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DashNothing
Приєднався 22 тра 2011
Making Fun Bullets in Godot
Whether you're making a top down twin stick shooter or a side scroller, you will benefit from making your bullets fun. I'll show you three examples of making bullets using particles and animations and the ways to make them juicy in Godot 4.
If you enjoyed the video, leave a like :)
Bullet spread video:
ua-cam.com/video/oKF_DvARvWc/v-deo.htmlsi=drp8MSUm8gyVoULD
Random sprite video:
ua-cam.com/video/VDk-tgnWwEM/v-deo.htmlsi=LMh8T3dlodS-qisf
Discord: discord.gg/wtfeeQaQVx
If you enjoyed the video, leave a like :)
Bullet spread video:
ua-cam.com/video/oKF_DvARvWc/v-deo.htmlsi=drp8MSUm8gyVoULD
Random sprite video:
ua-cam.com/video/VDk-tgnWwEM/v-deo.htmlsi=LMh8T3dlodS-qisf
Discord: discord.gg/wtfeeQaQVx
Переглядів: 11 625
Відео
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Take your Godot twin stick shooter to the next level with this simple yet effective spread bullet guns. Specify the arc, bullet count and fire rate, and go nuts. The enemies won't know what hit em. If you enjoyed the video leave a like :) 🎵 Toby Fox - ASGORE 🎵 Less Gravity - Featuring Mark Hoppus - Lofi 🎵 Less Gravity - Shhhh! Golf Is On - Lofi 🎵 Less Gravity - BCKYRD - Lofi
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Переглядів 11 тис.Рік тому
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this is beatiful!
do you have a recommended source for the enemy code?
very good video. after struggling to understand the godot tutorial webpage on it, watching how you implemented it made everything more understandable. thanks
I followed everything exactly and even triple checked. I’ve been at this for hours lol it shows the “E” to interact, but when I press E it doesn’t show anything from the dialogue manager. I followed both tutorials but I’m at a loss Also when I press E, it never lets me see the “E” to interact label again.
I had an issue with the implementation because the health variable is assigned before setting the max_value and value variables. As a result, when the setter for the health variable is called during initialization, it used the wrong values for max_value and value. To fix this, i simply set those two variables before i set health.
Yeah, that'll be useful for later. Thanks!
It shows [InteractionManger not declared in current scope] how to fix it?
@@not_frosti Add it to autoloaded scenes in project settings -> autoload, as shown in the video
@DashNothing i use godot 4 on Mobile autoload is not where it shows in ur video can u tell me is there autoload menu for Godot 4 or no? If it is then where pls tell Btw new Sub keeo uo the good work🔥♥️:)
@not_frosti Never used the mobile app, but it should be a tab in project settings, next to InputMap where you set up your actions
@@DashNothing K thanks 👍
6:05 I saw what you did there
thank you for this video, was very helpful
This is crazy Helpful , Thank you!!
thanks for that last bit about making it local to scene... took me a lot of fiddling on my own before you gave me the easiest answer ever on a silver platter
This was awesome... But I'm kind of an idiot. So i have no idea how you did anything else. Can you please create a tutorial from nothing to finished? Show how you structure everything, etc. Cause. all I have is what was shown and idk how to implement it at all, or test it. But great tutorial anyways.
I have some Dictionary errors at func _ready() -> void: var video_settings = Config.load_video_settings() fullscreen.button_pressed = video_settings.fullscreen #this one var audio_settings = Config.load_audio_setting() volume.value = min(audio_settings.volume, 1.0) * 10 #this one does anyone know how to fix?
I loved it, you could also do daily rewards log, also daily mission system with rewards and season pass with rewards, if possible, This youtuber has some tutorials that you could replicate but it's in Unity. I saw it and I would like it if you could do it in Godot like this: ua-cam.com/video/GqPZ-ZxSgrM/v-deo.htmlsi=T5tHA6T3O2JLQeWf
This looks so tight. Gonna spend the weekend understanding it before I go implementing it myself all willy nilly.
True
0:30 mario galaxy reference
Godot @tool- Everything You Need to Know
Seriously thank you for this, easy to follow, worked perfectly.
spending hours figuring out why it cant detect mouse, then thanks to you now I figured out the input pickable
Hello, author! I have encountered a problem: When the player enters the dialogue, only the first line of dialogue can be displayed, and the subsequent dialogue cannot be displayed and the dialog box is hidden. Moreover, the original first line of dialogue cannot be displayed normally after the text is changed. What should be the problem?
OK, I think I solved it. It was probably because the code was not recognized successfully due to the irregular filling in the dialogue. Thanks for your video!✨
i have a issue of there i am using godot 4.3 and there is an error coppy of ur code and 30 lines on dialogemanager text_box.finished_displaying.conect(... its return the error and tells me the finished_display geting invalid acces
its tell me (Invalid call. Nonexistent function 'conect' in base 'Signal'.) when i try to connect to signal
@@aTMiSKaMPoTi You misspelled it. Its connect with double n
@@DashNothing ty i fix it it was my bad but now i am trying to fix the size its seems too big for my view and i cant scale it
I heard this song once, I love this song
Whenever I change a scene and walk up to interactable item the label won't hide when I leave the collision. Is there any way to fix this??
thank you so much bro, you helped me a lot. Folowing you right now
Hi. Great video and very helpful. I think that the only thing that could have made it better is a link to a GitHub repo with all the code and a project folder so we could see it without following along. This will also help with troubleshooting.
