If you want your sprites to look like pixel art you can disable filter in the import tab (next to the scene tab) and hit reimport, then it will not blur the pixels.
thanks for the helpful tip! seems like the settings might be different in godot 4.0. I can't find the disable filter option in the import tab. Instead, I've managed to fix it by setting the default texture filter to "Nearest Neighbour"
@@atirutwattanamongkol8806 I didn't really understand, but i removed it by changing "texture filter" (in flags section which you will find it in inspector of the sprite3d node) from "linear mipmap" to "nearest" , and I fix the colors by clicking on " preset" and I clicked on "2d" and then lastly "reimport" Sorry for my bad English I struggled writing it🗿
@@mrnightmare2569 that's the exact texture filter section in the material settings I was talking about. also, i never had any problems using textures with default import settings in 2d.
for anyone having problems with the "unique(Recursive)" option, you need to clock on your mesh and then click on the drop down menu (V) right bellow the MeshInstance3D title and then you will see the option there
The people are thirsty for this. Cameran Diaz driving Tom Cruiz off a bridge in Vanilla sky kinds of frustration. There are plenty of sidescroller tuts, but almost nothing on this topic right here 2.5 D RPG. Just getting animations right and bilboarding. Only thing you can find is from 3.1 or 3.2 and nothing after that. So thank you for putting this out.
Wow, your videos are absolutely awesome! As a complete beginner to Godot 4.0, I'm finding them a bit challenging to follow at times. I've tried downloading the code, but it looks different from what's shown in the video. However, I'm really eager to learn more and I'd be absolutely thrilled if you could make longer videos specifically for beginners like me! If anyone else feels the same, please show some love and let this amazing creator know we'd be over the moon if they made more in-depth tutorials. Thank you so much!
Thanks so much for the kind words! Ah, the link to the code here is actually to the Character Movement Code. I will update the link once I clean up my code for this. I did think about making longer videos, but personally, I've hated watching long videos. Though you did bring up an important point of making the video beginner friendly. Let me think about how I can balance between beginner friendly vs concise tutorials.
Just incredible work thank you. you know you could use 2d tilemap autotile and then getting an array the tiles and id coardinate and use that array in a gridmap. Good luck in your projects and thanks again for the amazing work
wow, that sounds very convenient! let me try using that next time, thanks so much for the tip! also, do you happen to know if there's any way to fill in area of tiles instead of adding them 1 by 1?
@@gamedevaki yes There are two methodes that I have tried you can use the 2dtilemap to gridmap methode x,0,z Where z = vector2.y and x = vector2.x from the tilemap and a for loop to interate make the ids identical to the gridmap . That way you can use the fill tool from the tilemap However if you want you can get the first cell position that you want to fill and the final cell position And store the subtration of the two vector 3 variable make the y access 0 and creat a for loop for the x of subtration.x: for z in subtration.z Set_cell(first cell pos.x + x ,0,first cell pos.z +z) check the docs for the name of the functions you can find them in help search for gridmap class or the documentation online
You have taught a very powerful technique, it would be great to see more games with this style, I congratulate you, and I have subscribed since I feel that at some point you will teach something that will be of great help to me
glad that you find my videos useful. If you are refactoring from 2D to HD2D, my first thought is that it would be faster to build new components. Mainly because HD2D implementation are done mostly using 3D nodes.
@@gamedevaki I appreciate your advice! I took a quick look at it today and sadly it looks like it's going to be a lot of work. Basically, making all scenes from scratch and fixing lots of references and implementations in the scripts. I really like the idea of H2D2, but I feel kinda discourage as what I've done so far would be totally a waste. If there is a way to somehow reuse the tilemaps, sprites, collision objects, and so on, it would be very handy. But I guess there's no straightfoward way of doing so. I mean, I'm pretty newbie so I may be missing something here. I'll keep doing some researches to decide which way to go. But if not in this project, the next one will be HD2D for sure. I'll keep following your channel for more tips. Thanks a lot!
Hi everyone, I'm working on a 3D project in Godot 4.3 and I'm struggling with Depth of Field (DOF) blurring my 3D sprites incorrectly. The sprites are getting blurred even though they're within the focus range, which is causing visual issues.
Here's everything I've been looking for in the last few weeks! At the end of the video, how does the character jump up? Do I need a special code for jumping?
@@akash0156 we can possibly estimate based on the requirements. that video seems to be made mostly out of reasonably high poly models. by assuming certain poly count, we can test out the limits of godot engine, for example by instantiating X amount of poly counts in a scene. apart from poly count, we would also need to consider the post-processing effects such as shaders and any other intensive computations. but even if everything is maximized and the godot engine can support it, it doesn't necessarily mean the player's machine can support it.
how to change sprite depend upon angle between a spriter3d (lets say a tree) and a player. I am trying to create a imposter LOD for a tree. please help me ... godot 4.
