ammo from Weapons | FPS Weapon Manager Tutorial P8
Переглядів 1,3 тис.11 місяців тому
Picking Up Ammo from Weapons | FPS Weapon Manager Tutorial P8
Creating weapons drops | Godot 4 FPS Manager P7
Переглядів 1,7 тис.11 місяців тому
Creating weapons drops | Godot 4 FPS Manager P7
Weapons Pickup | FPS Manager in Godot #6
Переглядів 5 тис.11 місяців тому
Weapons Pickup | FPS Manager in Godot #6
Hitscan Physics! Making a FPS Manager in Godot 4 P5
Переглядів 2,3 тис.Рік тому
Hitscan Physics! Making a FPS Manager in Godot 4 P5
Projectile Weapons! - Making an FPS Weapon Manager in Godot 4 P4
Переглядів 4,9 тис.Рік тому
Projectile Weapons! - Making an FPS Weapon Manager in Godot 4 P4
Hitscan Weapons - Making an FPS Manager in Godot 4 P3
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Hitscan Weapons - Making an FPS Manager in Godot 4 P3
Making an FPS Manager in Godot 4: P2 Tracking AMMO and Making a HUD (Shoot and Reload)
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Making an FPS Manager in Godot 4: P2 Tracking AMMO and Making a HUD (Shoot and Reload)
Making an FPS Weapon Manager in Godot 4
Переглядів 24 тис.Рік тому
Making an FPS Weapon Manager in Godot 4
I did exactly what you did but when ever I change my weapon from one to another I can't do that but if I spam the shooting button and the weapon switching button 1 and 2 only then I can switch my weapon. I am trying to make a third person shooter controller for my game
great! thx! I finally understood what that term means and how it works. :) it might be more efficient, to re-use the timer and not always create a new one when jumping, but that's probably a minor thing.
As someone who spent 3 hours making a signal system from scratch because i didnt know this existed. I love you
does it work with a double jump ?
You would probably need to shift things around. I dunno, not a fan of double jump so I rarely put it in my games.
@@Chaff_Gamesok thx !
Two of the things that really bothered me about this system is that you can't have copies of the same weapon (if you wanted 2 copies of the same shotgun in 2 slots, they would both use the same ammo and reserve) without it affecting both weapons, and you can't have nothing at all. These can both be solved by making additional resources but it felt weird for something that is built into game engines like roblox, where you can unequip an item in your inventory by pressing the slot for it again, and have nothing in your inventory at all. Similarly, you can't have gaps in slots, if you wanted a pistol to always take slot 3 and a knife to always take slot 6, it would just not be possible without adding in a bunch of extra code or empty spacer slots that would be skipped over when switching weapons.
This is a really cool jumping system, my only concern is that it seems very hard to tweak the numbers because of how the formulae work and are connected to each other. Like if I want to change the jump peak time then that messes every other number up. I'm using Godot 4.2 and converted the code to C# if any of that would be a problem, though that may just be how it has to work and not me implementing it wrong.
Hey was just wondering how i could use this for multiplayer made separate signals but both players ammo keep syncing together so the share the same ammo any idea iv been trying for a few days lol
Is it local multi? I imagine each client would have its own resources? Or if it was on a server then perhaps you would need to create duplicates. Honestly not too sure, it’s not really designed with that in mind.
For some reason my projectile would never detect body_entered. Ended up making a decent grenade launcher though. I had to add an Area3D and use that Area3D's body_entered signal to make it work as intended.
Saw someone with a similar problem: I'm trying to add this weapon manager into a different player controller and encountered a problem where the bullets always went in the -X direction. The problem was I used camera.project_ray_origin instead of camera.project_ray_normal when defining Ray_End in Get_Camera_Collision()
idk, are you dumb or yes? or you just received an ad request and thought that you would make a video saying stupidest thing ever? since WHEN are shotguns different? since WHEN are they hard to make? speaking nonse, not sure who even listens to you
so simple and clean, great tut
Thanks for the tutorial I just implemented this in my game and it works nicely.
Thank for sharing your feeling! I know it been two years since, but I having an exact feeling like you have right now(?), great to know that I'm not alone. UA-cam is kinda a time-machine in some way, isn't it.
05:20 i do want to be able to pick up the same weapon: if mine is empty i want to have a full one which i do not have to reload to use.
If only i could have this much fun while making gmes
Gwandarf squarty Kindle Marnie? Or velonchi henkle squanch chiree
Yes
Everything works fine, but when the character increases the speed by running, the jump distance remains the same, I know that running was not included in the tutorial, but the idea of setting the jump distance seems to be very cool, but terribly stiff for the dynamics of the character's movement.
So GDQuest has an demo project using this method that has the shadows from the directional lights working fine. It took me a little while to figure out how they did this and it's actually stupidly easy.. in their level there's duplicates of all the level geometry set to only render as shadows and to render only to the viewport being used by the subviewport. Hope this comment helps anyone else who's been struggling with this specific method of avoiding clipping.
