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Arkeve
Canada
Приєднався 29 чер 2020
Trying to learn how to make games in my spare time !!
Відео
Make a Pokemon Game in Godot - Party Screen (#10)
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Tutorial series on how to make game like Pokémon in Godot. This video we'll set up the party screen scene and add some Pokemon! Project Files: github.com/arkeve/Godot-Pokemon Twitter: ArkeveGames Small Changes & Fixes: (0:00) First Pokemon Slot: (4:58) Standby Pokemon Slots: (12:05) Party Screen Script: (16:20) End Result: (24:27)
Make a Pokemon Game in Godot - Menu & Transitioning to Party Screen (#9)
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Tutorial series on how to make game like Pokémon in Godot. This video we'll add menu UI and start on the pokemon party screen. Part 10: ua-cam.com/video/LGySnVLhJMU/v-deo.html Project Files: github.com/arkeve/Godot-Pokemon Twitter: ArkeveGames Menu UI Visuals: (0:00) Menu Script: (5:21) Disable Player Movement: (11:46) Party Screen Node & Transition: (14:02) End Result: (20:45)
Make a Pokemon Game in Godot - Finishing Scene Transitions (#8)
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Tutorial series on how to make game like Pokémon in Godot. I'll finish going over scene transitions and also adding the rival's home and Professor Oak's lab. Part 9: ua-cam.com/video/UwkvvFtOyiQ/v-deo.html Project Files: github.com/arkeve/Godot-Pokemon Twitter: ArkeveGames Making Player Home Floor Scene: (0:00) Adding Door Back to Town: (3:06) Spawn Location & Direction: (7:17) Rival...
Make a Pokemon Game in Godot - House & Scene Transitions (#7)
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Tutorial series on how to make game like Pokémon in Godot. I'll go over adding a house and being able to enter it. Part 8: ua-cam.com/video/W6nhqt1ijgI/v-deo.html Project Files: github.com/arkeve/Godot-Pokemon Twitter: ArkeveGames Add New Grass Tileset: (0:00) Add House Scene: (2:04) Add Door Scene: (4:48) Updating Player Scene: (8:14) SceneManager Node: (16:52) Initial Player Home S...
Make a Pokemon Game in Godot - Ledge Jumping (#6)
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Tutorial series on how to make game like Pokémon in Godot. I'll go over adding ledges and having our player jump over it. Part 7: ua-cam.com/video/WOy8Dhe2ePE/v-deo.html Project Files: github.com/arkeve/Godot-Pokemon Twitter: ArkeveGames Ledge Autotile: (0:00) Collision Layers: (3:07) Another RayCast2D Node: (5:53) Jumping Logic to script: (6:36) Jump Shadow: (11:09) Landing Dust Eff...
Make a Pokemon Game in Godot - Tall Grass (#5)
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Tutorial series on how to make game like Pokémon in Godot. I'll go over adding tall grass and visual effects when walking in it. Part 6: ua-cam.com/video/epGzdMMsprI/v-deo.html Project Files: github.com/arkeve/Godot-Pokemon Twitter: ArkeveGames Adding TallGrass Node: (0:00) Initial Script: (2:30) Grass Overlay: (4:14) Grass Step Effect: (10:23) Final Result: (14:09)
Make a Pokemon Game in Godot - Collisions, Trees, & Flowers (#4)
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Tutorial series on how to make game like Pokémon in Godot. I'll go over adding collision, trees, and flowers. Part 5: ua-cam.com/video/ VTRQCV8k0/v-deo.html Project Files: github.com/arkeve/Godot-Pokemon Twitter: ArkeveGames Add Collision Shape to Water Tileset: (0:00) Add a RayCast2D Node: (1:25) Add Collision Checking in Player Script: (2:15) Add Trees: (5:12) Add Flowers: (9:21) E...