Don't suppose you have the speech sfx you used laying around?
WOW. Thank you, this is so cool :)
For one reason or another, I started getting "slot > slot_max" errors with this on occasion. I originally thought it was the tween causing issues or if I needed to process/idle a frame because of other factors in play, but I randomly decided to remove the font size and outline size and then I no longer had the errors (they would populate without end once `display_number` function was called, and happened 90% of the time). I do not really understand how that resolved the issue.
how did u make that number shows up for the roll
@@ANormalTraveller It's a label that gets updated by the scene's root node when the die signals the roll's result.
@DashNothing thx, i just started learning godot and wanted to make my dream game, your tutorial is very helpful
First of all, awesome tutorial! Short and to the point, very nice :) I noticed when the camera is scrolling, the text sort of "jiggles" around a little bit. Is there a way I can fix this?
@@kent8547 Try setting the stretch mode to viewport in project settings -> window
Hey I was wondering what the code line was at 8:48, line 20. because the f at the end gets cut off.
For anybody having issues with the NinePatchRect. Make sure when you're doing the Edit Region step that you're not resizing the box with the Orange Dots, but instead you're just clicking on the dotted lines and moving those. When you're done with the resize you should have a tictactoe board with dotted lines and the orange dots still on the edges of the Sprite.
I really appreciate these tutorials! I really like how you lay out all of your nodes and whatnot. Keep doing what you're doing buddy!
Thank for the great tutorial. I'm just starting out and I was having trouble finding clear info about @export.
thank you very cool
I have a player, an enemy, the gun and a bullet. What's the best way to connect the player and the gun? The bullet works fine although i have made some changes to match with an enemy i have.
@@thesomeone2nd You can add the gun as a child of the player and have the player script call the gun's shoot() func when an input is pressed
@@DashNothing alright thanks. One more thing. How the bullet origin works and what should I pass in as a node?
@@thesomeone2nd If you mean the barrel origin - it's just a Node2D that should be placed at the barrel of the gun sprite so the bullet appears as if it comes out of that point and not the center of the gun, as would happen without it
Does anyone know why when i put 2 or more interactive areas next to each other and my character ends up in between them, godot simply stops functioning It seems that the error is in the func sort by instance to player
@@elpanfilo9643 Do you get an error? If so what's the error?
@DashNothing it says Invalid access to property or key 'global_position' on a base object of type 'previously freed' In my game i am moving through various scenes so and sometimes it works and sometimes it doesn't. I was testing it and i didnt get any errors but now i do and the only thing i did was to deactivate the visible collision shapes When I see the debugger, it says that the error is in the the line: var area1_to_player = players global_position.distance_to(area1.global_position)
@@elpanfilo9643 There is an issue when changing scenes because the player scene gets deleted and readded, but the interaction manager 's reference to the player doesn't get updated, hence the "previously freed" error. Here's the solution with a bit more info: gist.github.com/DashNothing/dd25d62a264bd581ee2ea2ffdac026a4
Great and helpful video, of you can just correct my stupidness, I currently have no dialog set up so the _on_interact func on my interactable item, for now just has print("Interacted"). but now whenever the player enters the interactable area it continuely prints interacted with any input, also how would you go about setting can_interact to false for a interactable after it has been interacted with? once again great video :)
or if i change it as a test to change between frames of a sprite it just constantly goes back in forth with any input
nvm found it
still would like to know how you would go about setting can_interact to false though :)
@@corruptedphoen1x343 You can get the reference to the interaction area and in the interact callable set its monitoring property to false. Or just queue_free it if you don't have a need to reactivate it later. Also IDK if setting monitoring or queue_freeing it will call the unregister_area func. If it doesn't it will cause issues. In that case you can explicitly call it before disabling it.
Could you please make a video about how to make a whole weapon system where you this abd the shotgun video together
Hello! Anyone mind helping me? The interaction is working. However, the [E] label isn't showing. I'm doing it in a 3D project so I changed some things to adapt it. I'm just getting a error at the "label.global_position.x -= label.size.x / 2" line (Invalid acess to property or key 'size' on a base object of type 'Label3D'). Thanks for the attention!
@Pedro-ty7dl Label3D doesn't have the size propetry, which is ehy you get the error. You can get its size with label.get_aabb().size. I've never used this so idk if it will wprk as expected.
@@DashNothing Thank you so much for the response and also thanks a lot for the video it's very helpful and detailed!
thanks bro
When we change the 'forward' key to 'T' and then restart the game, it still works with the 'W' key unless we open the settings menu. How can I fix this issue?
@@ulfbereth342 the _load_keybindings_from_settings() does that. In my case it is called in the ready func of the input settings scene. If your input settings isn't instantiated before you open it up make sure to have a function like that called at the start of your game, perhaps from an autoloaded singleton.
This is TOP quality tutorial🗣️
my damage bar just becomes a giant box when i try to full rect anchor and I cant change the size
Hi! Just started to "Let's Godot" )) zero experience... super nice and informative video, and if it's possible do some more stuff like you did with export var. Goodot luck ))
Fantastic work my friend! Thank you for the great technique implementation for Godot!
Leaving a comment to boost this video, really helpful with my little project :)
What is the health = 6 in function _ready():
@@farrell3488 Setting up the initial health value
Can you Guide me, How to make NPC in 3D