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Bonkahe
Приєднався 18 гру 2010
I am a full stack developer who spends his spare time making games for fun, I thought that some of the things how to do in Godot that I've needed to learn might be a little easier for others if they had a source for simple tutorials on such subjects, as such I've began to make those tutorials, if that sounds interesting to you stick around.
Getting Side-Tracked Fixing Terrain - Open World RPG Devlog (November)
A little late this month, but better late than never, went down a massive rabbit hole getting my terrain rebuilt this month, hopefully next month is a little bit more gameplay focused.
No timestamps today I think, I am rather tired, and it is all about terrain mostly anyways, love you all, have a wonderful end of the year.
No timestamps today I think, I am rather tired, and it is all about terrain mostly anyways, love you all, have a wonderful end of the year.
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Відео
Making Actual Gameplay - Open World RPG Devlog (October)
Переглядів 13 тис.Місяць тому
And we're back! I'll be keeping it short, so as to get back to work on the game. Next month we'll be going into survival systems and more AI options for AI that don't just attack everything. -Timestamps- 00:00 - Intro 00:18 - Addressing inventory tutorial series. 00:35 - Month overview 01:08 - Combat explanation 02:27 - Progression and Attributes system 03:05 - Initial Play-Test feedback. 04:24...
Basic Inventory System [Part 4] - Godot 4.x
Переглядів 1,4 тис.4 місяці тому
A little bit of stuff that just needed to be wrapped up, nothing too crazy. Hope you all are having a wonderful time of it~ Github Repo: github.com/Bonkahe/Basic-Inventory-System-Godot4 ~TimeStamps~ 00:00 - Intro 01:28 - Inventory Slot Changes 02:49 - Inventory Handler Changes 04:57 - Setup and Testing 05:56 - Wrapping up, thanks for watching!
Basic Inventory System [Part 3] - Godot 4.x
Переглядів 3,7 тис.4 місяці тому
This part was actually a lot of fun to do, love drag and drop stuff. Github Repo: github.com/Bonkahe/Basic-Inventory-System-Godot4 ~TimeStamps~ 00:00 - Intro 02:01 - Inventory Slot Changes 04:21 - Inventory Handler Changes 07:58 - Implementation
Channel Update / Intermission
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Twitter: x.com/BonkaheDev Inventory Github: github.com/Bonkahe/Basic-Inventory-System-Godot4 Sorry about constantly missing tutorials, life just comes along sometimes xD
Basic Inventory System [Part 2] - Godot 4.x
Переглядів 3 тис.4 місяці тому
Nothing super complicated, but definently necessary. Github Repo: github.com/Bonkahe/Basic-Inventory-System-Godot4 ~TimeStamps~ 00:00 - Intro 00:22 - Plan Breakdown 02:01 - Various Updates 03:50 - Inventory Slot Code 05:11 - Inventory Handler Code 07:20 - Scene Setup and Testing 08:42 - Wrapping up
Intermission
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Just wanted to put something out there for everyone as there will be no tutorial this week, hope you all have a wonderful week!
Basic Inventory System [Part 1] - Godot 4.x
Переглядів 5 тис.5 місяців тому
Beginning down the road of making a basic inventory system, today we're just implementing some basic interaction, but we're just getting started. Github Repo: github.com/Bonkahe/Basic-Inventory-System-Godot4 ~TimeStamps~ 00:00 - Intro 00:46 - Scene Setup 02:33 - Interactable Item Script 03:17 - Item Data Resource Script 03:51 - Player Interaction Handler Script 09:04 - Implementation 11:04 - Te...
Environmental Interactions Implementation Tutorial
Переглядів 2,2 тис.5 місяців тому
Went ahead and threw together a tutorial for you guys on how to get this going in your project, if you have any questions feel free to drop them in the comments and I'll answer as I see them~ Github (Implementation in video): github.com/Bonkahe/DetailCharacterEffectsImplementation Github (Base Plugin): github.com/Bonkahe/DetailEnviromentInteractions Godot: godotengine.org ~timestamps~ 00:00 - I...
