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Hex Blit University
United States
Приєднався 22 чер 2020
So you want to become a game developer, or maybe you are a seasoned developer but want to add a few extra tools to your tool belt. That is awesome, sit down, stay awhile, take notes while Professor Hex breaks it all down.
Streamline your Aseprite workflow in Godot | Godot 4
** Description **
make working with Aseprite and Godot easier by integrating the workflows and manually exporting less.
Stay Awesome!
**🔗 Links and stuff**
The Addon Repo
github.com/viniciusgerevini/godot-aseprite-wizard
My bugfix Pull Request
github.com/viniciusgerevini/godot-aseprite-wizard/pull/150
I Stream on Twitch/UA-cam every Tues, Wed, Fri @8:30 pm MST
twitch.tv/hexblit
youtube.com/@HexBlit/live
** What is the correct command to use in Aseprite Command Path**
The plugin uses `aseprite` as the default command. In case your system uses a different location you can either add it to the PATH variable or provide the full path to the executable. Here are some common locations:
- Steam on Windows: `C:\\Steam\steamapps\common\Aseprite\aseprite.exe`. (This will vary depending on your Steam Library location).
- MacOS: `/Applications/Aseprite.app/Contents/MacOS/aseprite`.
- Linux*: `/usr/bin/aseprite`. (Note: usually your PATH already includes binaries from `/usr/bin`)
_Note: Adding Aseprite to the PATH on Windows does not always work, as reported by some users. In this case, it's better to stick to the full path._
**🕰️ Timeline**
00:00 - Intro
00:07 - what is it
00:20 - Install
00:50 - My Bug Pull Request
01:11 - Setting the Aseprite CLI
02:48 - Setting the scene
03:00 - The Animated Sprite 2D Scene
04:29 - The Animation Player
06:00 - The TileMap Example
08:07 - Wrap up & Tips
08:42 - Stay Awesome!
make working with Aseprite and Godot easier by integrating the workflows and manually exporting less.
Stay Awesome!
**🔗 Links and stuff**
The Addon Repo
github.com/viniciusgerevini/godot-aseprite-wizard
My bugfix Pull Request
github.com/viniciusgerevini/godot-aseprite-wizard/pull/150
I Stream on Twitch/UA-cam every Tues, Wed, Fri @8:30 pm MST
twitch.tv/hexblit
youtube.com/@HexBlit/live
** What is the correct command to use in Aseprite Command Path**
The plugin uses `aseprite` as the default command. In case your system uses a different location you can either add it to the PATH variable or provide the full path to the executable. Here are some common locations:
- Steam on Windows: `C:\\Steam\steamapps\common\Aseprite\aseprite.exe`. (This will vary depending on your Steam Library location).
- MacOS: `/Applications/Aseprite.app/Contents/MacOS/aseprite`.
- Linux*: `/usr/bin/aseprite`. (Note: usually your PATH already includes binaries from `/usr/bin`)
_Note: Adding Aseprite to the PATH on Windows does not always work, as reported by some users. In this case, it's better to stick to the full path._
**🕰️ Timeline**
00:00 - Intro
00:07 - what is it
00:20 - Install
00:50 - My Bug Pull Request
01:11 - Setting the Aseprite CLI
02:48 - Setting the scene
03:00 - The Animated Sprite 2D Scene
04:29 - The Animation Player
06:00 - The TileMap Example
08:07 - Wrap up & Tips
08:42 - Stay Awesome!
Переглядів: 2 980
Відео
Master State Control with LimboAI Godot Addon | Godot 4.2
Переглядів 57014 днів тому
Description Lets chat about tackling state with the Limbo AI Godot addon, this will be one of many videos on state. Behavior Tree's will be a separate upcoming video, I will also be going over Beehave and how to roll your own in the future. Stay Awesome! 🔗 Links and stuff Github State Repo github.com/HexBlitUniversity/LimboAI-State I Stream on Twitch/UA-cam every Tues, Wed, Fri @8:30 pm MST twi...
