Moving Obstacles - Learn Godot 4 2D - no talking

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  • Опубліковано 21 тра 2024
  • In this video I show you how to create movable obstacles and customize them flexibly in godot.
    A spike ball is created that rotates 150 or 360 degrees depending on your selection.
    If you liked the video and are interested in more don't forget to subscribe.
    And If you would like a video about a game mechanic, leave a comment about it
    💎 Assets
    Spike ball & TileSet: pixelfrog-assets.itch.io/pixe...
    Player Sprite: free-game-assets.itch.io/free...
    🎵 Music credits
    "Ancient Winds" from Kevin MacLeod
    ❤️ Support the Channel
    Ko-Fi: ko-fi.com/devdrache
    🎬 Video Chapters
    0:00 - What you can expect
    0:11 - create spike ball scene
    2:14 - create selecteable animation code
    2:39 - add to scene & result
    ☠️ Difficulty Levels
    Beginner: Very few and simple code - For everyone
    Beginner 2: More code but still quite simple
    Advanced: Basiscs must be in place, simple code is over
    Advanced 2: now things are getting wild :)

КОМЕНТАРІ • 13

  • @SergeantDorado
    @SergeantDorado 23 дні тому

    U just got a new subsciber. Keep up the good work, brother.

  • @1247theGreatest
    @1247theGreatest 18 днів тому

    This was very helpful.

  • @unknownusername404
    @unknownusername404 21 день тому

    Super clean!

  • @commandingsteel
    @commandingsteel 21 день тому

    i literally started using godot this morning...spent 2 hours making a little platformer..i think i know what will be adding next
    cheers

  • @WASDKeysStudio
    @WASDKeysStudio 24 дні тому

    Nice Bro

  • @calamity2243
    @calamity2243 12 днів тому

    I this is great, made moving obstacles a lot easier than I thought but I do have 1 small issue. On your video when you put the spiked ball into your lvl scene you are able to choose individually whether there is a full swing. For me I dont see that exported variable in my main scene and can only change it in the original spiked ball scene meaning either they all full swing or they all half swing. Any thoughts what I must have missed?

    • @DevDrache
      @DevDrache  12 днів тому

      I am glad to hear that :)
      Did you put @export in front of the viarbale?
      Otherwise there is nothing to consider.
      Example:
      @export var fullSwing = false

    • @calamity2243
      @calamity2243 12 днів тому

      @@DevDrache I did, I can see the exported variable when I view the scene but when I put them in my world scene it's not there.

    • @DevDrache
      @DevDrache  12 днів тому

      Do you have an error message in the script?
      If there is an error, you will not see any change in the scene of the object, but in the scene where you use the object, all exported variables will have disappeared.
      Or maybe forgot to save the script?
      Apart from that, I have no further ideas at the moment 🙈

    • @calamity2243
      @calamity2243 12 днів тому

      @@DevDrache Thanks, I dont recall any error but I'm not home to check right now, appreciate the help and I'll take a look again when I get in.

    • @calamity2243
      @calamity2243 12 днів тому

      Solved it, as I suspected totally my fault. Seems I'd opened the scene originally as a 2dnode and instead 9f changing it to an AnimatableBody2d I made it the patent of it. Thanks for taking the time to help, I appreciate it.