Make a Pokemon Game in Godot - Grass & Water Tilesets (#3)
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Tutorial series on how to make game like Pokémon in Godot. I'll go over adding grass tilesets and also animated water tilesets. Part 4: ua-cam.com/video/O5bD2mWiJzM/v-deo.html Project Files: github.com/arkeve/Godot-Pokemon Twitter: ArkeveGames Adding TileMap Node: (0:00) Grass Atlas: (0:46) Sand Autotile: (3:09) Animated Water Autotile: (6:32) Final Result: (9:44)
How to Make an Inventory System in Godot - Equip Slots & Item Name Label - (#8)
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In this Godot tutorial, I go over adding an item name label for selected items and also adding equip slots. Part 7: ua-cam.com/video/IRiBDWjByZI/v-deo.html Project files: github.com/arkeve/Godot-Inven... Character sprite used: rvros.itch.io/animated-pixel-... Twitter: ArkeveGames Adding active item label: (0:00) Demo of active item label: (3:43) Updating JSON file with equip it...
Make a Pokemon Game in Godot - Animations & Turning (#2)
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Tutorial series on how to make game like Pokémon in Godot. I'll go over adding walking animations and also being able to turn in the same spot. Part 3: ua-cam.com/video/wkNvqmAvtpo/v-deo.html Project Files: github.com/arkeve/Godot-Pokemon Twitter: ArkeveGames Fixing small bug: (0:00) Adding AnimationPlayer: (0:28) Adding AnimationTree: (5:28) Playing animations in player script: (9...
Make a Pokemon Game in Godot - Player Movement (#1)
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Tutorial series on how to make game like Pokemon in Godot. I'll go over setting up the project and start on tile based player movement. Part 2: ua-cam.com/video/G0ZWNtx5_Xc/v-deo.html Link to player movement tutorial that I referenced: ua-cam.com/video/Rp-JuBvetf0/v-deo.html Project Files: github.com/arkeve/Godot-Pokemon Twitter: ArkeveGames Intro: (0:00) Creating Scenes: (0:19) Ad...
How to Make an Inventory System in Godot - Drag between Inventory & Hotbar (#7)
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In this Godot 3.2 tutorial, I go over how to click and drag items between hotbar and inventory. Part 6: ua-cam.com/video/Jf7Vbsx274s/v-deo.html Project files: github.com/arkeve/Godot-Inventory-System Character sprite used: rvros.itch.io/animated-pixel-hero Twitter: ArkeveGames
How to Make an Inventory System in Godot - Hotbar Scrolling (#6)
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In this part, I go over how to scroll through active items in your hotbar. Part 7: ua-cam.com/video/IRiBDWjByZI/v-deo.html Project files: github.com/arkeve/Godot-Inventory-System Character sprite used: rvros.itch.io/animated-pixel-hero Twitter: ArkeveGames
How to Make an Inventory System in Godot - Hotbar UI (#5)
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Part 6: ua-cam.com/video/Jf7Vbsx274s/v-deo.html Project files: github.com/arkeve/Godot-Inventory-System Character sprite used: rvros.itch.io/animated-pixel-hero Twitter: ArkeveGames
How to Make an Inventory System in Godot (#4)
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How to Make an Inventory System in Godot (#4)
How to Make an Inventory System in Godot - Looting Items (#3)
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How to Make an Inventory System in Godot - Looting Items (#3)
How to Make an Inventory System in Godot - Stacking Items (#2)
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How to Make an Inventory System in Godot - Stacking Items (#2)
How to Make an Inventory System in Godot - (#1)
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How to Make an Inventory System in Godot - (#1)
Miner's Delight - Indie Devlog #3 Combat System & More
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Miner's Delight - Indie Devlog #3 Combat System & More
Make a Better Looking Jump - Godot Tutorial
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Make a Better Looking Jump - Godot Tutorial
Miner's Delight - Indie Game Devlog #2 Tilemap Chunking and Terrain Generation
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Miner's Delight - Indie Game Devlog #2 Tilemap Chunking and Terrain Generation
How to equip and animate weapons in 2D - Godot (the EASY way)