Dive into Dialogic Godot Addon: A Fast Guide
Переглядів 13 тис.Місяць тому
Dive into Dialogic Godot Addon: A Fast Guide
Building a game in a week | Godot Wild Jam #65
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Building a game in a week | Godot Wild Jam #65
Unity Responded and missed the point
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Unity Responded and missed the point
Godot 4 Beta 13 Drop (Release Notes Review), Removed Features and C# updates |
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Godot 4 Beta 13 Drop (Release Notes Review), Removed Features and C# updates |
Making Pong in a crunch | 50 Games in 50 weeks | #godot #godot4 #timelapse #challenge
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Making Pong in a crunch | 50 Games in 50 weeks | #godot #godot4 #timelapse #challenge
Godot 4.0 Beta 11 - Quick Release notes review
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Godot 4.0 Beta 11 - Quick Release notes review
How to Save and Load your game | Godot 3.x
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How to Save and Load your game | Godot 3.x
Getting Comfortable with Particles in Godot | Godot 3.x
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Master Signals in the Godot Engine Fast! | Walkthrough | Tutorial
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Understanding Process versus Physics Process | Godot 3.x
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Understanding Process versus Physics Process | Godot 3.x
Remaking Zelda's LTTP hostile floor tiles | Godot 3.x
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Remaking Zelda's LTTP hostile floor tiles | Godot 3.x
Learn about movement, layers and collision with the Godot engine
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Thank you so much! May I just ask, what theme do you use on Aseprite?
I am glad it was helpful! I am using Wild Night Green BT Theme.
Never mind the path did not pick up the Aseprite folder name before the aseprite.exe
Glad you were able to figure it out.
Using Aseprite plugin 7.4.0 set the path but keep getting command not found.
Too much talking! and Why do you wigling your mouse cursor like that?
Thanks for the feedback! I am always trying to improve my content. For context this was my first video after taking a long break and had limited time to edit/make the video. And didn't want to get stuck in a perfectionist loop and never post it.
Thank you so much for this! I'm in the process of switching from Unity to Godot and one of my favorite things Unity had was the ability to import Aseprite files and have the changes to sprites in Aseprite update live in the Unity editor. I've been using Godot for a few weeks and have been suffering by exporting and importing PNGs so much that I've considered going back to Unity. You've restored my faith in Godot and this is going to speed up my workflow immensely. I think I'm having that same tileset import issue but everything else is working! I just subscribed and turned on notifications, you are a Godsend!
Thank you for the kind words. Good luck with your Godot projects!
hello world, noob here. TLDR: Pixelorama or Aseprite? i'm just starting out and am trying to decide which program to begin learning how to make pixel art and sprite sheets with. I've downloaded Pixelorama because it's free and created within Godot, so I figure there'd be good functionality between it and Godot; but Aseprite seems to be the favoured program among Godot UA-camrs. first i modded GIMP to create sprite sheets by accessing all available layers within the project, but that was a terrible ux and not the intended use of the program... any points in the right direction for creating art assets would be huge. there aren't exactly many game makers near my hovel lol
It comes down to your preference honestly, I was able to find more tutorials and was able to get into Aseprite faster. Also, you can already get Aseprite from the repo and compile it yourself as a free option. Or just buy it. :)
I use aseprite cause it got indexed colors. Which is great cause I work with limited color pallets
Being that im a noob dev, this is very promising
amazing tutorial clear and concise!
Glad you liked it
thank you for te viseo, and may i ask ? how about adding menu to the gui ? and how about adding save & load system ?
UI tutorial is on the roadmap, I have a save & load video on the channel, that i made for Godot 3x., that ill likely update in the future but might help you if you need it today.
the link its real first blender now godot
Amazing video, but the tilemap import needs more love.
Thanks for the support! I agree, maybe with the changes in 4.3 there can be a real nice integration to streamline that experience.
This is a great video ! Looking forward to the behavioral tree video. Hope you have a great week!
Thank you! Stay Awesome!
what a gem. thank you for such knowledge.
I personally prefer the StateCharts approach, still, it's good to know about other options, since this one is more programmatical you could realistically create state machines on the fly which could be interesting.
So, I think state charts are interesting, but to me they seem to be the same, and its more about simplifying state management, don't over complicate it, and give devs good awareness of state flow. and if possible visualize it. Thanks ! appreciate checking out other systems.