Environmental Interactions in Godot 4 (Grass, Terrain, Water Simulation)
Переглядів 4,9 тис.5 місяців тому
A long put off project that I wanted to go ahead and make, took a surprisingly short amount of time to get it functional in engine, so probably shouldn't have put it off so long! xD Next week we get some sort of tutorial I think... Github: github.com/Bonkahe/DetailEnviromentInteractions Godot: godotengine.org
Basic Shader Tutorial - Vertex Displacement
Переглядів 1,7 тис.5 місяців тому
Moving right along, hopefully this isn't too boring for anyone, I wanted to make sure we were all on the same footing before moving on to more complex subjects. Github: github.com/Bonkahe/ShaderBasics Godot: godotengine.org Visual Shader Documentation: docs.godotengine.org/en/stable/tutorials/shaders/visual_shaders.html ~timestamps~ 00:00 - Introduction 00:18 - Scene Setup 00:39 - How it's made...
Basic Shader Tutorial - Math
Переглядів 1,2 тис.6 місяців тому
Bit rushed on this one, sorry for the slightly choppy editing xD Still gotta get back in the swing of things, we'll get all the kinks worked out~ Github: github.com/Bonkahe/ShaderBasics Godot: godotengine.org Visual Shader Documentation: docs.godotengine.org/en/stable/tutorials/shaders/visual_shaders.html ~timestamps~ 00:00 - Introduction 00:48 - Fragement world position 01:39 - Sine Wave 02:51...
Channel Update : Terrain Overview, What Tutorials are Next and More
Переглядів 1,7 тис.6 місяців тому
Welcome back! Sorry for the lack of tutorials this week, but we're back! Very excited for what's coming~ Edit: by request I'm gonna throw performance data here: System Info: RTX 3070 Ryzen 5 5600x 32 gb memory Results: Between 200-110fps depending on distance to ground, lots of data is streamed in the closer I get so performance worsens, Between 2million and 4 million primitives on screen at an...
Basic Shader Tutorial - Textures
Переглядів 2,1 тис.8 місяців тому
Slightly shorter format with this one, we'll see how it resonates, if you like it/dislike it I would love to hear why in the comments, I'll respond to all of them if I'm able. Thanks! Github: github.com/Bonkahe/ShaderBasics Godot: godotengine.org Textures Used: www.textures.com/download/PBR0233/133289 Visual Shader Documentation: docs.godotengine.org/en/stable/tutorials/shaders/visual_shaders.h...
Pretty Much Everything About GPUParticles in Godot 4
Переглядів 15 тис.8 місяців тому
Pretty Much Everything About GPUParticles in Godot 4
The Last Episode of FPS Horror Project (Wrapup + audio) | 20
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The Last Episode of FPS Horror Project (Wrapup audio) | 20
Menus and Transitions! - FPS Horror Project (GDScript) | 19
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Menus and Transitions! - FPS Horror Project (GDScript) | 19
Menus and Transitions! - FPS Horror Project (C#) | 19
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Menus and Transitions! - FPS Horror Project (C#) | 19
Player Damage Overlays and Health Systems - FPS Horror Project (GDScript) | 18
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Player Damage Overlays and Health Systems - FPS Horror Project (GDScript) | 18
Player Damage Overlays and Health Systems - FPS Horror Project (C#) | 18
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Player Damage Overlays and Health Systems - FPS Horror Project (C#) | 18
Godot 3D - Floor Independent Pathfinding Part 2 - FPS Horror Project (GDScript) | 17
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Godot 3D - Floor Independent Pathfinding Part 2 - FPS Horror Project (GDScript) | 17
Godot 3D - Floor Independent Pathfinding Part 2 - FPS Horror Project (C#) | 17
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Godot 3D - Floor Independent Pathfinding Part 2 - FPS Horror Project (C#) | 17
Godot 3D - Floor Independent Pathfinding Part 1 - FPS Horror Project (GDScript) | 16
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Godot 3D - Floor Independent Pathfinding Part 1 - FPS Horror Project (GDScript) | 16
Godot 3D - Floor Independent Pathfinding Part 1 - FPS Horror Project (C#) | 16
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Godot 3D - Floor Independent Pathfinding Part 1 - FPS Horror Project (C#) | 16
Godot 3D - Ragdoll and Dissolve into Particles Cleanup - FPS Horror Project (GDScript) | 15
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Godot 3D - Ragdoll and Dissolve into Particles Cleanup - FPS Horror Project (GDScript) | 15
Godot 3D - Ragdoll and Dissolve into Particles Cleanup - FPS Horror Project (C#) | 15
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Godot 3D - Ragdoll and Dissolve into Particles Cleanup - FPS Horror Project (C#) | 15
Godot 3D - Implementing AI spawning triggers and Aggro! - FPS Horror Project (GDScript) | 14
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Godot 3D - Implementing AI spawning triggers and Aggro! - FPS Horror Project (GDScript) | 14
hey I followed through the tutorial and everything seems to work (the item highlights when I approach, it disappears when I click on it) but for some reason the PlayerInteractionHandler script (im using gdscript) always prints "item not found" to the console. has anyone else experienced this?