@@gamedevaki Ah, I asked because I get self-shadowing problems with the sprites, however it's completely unrelated to whether the camera is orthogonal or not, and it seems that somehow you have avoided it in your scene. How did you do that?
@@cyberpope2137 Apologies, this was my first tutorial and looking back, I've missed out a lot of details. For character shadow, you can control it with the following flags on Sprite3D Node: "Shaded" - set to true, and "Alpha Cut" - set to Opaque Pre-Pass. I think I've explained the character sprite a little better in another video - ua-cam.com/video/NZ7EP1Kt_sI/v-deo.html
Anyone think it's possible to make a 2d mmo in this format with others walking around with combat? Or would that be too cluttered for real time combat in that style?
Should be possible, would need a lot of play test to work out the limitations though. If Maplestory works fine as a 2d mmo, this format should work a lot better.
thanks for the question, would like to clarify specifically what you are asking? 1. Do you want to import a 2d image into your project? 2. Do you want to add a 2d sprite node into the scene? If it's 2 A. Do you want to use a 2d sprite in a 3d scene? B. Do you want to use a 2d sprite in a 2d scene?
@gamedevaki I'm on 4.1 stable and It's a very weird issue. I had to revert to compatibility mode. The Godot subreddit thinks it's an issue with the Vulkan renderer... It's just a random hard crash and I don't get any feedback why. Even with the console activated. It occurs most often when I simply double click to add a node. EDIT: While I'm at it, where can I find the default 3D movement script you were mentioning? I paused the video and copied the structure, but I'm missing the script part.
@@ganf nah man idk what’s goin on for you but I started this in 4.0 with vulkan and moved it along with me and it’s been fine And that script is most likely attached to the player node that is on the default scene. Idk if he updated it but the one I have is titled Basic player. It’s more or less the out of the box character body script that handles animation frames how he discussed in the video.
@@ganf but to assist I had to redownload godot and run it fresh because I ran into issues like this. Are you also importing properly? I had an issue with 4.1 doing something like this with another project and had to redownload it and run it from another location like…documents instead of the desktop
thanks for the feedback, being an Asian with English as my second language makes this a little challenging. not to mention the hate I've gotten from my old videos for my accent and grammar mistakes making videos is just a hobby for me, so I rather just use an AI voiceover so I don't need to deal with the haters lol
What I don't like is how fast your tutorials is and it's not useful for beginners, second I do not like the way you left the viewer to figure out how to implement the animation, as you intentionally blocked out the right part of the screen, I will leave a thumbs down as this wasn't very useful and I had to search another video to help me understand what you were talking about.
If you want your sprites to look like pixel art you can disable filter in the import tab (next to the scene tab) and hit reimport, then it will not blur the pixels.
thanks for the helpful tip! seems like the settings might be different in godot 4.0. I can't find the disable filter option in the import tab. Instead, I've managed to fix it by setting the default texture filter to "Nearest Neighbour"
@@gamedevaki in Godot 4, the option is moved to individual materials. You can find them under the sampling section.
@@atirutwattanamongkol8806 cool, thanks for the tip!
@@atirutwattanamongkol8806 I didn't really understand, but i removed it by changing "texture filter" (in flags section which you will find it in inspector of the sprite3d node) from "linear mipmap" to "nearest" , and I fix the colors by clicking on " preset" and I clicked on "2d" and then lastly "reimport"
Sorry for my bad English I struggled writing it🗿
@@mrnightmare2569 that's the exact texture filter section in the material settings I was talking about.
also, i never had any problems using textures with default import settings in 2d.
for anyone having problems with the "unique(Recursive)" option, you need to clock on your mesh and then click on the drop down menu (V) right bellow the MeshInstance3D title and then you will see the option there
This is exactly what I was looking for. This was super easy to follow, and you went over everything quickly! Thank you.
Thanks for the kind feedback! Glad that you find this helpful!
The people are thirsty for this. Cameran Diaz driving Tom Cruiz off a bridge in Vanilla sky kinds of frustration. There are plenty of sidescroller tuts, but almost nothing on this topic right here 2.5 D RPG. Just getting animations right and bilboarding. Only thing you can find is from 3.1 or 3.2 and nothing after that. So thank you for putting this out.
Thanks so much for the kind words!
I love how direct you are about doing things to achieve the final look! Nice and Clean! 👍
Thanks so much for the support and kind words!
Wow, your videos are absolutely awesome!