If I were to use this to make a fake chatting system, so you can talk to a character and respond and these messages are saved in a scroll container that infinitely scales. What should I do? Basically I want to create a fake chat program in the game that lets you simulate an online chat so I can't have the various responses disappear. Thanks :) Update: I managed to make the history tab always visible but the dialogue only updates when the "history" button is pressed. How can I make the history update every time a new text shows? And also how to advance text without the text box because in my mind the chat is just a giant history so no need for the textbox.
This is great I started using dialogic cause of this video. One small issue I have is that I have multiple characters the player can talk to anytime (like phone contacts basically) so I want to save the timeline position so that when the player comes back to talk to a character it begins in the position they left off. Idk if this is something you know how to do, but I tried looking everywhere but the documentation is sparse so I've no idea where to even start.
so the dialogue runs through like a for loop, it doesn't really pause in that way. especially if you have multiple contacts in a single timeline or you are swapping out timelines. The best thing I have found is to have conditional flags, each time you trigger a conversation you would update the variable to match what dialogue they would see (0 = intro, 1 = ask quest, 2 = wait for quest status, 3 = turn in, 4 = post turn in) etc. I hope this helps you!
@@HexBlit I see thank you, yeah I have multiple timelines, really unfortunate that it's so hard to find proper info online but such is life I suppose
This is really awesome, The only thing I could ask for are the timestamps so I can reference the individual parts quickly when making my own stuff, and for at the end, you have a small game that you add the dialogue into.
Thanks for the support! I have added timestamps to the video! :) I wanted to have a nice demo but ran out of time. I will have a follow up video on customized styles in the future.
@@HexBlit Your fine! I understand about running out of time. Every time I think about starting a channel, I remember how much you all have to put into videos, and it's like... maybe not.
Lol you using an paid UI Asset I also bought!
😂
@@HexBlit xD
I'm so glad there's more documentation on this, I started a while back and quit while working on the UI but you actually touch on how to customize it! Please keep the tutorials coming!
I am glad it helped! I am def working on many more tutorials.
Thanks for the video. What program are you using for your flow chart?
looks to be Obsidian
it's Obsidian, w/ Excalidraw plugin enabled.
thank you, great content I hope to see more content like this like explaining about built-in functions in godot😁
Do you can make quest with this
Yeah don't see why not :)
Can u make tutorial
Every time I hit Play Timeline, I get "Invalid get index 'Styles' (on base: 'Nil'). When starting a dialogue from a script using Dialogic.start(), I get an error saying "Could not find script for class "Dialogic". I'm new to Godot and I can't seem to find a solution, even on Google.
does it still run? likely you dont have a a character set in the timeline for the text, as it doesn't know what style to apply.
@@HexBlit It was an issue with the AutoLoad not working properly, saying there's a name conflict with an already pre-existing yet non-existing DialogicGameManager file, and my only fix was to remove the plugin, delete the dialogic files from the asset tree, close the Godot Project, delete the .godot folder (not the file) inside the project files, reopen the Godot Project, import the plugin, enable and then restart Godot. It's a frustrating solution and a ridiculous amount of steps, but that's how I fixed it. Deleting the .godot folder was the only thing that helped in this odd scenario. Just deleting all the Dialogic files in the asset tree doesn't help without making Godot rebuild the .godot folder.
wow, glad you were able to get it resolved.
Didn't know this existed. Looks fantastic, flexible, and easy to use! Thanks for the intro!
Thanks, hope it helps
Omg I've been searching for a more current and in depth tutorial for dialogic godot addon like foreverr T T Thanks for taking the time and effort to make this tutorial, looking forward to more of it! ^^
Glad it was helpful!
Thanks so much! Please keep these coming!
I am glad that it helped you. I have a lot of planned content I am working on. You can expect a lot more videos soon!
wow this is so good, i want more of this tutorial about Dialogic !! i want to make Visual Novel and so far this looks good to explore
I will make more as I progress in my experience with it. :)
What does it mean for it to be in alpha? Why is it not out of alpha despite being so feature-complete?
I think its more that its a rewrite and a 2.0 version. They have some issues reported and want to make it even more stable. I think they have more features they want to implement before getting out of alpha. github.com/dialogic-godot/dialogic/releases feel free to ask the creators on their github page as well.
can this plugins cause problems when porting?