Goddammit you set the difficulty so low and then complained that the game was not difficult. Also, the bullets were persistent and had a timer of about 10 seconds. I didn't think about reducing that... - Creator of Booz the Zomboozle
Nice origin theory😂😂😂 Tbh my friends did call me mad sometimes so i became alimad. Then I added corporations bc it was cool
Hi can you guide me for what am sourcing for let me explen. I really want to make a vector2d rig Game with procedural small animetion just like you said in the vidoe with tweet. Am useing blender to make the 2d meshes and import them into godot it works really well but I want line art on my mesh just like any 2d vector software that uses 2d vectors to form shape it also has strokes for lineart and I need thst in my rigs. I can't import strokes in godot so I have to make them in godot with wail animating foes strokes but the are no guide or sources telling me how I can make this possible. My English is messy but I hope you can still help me I really want to make this projact real.
Hey! creator of Undeadgeon. The art is not AI. i drew lol
Oh nice, sorry for mistaking that
its him!!!
hfiddnwd
Great for a track that's separated into its parts: DRUMS, BASS, PAD, STRINGS. Then you can pull instruments back, and keep the drums, and bass, until you get closer to the action, of the more you are firing off your gun, the more the other tracks increase in volume.
I ran into the same issues about empty exported variables and all these things I went crazy. Byt then I remembered it's fine for it to be a bit dirty if it's for a game and not a template.
thanks!
🎉🎉🎉🎉❤❤❤❤❤🎉🎉🎉🎉🎉
Definitely probably😂
Great vid. Super helpful, thanks.
How can I get access to the project?
Really nice video by the way!
Project is very old an out of date. So I’ve taken it down now.
ey, don forget to like and sub him if you like his videos and lives!
Comment for the algorithm too I guess😅
Can you please explain to me what is void in functions?
A void function means the function will not return a specific output. It is somewhat unnecessary to define this in GD-script, since GD will interpret al lot of things for you, for example if there is no return in the function, it means it returns void, but it helps with creating boundaries and readability. It is basically stating that the function CANNOT have a return value, the only thing it returns is a void (so nothing). You can do the same thing with any other data type. So if you were to have a function: "func someything() -> int: " you force the function to return an int value.
I'm sure they just wanted a hug 😂
thks!
thks!
Superb!
You are the best!!!!!!!! Love from Thailand!
0:32 "pixelat"
hi
func _input(event: InputEvent) -> void: if Input.is_action_pressed("ui_cancel") : Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) if event is InputEventMouseMotion: rotation.y -= event.relative.x #horizontal rotation.x -= event.relative.y #vertical "Camera".rotation.x -= event.relative.y if event is InputEventMouseMotion: rotation.y -= deg_to_rad(event.relative.x * sensitivity) main_camera.rotation.x -= deg_to_rad(event.relative.y * sensitivity) #script full extends CharacterBody3D @onready var main_camera: Camera3D = get_node("main_camera") const SPEED = 5.0 const JUMP_VELOCITY = 4.5 var camera_rotation = Vector2(0,0) var sensitivity = 0.1 func _ready() -> void: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _input(event: InputEvent) -> void: if Input.is_action_pressed("ui_cancel"): Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) if event is InputEventMouseMotion: rotation.y -= deg_to_rad(event.relative.x * sensitivity) main_camera.rotation.x -= deg_to_rad(event.relative.y * sensitivity) main_camera.rotation.x = clamp(main_camera.rotation.x, -1.2, 1.2) #main_camera.rotation.x = clamp(main_camera.rotation.x, deg_to_rad(-90),deg_to_rad(90) func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide()
nice! good job on finishing it, looks like solid fun!
Hello, I have followed this tutorial and I have a problem regarding projectile weapons. Basically, when the projectile collides with a surface, the projectile, instead of dissapearing upon collision, glides along the surface of the object it collided with. I think this has something to do with the "_on_body_entered" function not being called, but I have followed your tutorial exactly(except for the debug decal parts), so I do not know what I am doing wrong here. Could you help me?
So hoping you could help me, I am on 4.2.2 but on subview port with transparent bg on, nothing happens my bg still shows and my scene is blocked by the world. Is there another method or is this just broken in 4.2.2?
Could you expand on "it don't work"?
So the main issue with this project is that I made an assumption on how the mesh information is stored. So all my math assumed the first set of vertices was always the front face. Which is not the case. I was cutting a corner but think if I just had that I could build the “glass” up and then add depth. But in reality the vertices from a mesh can come in a variety of different orders. Because of this I basically had to start from scratch and decided it wasn’t worth it. I might revisit one day. But I’m not a professional so it takes a long time to figure this stuff out so its on the back burner. My goal was to release as an add on.
Could I put the shader on a node that holds all the models instead of each individual weapon model
Probably not. But someone else pointed out that you can use global shaders and then the code is a little simpler.
I've noticed that most weapon tutorials on godot(including yours if I'm not mistaken) load all the weapons and keep them invisible instead of instancing them when they are needed. I just wanted to ask is there a reason for this. Great tutorials by the way keep up the good work!
For me it’s for the animations. I have a project with a rig, and everything is a baked animation. I’ve watched several unity tutorials where they use anchor points and animate the weapon to the hands. But Godot built in animation player is significantly limited and I find it easy to import from blender when working with a complex animation. So if I’m bringing everything in on a baked animation then there’s not really any point to instance the weapon models. It’s extra work and it will probably mess with the animation information from blender. If you want a tutorial that does instance the weapon models, I think stayathomedev has one. Pretty similar to mine, so it should be easy to port over.
im done with camera and movement, but whenever i run it, it says not responding. anything i can do to fix this?
Haven’t seen that before, are you getting any feedback from the engine as to why
Deez nuts I also do that while coding
I feel you bro 😂