Super helpful, Thank you!
I keep going back to this video to find the propertied because I can't for the live of me find anything in the particle stuff in the UI. :D
wow this is so awesome this seriesreally helped thank you!. can you please do a tutorial about crafting using the inventory?
Your terrain looks very nice. Congrats.
As archery goes you could make it so the aiming is stable while the circle is getting smaller and only after it has reached its final stage it starts to sway. So players are rewarded for great timing and punished for missing the *skill check*. After all, I believe developers should make the game rewarding and fun rather than trying to make it punish the player for everything. overall, great progress! I will keep up with all your updates, love the project:)
First of all thank you for your feed back! So this is a super complex problem, everything I'm doing is a push and pull between wanting my own ideas out there, and being as open and inviting as possible (specifically for my wife xD ), I think someone else on here had a similar idea to yours, and another had an idea that would have been even more harsh than the one I currently have (immediately burn stamina on start of pull then a little bit of a pause, then slow burn, then burn some on release), and all I can really say is I have to test them, I need to revisit this but I've been very slowly pushing through some of the systems that are required for the core conceit of the game. That being said I did actually implement a similar system to what your proposing, when you draw now there's a slight pause (I think 0.2 seconds atm), before any sway takes place, this is irrespective of your stamina, and it blends into the sway after that, and I 100% agree that it's an improvement. I want the game to be as little punishing for players as possible, while still selling the world as being this alien world that is dangerous, which is.... Exhausting sometimes xD
@@Bonkahe 100%. All ideas sounds great but for sure test everything out and pick the best one. But I agree with you that it should make easy to use all mechanics for all people. So, no one feels like they cant do something. But it should always leave space for those who want to master mechanics and be better than others. Good luck with the process:)
Nice work! Playtests really seem to help developers work out the kinks in their early builds!
the terrain looks incredible, i wanna go on a hike through it so bad lol
I feel this is the only video I need on the matter. Absolute legend.
This is very impressive and looks great. Most of terrain generation goes over my head, I'm barely know how to use gpu instancing to put some grass on a plane
First devlog I watch of yours. So I don't know anything about the project! But - can't the far LOD enemies/wildlife use some interpolation in their positions instead? Looks a bit choppy to me to just reduce the update rate to like every 0.3 seconds.
Oh yeah they can, right now I've been mostly focused on ironing out the bugs more than making them look good, it will be pretty easy to add in interpolation, but I actually need them to be choppy right now so I can visualize their update rate easily during run time. Glad to have you watching! Hope you enjoyed the first devlog~
Are you going for a zelda botw style?
Kind of in a way, very different gameplay for sure, but leaning towards stylized visuals in that direction. ty for watching~
The terrain system is looking very impressive, seems pretty flexible and visually everything looks very smooth and cohesive. Looking forward to seeing more on this project.
The rendering compositor will simplify our lives sooo much !!!! Soon we'll be able to use common state of the art GPU techniques for foliage.
Nice progress on your game ! Keep it up ! I look forward to test a demo of this game. Have a wonderful day and a wonderful end of year.