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How to equip and animate weapons in 2D - Godot (the EASY way)
Miner's Delight - Solo Indie Game Devlog #1
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Miner's Delight - Solo Indie Game Devlog #1
Godot - 2D Character Customization with Composite Sprites
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Godot - 2D Character Customization with Composite Sprites
Godot 3.2 - Changing Scenes Tutorial
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Godot 3.2 - Changing Scenes Tutorial
great tutorial but damn ur too fast haha, im learning this the first time and kept missing where you were clicking
For Godot 4 i use this in the move function and it's working : func move(delta): var desired_step: Vector2 = input_direction * TILE_SIZE / 2 ray_cast_2d.target_position = desired_step ray_cast_2d.force_raycast_update() ledge_ray_cast_2d.target_position = desired_step ledge_ray_cast_2d.force_raycast_update() if jumping_over_ledge: handle_ledge_jump(delta) elif ledge_ray_cast_2d.is_colliding() and input_direction == Vector2(0, 1): # Detect ledge start_ledge_jump() elif ledge_ray_cast_2d.is_colliding(): percent_moved_to_next_tile = 0.0 is_moving = false elif !ray_cast_2d.is_colliding(): # Regular movement handle_regular_movement(delta) else: # Collision detected percent_moved_to_next_tile = 0.0 is_moving = false func handle_ledge_jump(delta): percent_moved_to_next_tile += jump_speed * delta if percent_moved_to_next_tile >= 2.0: position = initial_position + (input_direction * TILE_SIZE * 2) percent_moved_to_next_tile = 0.0 is_moving = false jumping_over_ledge = false shadow.visible = false var dust_effect = LandingDustEffect.instantiate() dust_effect.position = position get_tree().current_scene.add_child(dust_effect) else: # Parabolic motion for the ledge jump shadow.visible = true var input = input_direction.y * TILE_SIZE * percent_moved_to_next_tile position.y = initial_position.y + (-0.96 - 0.53 * input + 0.05 * pow(input, 2)) jumping_over_ledge = true func start_ledge_jump(): jumping_over_ledge = true percent_moved_to_next_tile = 0.0 func handle_regular_movement(delta): if percent_moved_to_next_tile == 0: emit_signal("player_moving_signal") percent_moved_to_next_tile += walk_speed * delta if percent_moved_to_next_tile >= 1.0: position = initial_position + (TILE_SIZE * input_direction) percent_moved_to_next_tile = 0.0 is_moving = false emit_signal("player_stopped_signal") else: position = initial_position + (TILE_SIZE * input_direction * percent_moved_to_next_tile)
In Godot 4.3 i use this script for the tall_grass : extends Node2D @onready var animation_player: AnimationPlayer = $AnimationPlayer const GRASS_OVERLAY_TEXTURE = preload("res://Assets/TallGrass/stepped_tall_grass.png") var grass_overlay: TextureRect = null var player_inside: bool = false func _ready() -> void: var player = find_node_recursive("Player") if player: player.connect("player_moving_signal", Callable(self, "player_exiting_grass")) player.connect("player_stopped_signal", Callable(self, "player_in_grass")) else: print("Player node not found.") func player_exiting_grass() -> void: player_inside = false if is_instance_valid(grass_overlay): grass_overlay.queue_free() grass_overlay = null func player_in_grass() -> void: if player_inside and not is_instance_valid(grass_overlay): grass_overlay = TextureRect.new() grass_overlay.texture = GRASS_OVERLAY_TEXTURE grass_overlay.position = position get_tree().current_scene.add_child(grass_overlay) func _on_area_2d_body_entered(body: Node2D) -> void: if body.name == "Player": # Ensure it's the player entering player_inside = true animation_player.play("Stepped") # Custom recursive search function func find_node_recursive(name: String, node: Node = null) -> Node: if node == null: node = get_tree().current_scene # Start at the current scene root for child in node.get_children(): if child.name == name: return child var found = find_node_recursive(name, child) if found: return found return null
0:04 John Miner
8:30 item z-index 8:40 mouse filter ignore in texturerect
awesome, i was having a problem with "a delay" to put in and take out the itens from the slots, but the little option to mouse filter made all the difference to accept inputs via the gui_input function, thank you for that note.