I am not sure. I haven't tested porting but its worth asking in a PR question github.com/dialogic-godot/dialogic/pulls
tutorials like this are invaluable for the Godot community please tell me you are going to make more tutorials about it ......PLZ T-T
I will totally be making more on Dialogic as I progress in my experience and likely do a "What i've learned version"
Any way of showing the dialogue automatically without stealing control from the player? My game that I want to port from Unity to Godot does that thing that it shows the dialogues while the normal gameplay is occurring - player is free to ignore them or stop to read it.
In mine it shows up but the event handler still works as I expected and the character can move around with dialogue open. Everything is customizable, you should check out the floating dialogue template, that might help you :)
@@HexBlit Yeah, but is there a way to advance dialogues on their own without waiting for the user input without the user being able to space through the dialogue (I use space to jump) or skip the dialogue in any other way?
Looks like you can via the auto advance feature, docs.dialogic.pro/auto-advance.html check it out and if you run into an issue can submit a PR.
This is so helpful, thank you so much for this video! Would love more in depth tutorials for Godot 4 on how to use this for a RPG game in the future also : ) Much appreciation to you!
Thanks working on more content ☺️
Very nice tutorial 👏
The man himself
Thank you so much 😊
can i custom the dialog to show the character image out of dialog box instead of character potrait in dialog box?
The image can be any image, if you want to show the node2D you would need to customize the scene for the dialogue box and likely make a copy of the gdscipt to change the image reference to be scene or animation. I hope that helps 😃
Hey just wondering, do you have to make quests separately or can this be used in place of a quest? do you know?
You could extend the dialogue and make a quest version, then you could either have a timeline per quest or a mega timeline using vars to know what quest text event to show.
@@HexBlit I downloaded a plugin for my project simply called "Quest System" it may work with it, perhaps? Are you familiar with this plugin?
I am not familiar with it, but I'll add it to the list of add-ons to review. You might be able to use it with the customized dialogic workflow, but you might need to experiment and find out :)
I'd like to do an updated version of this video. If I get enough likes on this comment I'll prioritize it :)
I keep getting this text when trying to enable the plugin: Unable to load addon script from path: 'res://addons/dialogic/plugin.gd'. This might be due to a code error in that script. Disabling the addon at 'res://addons/dialogic/plugin.cfg' to prevent further errors. What should I do?
you might need to remove the addon and the resource file that is in root, and remove the entry in the godot file for plugins and then reinstall, my assumption is you are using 4.2.1 / 4.2.2. I hope this helps.
It's not working, sorry I'm quite new to Godot 😅
Hmm As I install it to godot, it says 'Failed to load script : (some script name)' A bunch of times...
I recommend posting the issue on their github, github.com/jotson/ridiculous_coding/issues you can upload the project and describe the issue better than in a youtube comment :) I hope this helps.
Very cool. Not creating a visual novel, but this cuts the time to do any sort of 'story' interaction with the player.
Absolutely
Can it give a competition to renpy for these visual novel type games
Considering Ren'py has years of updates I bet it has more features and stability at the moment. But I think over time it will be able to be a serious contender.
Dedicated visual novel engines will likely be better for traditional visual novels. But godot gives you the power to implement more complex gameplay features.
Can this be used in a 3D game?
Ye why not?
Yep. It's just putting an interface layer in front of everything else.
absolutely, as others said, it renders its nodes in a Dialogic Node root in the scene tree no matter the project type.
This is some good shit.
Very good video!
Glad you liked it!
This is crazy fun !!!
I was wondering how you did that! I definitely need this!
Yup, installing this
that's ridiculous
😄
Oh wow! That's awesome!
This video made my day
DUDE THIS IS SO COOL!!!! THANKS!!!
I'm glad you like it
Great video, thanks! I've had so much more success using Dialogic 2 so far than I had with other dialogue systems in Godot. Any idea if there is a way to set conditional branches in Dialogic timelines based on global variables outside of Dialogic (e.g, checking variables within an unrelated autoload in a project)?
It's not super clean but you could Dialogic.VAR.awesomeVarCopy = autoloadedClass.awesomeVar Or have a signal event that sets the dialogic var equal to the variable you are using. It is not awesome but I've been thinking about it too.
I might create a proposal to track external vars so they show in the timeline/ conditions via Dialogic.VAR.external(<external_var>)
@@HexBlit That would be a brilliant improvement - thanks for the ideas for approaches to setting the values into Dialogic!