Thank you so much! still a little ways out, but at some point I gotta force myself to go ahead and get stuff out there, if I don't I'll just infinitely perfect things, and never actually get it out into the world.
Great video! Huge help. Would love to see a specific tutorial for particle3D. Like "How to make different explosion particle 3D godot 4.3" or "How to make sparkles particles godot". Keep going <3
Great job
Keep up the great work!
I've been noticing more survival games implementing the optional eating system where eating different level food will give you a stamina/hp buff (on a timer), generally allowing you to stack 3 food items at a time until it wears off. I like this system.
Yeah me too! I think it works best for a lot of these style of games, cause while I love more hardcore survival, I'm also getting older, and my time keeps getting more limited throughout the day. More flexible systems like what you mentioned gives you all the same incentives, without hamstringing you if you don't devote hours to grinding or something, kind of what got me out of Dayz was all that. Also the stacking 3 food items is a great idea, I think I've seen that, but I've never realized it? if you know what I mean, like it's entirely subconscious, which is usually a sign of good game design, I'll have to give it a shot! Thank you for the feedback~
Was Valheim the first to handle it this way?
I want to say yes, but I am certainly not the authority on it, it's certainly the first time I've seen a similar system. Very cool game all around.
Pretty smart!
Very cool and keep working to your pace.
So cool
Getting side-tracked? Now that's something that would never happen to me. Which reminds me of that one time where I spent 35 minutes manually rotating the individual finger bones of a character into place because I wanted to make a shot of two characters holding hands (with fingers interlinked) for my first game only to then have that mostly covered up by the dialogue box. Anyhow, what was I talking about? Must have gotten side- damn it!
xD I once spent a month working on an interaction system similar to vr, but entirely programmatic for fps style gameplay, then I realized I didn't have a game attached to it and gave it up. Side tracks are the anchor of all indie game devs.
@@Bonkahe Maybe that's why John Carmack works 6 days a week. It's not that he's better than us mere mortals or anything (couldn't be), it's just that he works enough to offset his getting side-tracked. Anyhow, awesome work and happy holidays!
When will be we are getting next part in inventory system
Unfortunately I need to focus on my game project for now, I will be revisiting it as I have time, and I do intend to complete it, it's just secondary to actually getting a MVP going for my project. Sorry about that, I just gotta prioritize this right now.
when I put the inventory slot as a child of the GridContainer it looks really small, even though its size is bigger. is there something to toggle on the GridContainer to fix this?
4:23 literally saved me, i had no idea i had to enable the filters
Hey. Can you make more please. I would love too see keyboard/joypad commands to move item slots and use item slots. Maybe when you click a item, a box appears where you can choose what to do (Use,Equip,Remove) Thank you for these videos
animation_tree["parameters/anime_mover/blend_position"]=direction pon eso y listo
Your video does not show up when i search for bokahe godot clouds, just thought that might be relevant
Lol try *Bonkahe* godot clouds, works for me. Also no worries if it doesn't I'm ok with not growing super fast, I'm still a long way out from completing what I'm working on, so it's probably prudent to go slow and steady.
you're so talented dude, thanks for the material
your script works fine on a CharakterController The Grass layes down and stand up smooth, so you have the nice trace but my Grass stand up instand when I use a MeshInstance3D O.o can you help me?
Chat GPT helped me
What is the reason for using an array in GDScript vs a list in C#? Is there something about the way arrays or lists function in GDScript that makes them need to be used differently than in C#?
To be completely honest no, this was some time ago and I was not used to working with Godot Arrays in C# at the time, ultimately they do just fine, I do still prefer to use C# generic lists/dictionaries/arrays etc, as they have slightly better support in C#, but it's more or less just preference at this point.
@@Bonkahe Thanks for the reply. I had a look into it and if I'm understanding correctly, GDScript doesn't have lists, and what it calls arrays function mostly like standard C# lists?
Sorry for the delay, yes they function interchangably.