HOLA, I know it's been 3 years since you posted this video, I loved it, but I see that you didn't continue it, and I would like to know why, since you are the only person who has made a good tutorial on this.
This is very difficult in Godot 4
So you have to draw the character ilike 3000 times? when i want the character to be able to turn in four directions and then be able to walk in those four directions as well, and use weapons. :S
How to save player
This video not work for Godot 4, so hard to learn it
I tried this and it was very cool but I realized that my weapons didn't really match the style of the sprites. I was pulling items from inventory as resources and swapping out the weapon. Then I realized I didn't have to change weapons. I mean Pontius from Trine only really uses the sword. I could instead animate effects when attacking.
pls can I meet this software
if you have the same problem with arrays in connect syntaxis, then try this (idk correct this or not, but in my project its work)0): for i in range(slots.size()): slots[i].gui_input.connect(slot_gui_input.bind(slots[i])) slots[i].slot_index = i initialize_inventory()
if it's a top down game like isaac, this can't be done right?
the shrek is love reference right off the bat lmfao
project files missing
Thanks for tuts. Subscribed!!
Cool and good
Is there any convenient way to combine this kind of approach with having many animations in different spritesheets?
Thank you for tutorial and for godot 4.2 PlayerInventory.active_item_updated.connect(slots[i].refresh_style )
You're a godsend.
What version of godot is this
I am once again commenting to report that 90% of everything in this video is BORKED in Godot 4.3 due to the removal of get_node() and the signal changes as well as the clear_current() either being removed or not functioning properly.... ALSO playing with the visibility property of the player sprite makes you PERMANENTLY invisible not even calling $Sprite.visible = true in the process func can save you... lol (I think this is a bug either in Godot or somehow in my version....) ANYWAY onto the FIX strap in... Step #1 make an Autoload Script in your script menu top left press file > new script and name it whatever u want I always name mine Autoload so its obvious as to what it is. Step #2 go to project settings click on the "Globals" tab top middle and then press the folder icon beside "Path" and navigate to your autoload script and select it. Step #3 Change the main Scene back to the "town" scene in project settings under the General tab > run > Main scene ( this is because the scene manager stuff is either broken or works differently now so we will be using the autoload to do stuff) Step #4 take a deep breath Step #5 comment out everything in the scene manager script and add "pass" under each function so they are skipped Step #6 comment out everything under the door scripts _ready function besides sprite.visible = false ( also to note either a me issue or a Godot issue if your door is 1 pixel inside your house's collision box the raycast doesn't detect it because the house is a body and it detects that first and then just dies, this can be fixed in whatever way u see fit Step#7 go to the autoload script and make a variable called Player_just_entered_door and set it to false also make a new function called send_home(): and inside put this line of code: get_tree().change_scene_to_file("put the path to your first floor level here") make sure to add your path to the new scene Step #8 in the door script make a new func called func _process(_delta: float) -> void: and in here add this if statement: if Autoload.Player_just_entered_door == true and enteredONCE == false: enteredONCE = true enter_door() also declare enteredONCE at the top of the script and set it to false, now add another func called enter_door(): ( i think he already had these but i dont remember) and in here do anim_player.play("Open_door") make sure the anim_player var is set to your $AnimationPlayer and make sure you put in the name of your door opening anim into the play() method, now make another func called close_door and do anim_player.play("Close_door") inside and finally make a final func called door_closed and in here call your autoload scripts send_home function for me it is Autoload.send_home(). Step #9 go to the door scene and into the animation player and make sure you have a function track on close door that calls door_closed() and on the open door anim have a call func track that calls close_door() when its done Step #10 go tothe player script and comment out these two things $AnimationPlayer.play("disappear") $Camera2D.clear_current() and instead call a function called entered_door() i think we already had this if not go make it. also in the same area comment out emit_signal("player_entered_door_signal") under