As a complete beginner to Godot 4.0, I'm finding them a bit challenging to follow at times.
I've tried downloading the code, but it looks different from what's shown in the video.
However, I'm really eager to learn more and I'd be absolutely thrilled if you could make longer videos specifically for beginners like me! If anyone else feels the same, please show some love and let this amazing creator know we'd be over the moon if they made more in-depth tutorials.
Thank you so much!
Thanks so much for the kind words! Ah, the link to the code here is actually to the Character Movement Code. I will update the link once I clean up my code for this.
I did think about making longer videos, but personally, I've hated watching long videos. Though you did bring up an important point of making the video beginner friendly.
Let me think about how I can balance between beginner friendly vs concise tutorials.
Great video, I particularly like the extra tips on the assets 😂
thanks! glad that you find those extra tips useful!
Just incredible work thank you. you know you could use 2d tilemap autotile and then getting an array the tiles and id coardinate and use that array in a gridmap. Good luck in your projects and thanks again for the amazing work
wow, that sounds very convenient! let me try using that next time, thanks so much for the tip!
also, do you happen to know if there's any way to fill in area of tiles instead of adding them 1 by 1?
@@gamedevaki yes There are two methodes that I have tried you can use the 2dtilemap to gridmap methode x,0,z
Where z = vector2.y and x = vector2.x from the tilemap and a for loop to interate make the ids identical to the gridmap . That way you can use the fill tool from the tilemap
However if you want you can get the first cell position that you want to fill and the final cell position
And store the subtration of the two vector 3 variable make the y access 0 and creat a for loop for the x of subtration.x: for z in subtration.z
Set_cell(first cell pos.x + x ,0,first cell pos.z +z) check the docs for the name of the functions you can find them in help search for gridmap class or the documentation online
@@Ah2o5b that sounds so useful, thanks so much for the advice!
You have taught a very powerful technique, it would be great to see more games with this style, I congratulate you, and I have subscribed since I feel that at some point you will teach something that will be of great help to me
Thanks so much for the support and kind words!
This looks amazing. I'm only doing 2d for now just so I can practice different aspects of gamedev but 1 day I will do this.
thanks for the kind words!
I don't know programming or anything but getting this in my recommended is pretty great. Underrated channel, subscribed
wow, thanks so much!
saving this for future reference, i really like how it looks!
thanks so much for the kind words! glad that you like this video!
Wish I had found your channel earlier. I started my first game last week. I'll check how hard it is to refactor it from 2D to HD2D
glad that you find my videos useful.
If you are refactoring from 2D to HD2D, my first thought is that it would be faster to build new components. Mainly because HD2D implementation are done mostly using 3D nodes.
@@gamedevaki I appreciate your advice! I took a quick look at it today and sadly it looks like it's going to be a lot of work. Basically, making all scenes from scratch and fixing lots of references and implementations in the scripts. I really like the idea of H2D2, but I feel kinda discourage as what I've done so far would be totally a waste. If there is a way to somehow reuse the tilemaps, sprites, collision objects, and so on, it would be very handy. But I guess there's no straightfoward way of doing so. I mean, I'm pretty newbie so I may be missing something here. I'll keep doing some researches to decide which way to go. But if not in this project, the next one will be HD2D for sure. I'll keep following your channel for more tips. Thanks a lot!
OMG godot 4.0 is here yay 😄
yeah! hyped!
Learned something (actually things) new! Thank you.
glad that you find this video useful!
Wonderful!
I wanna make something like Might and Magic 6 with your tutorial :)
Thanks for the kind words! That sounds cool!
Nice tut man straight to the point
Thanks so much!
very nice! I love the little tips
thanks! glad that you find those extra tips useful!
to fill use shift to select an area and press ctrl + f
thanks for the tip!
It's a tutorial specifically what I need
This looks like daggerfall unity
Cool, keep up the good work
thanks!
Looks great!
Thanks!
Wow, such an art
(I not much like 2d, but this..)
Thanks for the kind words!
Gold.
Thanks!
This is so cool!
Thanks so much!
That's very nice.
thanks! glad that you like this video
Hi everyone,
I'm working on a 3D project in Godot 4.3 and I'm struggling with Depth of Field (DOF) blurring my 3D sprites incorrectly. The sprites are getting blurred even though they're within the focus range, which is causing visual issues.
Here's everything I've been looking for in the last few weeks! At the end of the video, how does the character jump up? Do I need a special code for jumping?
the template code provided by Godot 4 include jumping logic
@@gamedevaki Wow, I didn't notice this. Thank you. This is the best video ever!
@@vstarlaze Thanks for the kind comments!
smooth i guess
thanks!