Man, your tutorials are the best! A noob question about shaders: when I want to add a shader to a mesh that already has a material applied, do I need to "recreate" the material? I have a small town that I built some time ago, and I want to add some shader effects to it (cell shading, water effects, etc.). Do I need to create a "shader material" and reapply the textures inside this "shader material," or is it possible to add these effects on top of the existing materials?
Thank you so much for the kind words! No you can convert any standard material to a shader, if you right click that material you should have an option to convert to shader material, just make sure to save the shader out to disc afterwards otherwise if you delete that scene you may lose your work~
I'm trying to get this to work, but it shows "Invalid access to property or key 'ID' on a base object of type 'Dictionary'.". I've rewatched your video many times but couldn't figure out how to fix the problem, it shows up in both the drag and drop function
Hmm, send me a message on discord, you can find me on the Godot cafe under the name Bonkahe, I think your issue might be somewhere else in your code, I'll have to look at all of it to get an idea for the issue.
@Bonkahe 'ight I'll text you
The camera work is nauseating
how can i detect sword collision? the sword is a static body or rigid body or anything else?
The super simple way would be to attach an area3D to the sword, and when you spawn it you via code connect to the onbodyentered signal, there should be documentation on how to connect signals via code somewhere, google that and add GDscript (or c# if your using that) and you should be able to turn something up. Good luck!
Hey so I'm having an issue with the buttons, they are just acting weird. There not showing up on the grid container and then when i pick the item up the icon gets huge. I was having an issue with the buttons on the first minute LOL. PLEASE HELP
That's a pretty diverse set of problems, I don't think I'll be able to help you much through text here, why don't you go to the Godot cafe discord and ask for someone in voice there to help you? They are usually very helpful and kind there, also very knowledgeable. If you @ me on there and I'm available I'll join into the discord chat and see if I can help you directly, this tutorial has stumped quite a few people xD
@ I finally figured it out. Thank you
@@gameinglizard6984I was too slow, damm. Anyways, was it the size of the buttons?
@@sosigwithnobucks4636 yeah
Is the character editor doable with the tutorials you have already made or is there more to it? About to start making my own as soon as I'm done with the part I'm sitting with right now, and yours just looked so awesome!
It's not really gone over too much in the videos I have thus far, but a lot of people have been asking for it, honestly it's not super complicated, you have to have blend shapes, and an array of names for them then generating a list of sliders using packed scenes which are returning data out to those blend shapes, the colors are similar but using instance shader variables, I will have to do a video about it at some point. Regardless go for it! I bet you can get something going pretty easy, mind you I do go over blendshapes in general in the animation tutorial series (don't remember which episode off the top of my head, but it's definently in there), so that's a starting point. Good luck!
@@Bonkahe Thank you^^ And fun seeing your progress and not just the tutorials. Good luck to you too^^
WOW... I love you ....<3 thank you so much!
Bro check out my game im working on, its a open world ninja jrpg. Currently its just me working on it. Lets collab!
Dude, this is all in Godot?! Awesome 👌 💐
Thank you! Yeah it's been a heck of a journey and a lot of underlaying changes to make it possible, even pushed a couple changes to the engine github for some of the more recent compute shader stuff.
Fantastic. Amazing work.
It picks up the object but shows no outline...
Okay it does work now, I added the material to the mesh instead of the outline. Amazing job buddy.
Nice work! learn a lot
saddly 11:08 does not work for me :( animations are super slow now and idk how to get smooth transitions between animations in a blend2d. 3d animations in godot are a horror. not a single tutorial out in the wild that can do it so far
You explain this so well, thank you
I am trying to make this work on transformed surfaces, for example I have a ramp made of water (wave) and want the water displacement to work accurately. Since it is slanted the method to identify where on the viewport texture the player is off since the size of the mesh wont give an accurate location. Any ideas? Also non square meshes don't seem to work as well.
Your archery system is literally making me rethink my own archery system... It looks really dope
dude, this video is gold, your so easy to understand
swaping items in inventory doesn't work for me for some reason
does it show this error? "Invalid access to property or key 'ID' on a base object of type 'Dictionary'."
@@sosigwithnobucks4636 dont really remember but i fixed it)