the if door_ray.is_colliding(): and if percent_moved_to_next_tile == 0.0: lines and add a pass under the final If. Step #11 go to the players entered_door func and add these lines: self.hide() $ScreenTransition.show() $ScreenTransition/AnimationPlayer.play("Fade_to_black") Step #12 make a new function in the player script called finished_transition(): and add this line: Autoload.Player_just_entered_door = true Step #12 go to the scene manager scene and copy the screen transition node, the color rect node and the animation player and paste it onto your characterbody2D node in the player scene and then press the "eyeball" icon beside the Screen transition node to hide it (I had to do this because regardless of what i did when you pressed play there would always be a black screen in your face from the color rect) Step #13 make sure in your copy and pasted animation player node the fade to black anim calls the players finished transition function. Step #14 go to your house floor 1 scene that we want to transition into and then add a script to it and add the var @onready var player = $Player and the create a function called func _ready() -> void: and in here put these lines: $Player/ScreenTransition.show() $Player/ScreenTransition/AnimationPlayer.play("Fade_to_normal") player.show() Step #15 place a door in the level scene or use the one on the house if you've fixed it and walk through it this should work I may have forgotten some things but hopefully not Step #16 (optional but recommended) delete any lines we arnt using from the video that are left after everything works and delete the extra scenes we don't use aka the scene manager scene. I HOPE THIS HELPS I HAVE NO IDEA IF THIS IS ALL I DID TO FIX IT.... Godot 4.3 or something on my end is blowing up with some of these videos so if u have the same issues hope this works for u!!!! and again until i'm done with this series if I find more broken stuff ill post solutions in the comments. Good luck everyone! EDIT: Not sure if i mentioned but in fixing this my door stays invisible when I walk into it but it functions 100% still you can unhide it in the doors ready func but its just a static image no anim plays... well it does you just cant see it once I figure it out ill post a fix. FOUND THE ISSUE IT WAS AN ORDER OF OPERATIONS ISSUE..... guess thats what happens when you dont sleep... anyway check reply for fix 2
Ok so I made an order of operations error.... we need our raycast to collide with the door>play the door anim> start the transition and then when the transition is over change us to the next scene and then play the reverse transition. Im too tired to do a whole paragraph again so im just gonna copy the code and paste it. _ready func in level 1 house script: $Player/ScreenTransition.show() $Player/ScreenTransition/AnimationPlayer.play("Fade_to_normal") player.show() print("arrived at new scene") door script: func _ready() -> void: sprite.visible = false func _process(_delta: float) -> void: if Autoload.start_door_anim == true and enteredONCE == false: enteredONCE = true play_door_open_anim() func play_door_open_anim(): print("playing door open") anim_player.play("Open_door") func play_close_door_anim(): print("playing door closed anim") anim_player.play("Close_door") func start_transition(): Autoload.door_anim_has_started = true func _on_area_2d_body_entered(_body: Node2D) -> void: sprite.visible = true I had to add this other area2D to show the sprite again so we can actually see the animation when we collide i guess u can maybe do this in the anim but eh whatever I also renamed some stuff Autoload Script: var door_anim_has_started = false var start_door_anim = false func send_home(): get_tree().change_scene_to_file("res://Scenes/player_home_floor_1.tscn") Player Script: func entered_door(): Autoload.start_door_anim = true func finished_transition(): Autoload.send_home() func _process(_delta: float) -> void: if Autoload.door_anim_has_started == true: self.hide() $ScreenTransition.show() $ScreenTransition/AnimationPlayer.play("Fade_to_black") Autoload.door_anim_has_started = false Autoload.start_door_anim = false This may need to be edited to allow us to go in and out of a house later on Animations: Fade to black should call finished_transition() in the player script when the anim ends Open_door should call start_transition in the door script right as the anim starts close door no longer calls anything this was a dumb spot to call anything since we dont need to close the door when we arnt in that scene anymore fade to normal should also call nothing this is an example of why you shouldn't code when your EXHAUSTED but i had to get his fixed was driving me nuts hopefully this helps someone also keep in mind your paths to scenes may be different and the anim names will also prob be different.