Can you tell me the graphic limit of Godot???
Just wanted to clarify, what do you mean by graphics limit?
@@gamedevaki for example can I achive this 👇👇👇 this graphic in Godot
ua-cam.com/video/up3BYY9zYsw/v-deo.html
@@akash0156 looks possible, although I can't test it out due to my hardware limitations
@@gamedevaki actually that's my question how can we know that the Godot can achieve that graphics
@@akash0156 we can possibly estimate based on the requirements.
that video seems to be made mostly out of reasonably high poly models. by assuming certain poly count, we can test out the limits of godot engine, for example by instantiating X amount of poly counts in a scene.
apart from poly count, we would also need to consider the post-processing effects such as shaders and any other intensive computations.
but even if everything is maximized and the godot engine can support it, it doesn't necessarily mean the player's machine can support it.
how to change sprite depend upon angle between a spriter3d (lets say a tree) and a player. I am trying to create a imposter LOD for a tree. please help me ... godot 4.
Not too sure about the specifics you are asking, but raycasting is usually the simplest solution for such feature.
Did you try doing this with an orthogonal camera?
nope, since I'm essentially building a 3d game, perspective camera suits my needs better
@@gamedevaki Ah, I asked because I get self-shadowing problems with the sprites, however it's completely unrelated to whether the camera is orthogonal or not, and it seems that somehow you have avoided it in your scene. How did you do that?
@@cyberpope2137 Apologies, this was my first tutorial and looking back, I've missed out a lot of details.
For character shadow, you can control it with the following flags on Sprite3D Node: "Shaded" - set to true, and "Alpha Cut" - set to Opaque Pre-Pass.
I think I've explained the character sprite a little better in another video - ua-cam.com/video/NZ7EP1Kt_sI/v-deo.html
Anyone think it's possible to make a 2d mmo in this format with others walking around with combat? Or would that be too cluttered for real time combat in that style?
Should be possible, would need a lot of play test to work out the limitations though.
If Maplestory works fine as a 2d mmo, this format should work a lot better.
nice
Thanks!
how do you add a 2d sprite in project?
thanks for the question, would like to clarify specifically what you are asking?
1. Do you want to import a 2d image into your project?
2. Do you want to add a 2d sprite node into the scene?
If it's 2
A. Do you want to use a 2d sprite in a 3d scene?
B. Do you want to use a 2d sprite in a 2d scene?
You know this guy is trustable when he pays $12 for a $2 asset
Just paying what the I think the pack is worth, it's hard being an indie!
how to set the character code?
in godot 4, when you create a new script for CharacterBody, it will provide a default code which can be used for simple movement
Please what are your pc specs?
I'm using Acer Predator G (2014 model) with SSD
@@gamedevakithanks, you just earned a sub. ❤️
@@DudeWhoCodes thanks so much!
best
thanks!
Nice video, but the engine just crashes like every 5 seconds. WTF is up with that shit?
thanks, never encountered crashing before. are you using the latest stable version?
works on 4 and 4.1 fine for me as the backbone for my stuff
@gamedevaki I'm on 4.1 stable and It's a very weird issue. I had to revert to compatibility mode. The Godot subreddit thinks it's an issue with the Vulkan renderer...
It's just a random hard crash and I don't get any feedback why. Even with the console activated. It occurs most often when I simply double click to add a node.
EDIT: While I'm at it, where can I find the default 3D movement script you were mentioning? I paused the video and copied the structure, but I'm missing the script part.
@@ganf nah man idk what’s goin on for you but I started this in 4.0 with vulkan and moved it along with me and it’s been fine
And that script is most likely attached to the player node that is on the default scene. Idk if he updated it but the one I have is titled Basic player.
It’s more or less the out of the box character body script that handles animation frames how he discussed in the video.
@@ganf but to assist I had to redownload godot and run it fresh because I ran into issues like this.
Are you also importing properly?
I had an issue with 4.1 doing something like this with another project and had to redownload it and run it from another location like…documents instead of the desktop
bru, you should let out your real voice. It won't be that bad.
thanks for the feedback, being an Asian with English as my second language makes this a little challenging.
not to mention the hate I've gotten from my old videos for my accent and grammar mistakes
making videos is just a hobby for me, so I rather just use an AI voiceover so I don't need to deal with the haters lol
Not even 2D at this point
What I don't like is how fast your tutorials is and it's not useful for beginners, second I do not like the way you left the viewer to figure out how to implement the animation, as you intentionally blocked out the right part of the screen, I will leave a thumbs down as this wasn't very useful and I had to search another video to help me understand what you were talking about.
horrible
thanks for the feedback