Chaff Games
Chaff Games
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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!
Переглядів 8462 місяці тому
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
Building a Better Jump in Godot 4
Переглядів 8 тис.5 місяців тому
Building a Better Jump 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 Crouch (JUMP) in Godot 4!
Переглядів 1,6 тис.6 місяців тому
How to Crouch (JUMP) 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
Tweens in Godot 4 Are Amazing!
Переглядів 16 тис.7 місяців тому
Tweens in Godot 4 Are Amazing!
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)
Переглядів 44 тис.9 місяців тому
The DEFINITIVE FPS Tutorial for Godot 4.X (FULL COURSE)
Godot Ray-casting tutorial: Create a simple Hitscan Weapon
Переглядів 8 тис.10 місяців тому
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
Signals in Godot are Amazing!
Переглядів 26 тис.11 місяців тому
Signals in Godot are Amazing!
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
Переглядів 4,6 тис.Рік тому
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)
Переглядів 5 тис.Рік тому
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
Resources in Godot Are Amazing
Переглядів 59 тис.Рік тому
Resources in Godot Are Amazing

КОМЕНТАРІ

  • @CopyCatBlack
    @CopyCatBlack 15 хвилин тому

    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

  • @NexusBaum
    @NexusBaum Годину тому

    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.

  • @mohamadbagheri7102
    @mohamadbagheri7102 11 годин тому

    As someone who spent 3 hours making a signal system from scratch because i didnt know this existed. I love you

  • @mathislalonde353
    @mathislalonde353 2 дні тому

    does it work with a double jump ?

    • @Chaff_Games
      @Chaff_Games 2 дні тому

      You would probably need to shift things around. I dunno, not a fan of double jump so I rarely put it in my games.

    • @mathislalonde353
      @mathislalonde353 2 дні тому

      @@Chaff_Gamesok thx !

  • @Imirui
    @Imirui 4 дні тому

    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.

  • @Dartiniuss
    @Dartiniuss 6 днів тому

    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.

  • @joncroteau7748
    @joncroteau7748 7 днів тому

    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

    • @Chaff_Games
      @Chaff_Games 6 днів тому

      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.

  • @cataclysmicnothing
    @cataclysmicnothing 7 днів тому

    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.

  • @cataclysmicnothing
    @cataclysmicnothing 7 днів тому

    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()

  • @TheSunriseGames
    @TheSunriseGames 10 днів тому

    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

  • @sepsep2076
    @sepsep2076 10 днів тому

    so simple and clean, great tut

  • @royalemiko9020
    @royalemiko9020 11 днів тому

    Thanks for the tutorial I just implemented this in my game and it works nicely.

  • @haico1992
    @haico1992 12 днів тому

    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.

  • @ghOsTedBuddy
    @ghOsTedBuddy 13 днів тому

    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.

  • @BobTheStickman037
    @BobTheStickman037 16 днів тому

    If only i could have this much fun while making gmes

  • @Mr.forgettable_wastaken
    @Mr.forgettable_wastaken 17 днів тому

    Gwandarf squarty Kindle Marnie? Or velonchi henkle squanch chiree

  • @clutte
    @clutte 17 днів тому

    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.

  • @amstrad00
    @amstrad00 19 днів тому

    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.

  • @alimadco
    @alimadco 21 день тому

    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

  • @alimadco
    @alimadco 21 день тому

    Nice origin theory😂😂😂 Tbh my friends did call me mad sometimes so i became alimad. Then I added corporations bc it was cool

  • @longlivethesecondplaceice2736
    @longlivethesecondplaceice2736 22 дні тому

    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.

  • @haionerdev
    @haionerdev 22 дні тому

    Hey! creator of Undeadgeon. The art is not AI. i drew lol

  • @zombee77777
    @zombee77777 22 дні тому

    hfiddnwd

  • @gninetimes
    @gninetimes 23 дні тому

    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.

  • @w花b
    @w花b 23 дні тому

    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.

  • @chelovek-jpeg
    @chelovek-jpeg 23 дні тому

    thanks!

  • @alimadco
    @alimadco 23 дні тому

    🎉🎉🎉🎉❤❤❤❤❤🎉🎉🎉🎉🎉

  • @minxfractor
    @minxfractor 23 дні тому

    Definitely probably😂

  • @mikeg.5140
    @mikeg.5140 24 дні тому

    Great vid. Super helpful, thanks.

  • @padise_s2
    @padise_s2 24 дні тому

    How can I get access to the project?

    • @padise_s2
      @padise_s2 24 дні тому

      Really nice video by the way!

    • @Chaff_Games
      @Chaff_Games 24 дні тому

      Project is very old an out of date. So I’ve taken it down now.

  • @user-pm6vp9dn7x
    @user-pm6vp9dn7x 25 днів тому

    ey, don forget to like and sub him if you like his videos and lives!

  • @freeskinonly
    @freeskinonly 25 днів тому

    Comment for the algorithm too I guess😅

  • @Hello-cq6re
    @Hello-cq6re 25 днів тому

    Can you please explain to me what is void in functions?

    • @eloquentraccoon6795
      @eloquentraccoon6795 2 години тому

      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.

  • @bloodmage5671
    @bloodmage5671 25 днів тому

    I'm sure they just wanted a hug 😂

  • @whitenoise8619
    @whitenoise8619 25 днів тому

    thks!

  • @whitenoise8619
    @whitenoise8619 26 днів тому

    thks!

  • @whitenoise8619
    @whitenoise8619 26 днів тому

    Superb!

  • @whitenoise8619
    @whitenoise8619 26 днів тому

    You are the best!!!!!!!! Love from Thailand!

  • @Owlandbibisguy
    @Owlandbibisguy 27 днів тому

    0:32 "pixelat"

  • @zombee77777
    @zombee77777 28 днів тому

    hi

  • @tiozloko1599
    @tiozloko1599 29 днів тому

    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()

  • @Thomason1005
    @Thomason1005 Місяць тому

    nice! good job on finishing it, looks like solid fun!

  • @yeah5green
    @yeah5green Місяць тому

    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?

  • @freyalise7627
    @freyalise7627 Місяць тому

    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?

  • @6IGNITION9
    @6IGNITION9 Місяць тому

    Could you expand on "it don't work"?

    • @Chaff_Games
      @Chaff_Games Місяць тому

      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.

  • @dr.oswald5400
    @dr.oswald5400 Місяць тому

    Could I put the shader on a node that holds all the models instead of each individual weapon model

    • @Chaff_Games
      @Chaff_Games Місяць тому

      Probably not. But someone else pointed out that you can use global shaders and then the code is a little simpler.

  • @memoryisadeadlydrugthegame
    @memoryisadeadlydrugthegame Місяць тому

    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!

    • @Chaff_Games
      @Chaff_Games Місяць тому

      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.

  • @Jeepers.Kreepers
    @Jeepers.Kreepers Місяць тому

    im done with camera and movement, but whenever i run it, it says not responding. anything i can do to fix this?

    • @Chaff_Games
      @Chaff_Games Місяць тому

      Haven’t seen that before, are you getting any feedback from the engine as to why

  • @DaShizi
    @DaShizi Місяць тому

    Deez nuts I also do that while coding

  • @Khaled_khalil
    @Khaled_khalil Місяць тому

    I feel you bro 😂