@@kyle-cg9mv ngl u should make a github repo with the changes u fixed so it'll be easier to read
@Arkeve - Thank you for this great tutorial! I've been utilizing this system in my game for quite some time and have ran into some issues that I hope you can help with. Specifically, I've been trying to save and load the inventory/hotbar, but I've only been able to save the dictionaries for the player inventory and hotbar successfully. When loaded, the Slot data from before still remains. This kind of separation has been a big issue with your implementation, is there a way to make the player inventory directly linked to the slots so you don't have to clear/save both all the time? Hope this makes sense.
a few months, last video was 3 years ago lol
thank you so much. Your vdo teach me a lot.
came back to this video to report a potential bug in Godot 4.3. when I got to this part I had to exclude the /2 in the var desired_step: Vector2 = input_direction * TILE_SIZE /2 calc in the move function i forget why but i think it uncentered my player from the tiles when i collided with an object which made it impossible to walk over say a 1x1 grass tile etc could be due to my player being a tad larger than a 16x16 tile but anyway I have a fix. so instead of doing var desired_step: Vector2 = input_direction * TILE_SIZE /2 ray.target_position = desired_step in the move func do ray.rotation_degrees = look_direction look_direction is just declared as var look_direction at the top of the script now in a new func _process(delta: float) -> void: add these if statements if facing_direction == 1: look_direction = -90 if facing_direction == 2: look_direction = -180 if facing_direction == 3: look_direction = 0 if facing_direction == 0: look_direction = 90 I basically printed out the facing direction and then correlated that with the rotation degrees where i wanted to rotate the racast this works the exact same and prevents the player from colliding with a tree and then walking away and being uncentered on the tiles which causes the game to function incorrectly. I also have my raycast target_position set to x: 0 and y: 14 this size firs with my sprite and may be different if your using the assets provided. not sure if this is a 4.3 issue or because my character is too large or what but here's the fix if anyone needs it goodluck!
I'm facing the same problem, your solution is super effective
@@astrophel12 glad this helped I ran into a few more problems along the way, in the future id like to find a more elegant solution to detect when a player is inside an area2D since we have custom collision this makes things a tad complicated. I went beyond this tutorial and implemented a hard coded battle system which will need to be made modular to handle different mons and such this tutorial series to a point is very good until well its not... since its outdated now sadly
In Godot 4.3 when testing the grass overlay with signals at 10:06 in the video I got the error "nonexistent function 'find_node' in base Node2D". and since I didn't want to read the docs on what they changed with signals and as another comment said even doing it with the new syntax etc still results in weird results from walking into the grass from certain directions. I've come up with a semi "jank" solution that does work, First I made a texture Rect manually in the player scene and for its texture added the trampled grass png and tried to line it up to where the character would be hidden in the grass. and then played the game and adjusted to make sure it looked alright when i walked over the grass then I hid the Rect using the "eyeball" icon that shows beside the node. Next I slimmed down the body entered function and I only have anim_player.play("Grass_trampled") and a check before hand to make sure its the player that entered the body and not another body. your animation name is called something else whatever he named it I renamed mine. I also added a func _proccess(delta: float) -> void: function and inside there I added if $"../../Player".is_moving == true: $"../../Player/Grassoverlay".hide() self.show() your player reference will be different so just drag and drop the player node into the editor and itll grab the proper "path" the Grassoverlay is what i called my texture rect in the player scene. I also added a new function called func show_grass_overlay(): which has the following inside it: if $"../../Player".is_moving == false: $"../../Player/Grassoverlay".show() self.hide() this new func gets called when the grass trample animation ends same thing he showed in a previous tutorial on how to call a func from the anim player. Please keep i'm mind everything else he did I commented out and anything past 10:06 in the video he does for the leaf particle effect should still work. Hope this helps someone! EDIT: NOPE leaf stuff is different in Godot 4, here's the fix: in the grass step effect script under the ready function you only need frame = 0 and in the on animation finished just keep the queue_free() line. Since i got rid of all his other code you can do everything he does with the variable that holds the preloaded scene but then the add child code can be put in the body entered function also keep in mind in Godot 4 its not longer GrassStepEffect.instance() and the proper syntax is now GrassStepEffect.instantiate() Hope this helps and if anything in his later videos is borked in 4.0+ ill make a comment happy coding everyone! EDIT 2: the grass effect seems to spawn quite high when you walk up through it could just be my eyes buggin but i added a marker2D node to the tall grass scene and placed it lower middle on the sprite and then instead of grass_step_effect.position = position I did grass_step_effect.position = $Marker2D.global_position I had to do global since it spawns off screen you maybe can get away with just $Marker2D.position. doing this also gives you more control as to where to spawn your effects etc.
