im a big fan of seeing things being developed in context, like this one. im kind of tired of seeing godot content that just explains a mechanic, or a drawn out tutorial that doesnt show it in the context of the whole game. i want to see it being made with motivation like yours!!
Really cool! I would personally add the player to a "player" group and change the detection script to ".is_in_group("player")" because a characterbody2D can also be a non-player character (like the birds!)
I got a worthy TIP for you, It is that ur enemy and player mainly share the same code. So copy the code they share and add them in another script which extends from "CharacterBody2D" and has a class_name "Entity", now for the player set it to extend from "Entity"(This will make all the functions and variables of "Entity" a part of it too) and give it a class_name of "Player". Same goes for "Enemy". You can do this with basically anything. I learnt this a while ago, really helped me. :D
Cool video love the bitesized devlogs! just a thought I had, isn't checking every frame really expensive? checking every other frame or every threeframes would essentially give the same result at lower cost
I don’t anticipate having enough enemies to make this an issue but yes absolutely that will be the first step we take to make things more performant if need be. Appreciate the suggestion!
Just a quick question. You made 2 if statements for the enemy not chase you behind walls, but wouldn't be better if in the first if you use "and" and then put the second condition?
I have a habit of writing them on separate lines because sometimes using 'and' creates a really long line of script that is annoying to read. but as far as I know they are equivalent.
Instead of using characterbody2d you should add the player in a "player" group and check if the collider is in that group because it can cause trouble if it sees another characterbody2d that is not the player
im a big fan of seeing things being developed in context, like this one. im kind of tired of seeing godot content that just explains a mechanic, or a drawn out tutorial that doesnt show it in the context of the whole game. i want to see it being made with motivation like yours!!
These bite-sized videos are perfect. Keep 'em coming.
This channel has quickly become my absolute favorite. Your videos are fantastic, mate! Keep up the great work!
we really appreciate that! thanks so much and have a great day.
love those types of videos ! simple, effective, useful !
These are really helpful, I often get stressed when thinking abt adding new mechanics and starting new projects
Watching something grow every day is so chill bruh
I love this! Shows the real problem solving that’s involved with game development and it’s funny with all of the sound effects you have. 😆
Really liking these videos. I'd love to see one for how you have the character set up, like how you're displaying the gun.
Really enjoying this format! Please keep them coming.
i love your videos so much, it's gotten to the point where I sometimes re-watch it just because I like the vibe XD please keep going!
thank you that means a lot. we'll keep them coming for sure!
These are great! I'd love to see a video on your state machine setup, what with you using nodes as switchable states and all.
So much info packed into a less-than-2-min video crazy
Love the short videos! Simple problem followed by a simple solution. Easy peasy.
was looking for a raycast tutorial and found you, dope tutorial it came through! keep them coming.
nice! love this.
It's a great format to get some inspiration without watching the 20th "basic godot tutorial" for 20 minute.
Keep doing this!
Really cool!
I would personally add the player to a "player" group and change the detection script to ".is_in_group("player")" because a characterbody2D can also be a non-player character (like the birds!)
that's exactly what I ended up doing! after this vid I realized my mistake. appreciate the tip tho
I will watch this development with great interest
These are super helpful!
I got a worthy TIP for you,
It is that ur enemy and player mainly share the same code.
So copy the code they share and add them in another script which extends from "CharacterBody2D" and has a class_name "Entity",
now for the player set it to extend from "Entity"(This will make all the functions and variables of "Entity" a part of it too) and give it a class_name of "Player".
Same goes for "Enemy".
You can do this with basically anything.
I learnt this a while ago, really helped me. :D
Keep going 💯
Cool video love the bitesized devlogs!
just a thought I had, isn't checking every frame really expensive? checking every other frame or every threeframes would essentially give the same result at lower cost
I don’t anticipate having enough enemies to make this an issue but yes absolutely that will be the first step we take to make things more performant if need be. Appreciate the suggestion!
@@BrosMakeGames awesome! I recently ran into this issue myself, hence the suggestion haha
Dude, can you make a video about how you made the game ʙᴀT ᴛᴏ Bᴇᴅ☻︎
you sir just earned a subscriber
huge w. welcome to the fam.
Just a quick question. You made 2 if statements for the enemy not chase you behind walls, but wouldn't be better if in the first if you use "and" and then put the second condition?
I have a habit of writing them on separate lines because sometimes using 'and' creates a really long line of script that is annoying to read. but as far as I know they are equivalent.
However if the enemy is also a characterbody2d
What if they detect another enemy, would they activate the chase state too?
yes correct! ended up altering the conditional to fix this once I noticed.
Instead of using characterbody2d you should add the player in a "player" group and check if the collider is in that group because it can cause trouble if it sees another characterbody2d that is not the player
exactly what I ended up doing, just didn't notice the error during this vid! good call.
I like the bite sized devlog videos. One thing that annoys me though is the blur when you show the code, it's a bit disorienting
i got you fam. no more blur
Shouldnt be seeing if its the player node or the class name of player, because it could detect another enemy if you just do ChracterBody2D?
ya, I'm surprised that issue didn't happen during this dev session but I ended up adding a second conditional to fix this.
@@BrosMakeGames Nice!!
🐦
birb