Learning Unreal Engine is honestly a step in the right direction. It opens so many opportunities for you, there is a lot to learn and has a significant place in the industry. Wish you the best of luck
In Godot 4, you can easily add scenes directly to the tilemap, which helps keep the inspector from getting cluttered with nodes. 1. Go to your TallGrass tilemap layer. 2. In the tileset options at the bottom of the editor, where the + icon is for adding an atlas, there is another option called Scenes Collection. Add the TallGrass scene to the tilemap. 3. Paint the scene on the map
also isnt it a mannerly thing to complete one thing before moving to different thing ???? just complete the thing you were doing and then go in space become astronaut i dont give fck but atleast complete it you know how much i sufferred for 2 months just bcz u fcking didnt complete your thing
blah blah blah alright man i get it but first just for the love of god fcking complete the pokemon series you left atleast do the pokemon encounter , battle system and npc
Can you finish your pokemon game please? I’ve been waiting for years
Instead of convoluted code to add on an overlay, I'd recommend just making your art to accommodate overlapping the player via the Y-sorting you'll already be using. Meaning divide the art into 2 separate sprites (essentially the current sprite as a back + a modified front sprite showing what you want in front of the player sprite) and then composite them as 2 sprites within the node. Adjust position and offset as necessary so that the back is a higher Y value than the front portion, and the effect is achieved. Both sprites will need their idle an step animation version in the graphic, and both have to be added to the animation track. But it requires no additional code, only for you to think when making your art asset.
Please please please! Continue your tutorial on the Godot Pokemon project 😭😭😭😭😭😭
For everyone that use Godot 4 and the collision with the water doesn't work! Not use "ray.cast_to" instead of this is "ray.target_position"
Those anime face proportions and long legs...Hm... Does this model is from Koikatsu char creator by any chance?
What if your item is in your innovatory and you want to click equip like there no bar it’s all in a inventory
When I swap items between slots (9:03) the item is not dragged by / visible next to my cursor. It just disappears until I click in another slot. Anyone know what's up?
This port makes no sense
My slots are too small for the items :( They aren't aligned properly (Godot 4)
Am glad you returned to share your expertise, i was wandering if you just forgot about making a game. And with your new skills of your Unreal Engine it's an addition to us who follows you, i started unreal not long ago for the same reasons you mentioned and i hope you give us more videos while learning so all of us can grab your sailing ship toward the land of dreams.
8:50 How did you swap words only within the selected area?
Best to use Resources, unless you want to make things a bit more portable, such as for OTA updates.
Most wise solution ever.
Sorry. there is no going back for you. Welcome to Unreal :)
TDD = Tutorial Driven Development
2d was better
I was waiting more pokemon godot turorial since last year ;-;
get the swf flash file for motherlode, then run it with ruffle flash emulator, I started playing swords and sandals and sinjid shadow of the warrior again using it
hmm 2.4 vs 4.2 -- It's fine to want to learn unreal, but maybe you should have checked into what state the 3d engine is in for godot before jumping ship. Plus, you can extend your knowledge about 2d godot into 3d godot as they both use the same node system, and there are a lot of 3d equivalents for the 2d nodes.