Godot 4 Crash Course for Beginners - GameDev 2D Top Down Tutorial
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- Опубліковано 30 чер 2024
- This guide shows many changes to features like the tilemap tools, how to setup moving characters, and changes made to GDscript syntax in Godot 4 Alpha. The goal is to give a good overview of whats upcoming in Godot 4, since it's still currently in Alpha. Sprout lands assets and chapter timestamps below!
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Character Script Downloads for Patreons ~ / scripts-godot-4-68719570
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Timestamps
0:00 What to Expect
1:02 Creating a New Godot 4 Project
1:38 Interface Overview
2:40 Godot Project Structure
5:03 Scene Hierarchy
5:26 Creating a Player Character
7:34 Character Spritesheet
7:56 Pixel Art Rendering Settings
8:26 Splitting Animation Frames
9:38 Instancing Scenes in Levels
10:21 Collision Shapes
12:04 Player Movement Overview
13:55 Physics Processing in Scripts
14:59 Get Input Direction
17:20 Input Actions Setup
19:29 Moving Player with Move and Slide
21:33 Testing Character Movement
23:06 Animating Character
27:14 Other Directions for Idle and Walk
29:09 AnimationTree Controlling Animations
33:47 Character Starting Direction
39:07 Traveling Animation State Machine
40:42 Map Building with tilemaps and Tilesets
43:08 Random Tile Variations
44:40 Tilemap Layers
46:37 Manual Sorting Priorities
47:23 Tilemap Physics & Collision Shapes
53:52 Follow Camera
55:19 Making Cows - Walk and Idle States
59:42 Timers and Signal Callbacks
1:02:59 Auto Y Sorting for Scene
1:03:55 Creating Extra Objects
1:05:57 Region Select for Spritesheets
1:07:28 Nodes Disappearing from Transform Position
1:08:48 Building a House with 3 Tilemap Layers
1:12:53 Wrapup
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Attribution 4.0 International (CC BY 4.0)
creativecommons.org/licenses/... - Навчання та стиль
In Godot 4.1, they've changed the way the state machine transition arrows work in the AnimationTree flow chart (where you draw the lines to show which states transition to which). They now default to automatic, which causes it to cycle through all of the animations really fast and basically look like nothing is happening. To fix, select the arrows between idle and walk and in the Inspector, under Advance, change mode to Disabled
You're the man! Just stumbled upon this bug and found this comment!
thanks!
Absolute legend
You sir are a gentleman and a scholar
Thank you!! I was about to ask this, cause it was erradically switching between the two states.. You're the man!!
37:37 for people using the full release of godot 4, the ≠ used in the code can be typed out using !=. They do the same thing, but the engine can read !=
you are a good person
a great person
Superb person
Rich person
THANK YOU
Great tutorial, thanks for sharing.
There is a minor problem with walking diagonally (walking in two directions at the same time, e.g. up and left). The input direction vector will be a bit longer than the vector when only walking in one direction. The effect will be a slightly higher walking speed when walking diagonally. This is because the diagonal d in a square is d = a * sqrt(2) when a is the length of the squares sides.
To fix this problem, when calculating the velocity of the character, instead of "input_direction * move_speed" use "input_direction.normalized() * move_speed".
Thank you so much, this needs more likes
Absolute legend. 👍
thank you soooo much
A quick reminder with movement vectors is to use the normalized() function. So when we made the input_direction for the player, just add a .normalized() at the end of the closing parenthesis :
var input_direction = Vector2(
Input.get_action_strength("right") - Input.get_action_strength("left"),
Input.get_action_strength("down") - Input.get_action_strength("up")
).normalized()
if you don't do this you'll notice your player moving a lot faster if you walk diagonally. Normalizing makes it where your speed is always 1 rather than the 1.4 you get otherwise.
Came here to say exactly that but I was sure someone mentioned it in the comments! Cheers)
im having an issue with that exact part but instead it says "Expected closing ")" after call arguments."
any advice?
@@antodarell-brown6516 double check your parenthesis. You might have a missing one or an extra one. Sometimes it's easy to overlook.
@@antodarell-brown6516 i overlooked a the comma a comma and got the same error.
Hey! Godot 4 actually has a bunch of new Input methods that I think you should check out in the docs! I haven't watched the whole video yet (work) so forgive me if you mention this in the video. Anyways, two new ones that are very useful are Input.get_axis and Input.get_vector. These are basically shorthand for Input.get_action_strength("positive action") - Input.get_action_strength("negative action") but in one function. Input.get_axis is for platformer-type movement (left and right) while Input.get_vector is for top-down type movement (up, down, left, and right). You just pass the positive ("right") and negative ("left") actions and it returns the proper input. Great video so far! I can't wait to finish it!
Nice catch!
velocity = Input.get_vector("left", "right", "up", "down") * SPEED
sweet
Game changer for movement
@@tadeuszr359 Actually Input.get_vector("left", "right", "up", "down") doesn't have the exact same behavior, as diagonal vector is equal to (0,707, 0.707), whereas with the original implementation, it's (1,1)
@@haddock8087 So wouldn't you just instead normalize it before you multiply it by the speed? That would take care of the issue.
I like the tut so far, it's nice to get into 4.X from 3.X but, just leaving this here if people might into problems:
33:34 They changed up the autoadvance a bit with 4.1.1 I think, it's active by default it seems (under Advance -> Auto). And you have to set it to "enable" on the links between walk and idle animation for the Dude to idle and not just spazz between the two states indefinitely.
36:27 also I've noticed that I had to set the blend values to the full ends ( 1.1 , -1.1) or it creates some funky results of animation blending. The Default behaviours are probabyl set differently in 4.1.1 Okay nevermind the blend mode has to be changed... xD
43:38 You can also do that with the rektangle tool, when you draw a rectangle you just get a few of the special tiles.
first tip saved me, thank you
@@emrld. You're welcome, glad it helped!
Thank you!! I was so confused as to why my little guy was spazzing out lol
This should be pinned, thx!
Thank you so much!!!!
Might have been me, but a couple notes since some stuff have changed since this was recorded. So hopefully this helps some people.
I am using - v4.0.beta13
- Some of the inspectors have changed slightly, so just open up some the other caret/caron menus ">, v" (not sure the term, haha) and you might find the option you are looking for.
- Animation Tree for each connection "->-" between idle and walk, click on them, Inspector>Advance>Mode, Set to "Enable", keep the "Start"->-"Idle" as "Auto" || Looking at the tutorial I noticed the interface for AnimationTree was different, so poking around and that is how I fixed it.
- As pointed out in the comments if you can't easily type ≠ you can type != instead (plus some dummies ruined ≠ )
I may have missed it being mentioned but for the cow animations you add "Animation>[animation]" and not "BlendSpace2D" like you did with the playercat animation
Thank you for tips man
Very useful tips! It now worked for me!
good shout on the animation tree tweaks
I wish I could express how thankful I am for U telling us. Those were the 2 things I was confused about.
Thanks for this. I had trouble with animation tree.
This tutorial is fantastic, you get into exactly the right amount of detail for everything, love it!
Thanks for the video, very informative! I'm new to Godot but not new to game dev, so this was a great way to get up to speed with how Godot works differently from other engines.
I've been testing godot 4 for a bit, so I new all this stuff, but I have to say I could have used this video when I started with Godot, or something similar back then. It comprises a lot of different things that are very useful for beginners, so this is a 5/5. Very much appreciated the effort, it's great seeing people making Godot tutorials!
39:54 If you are having trouble getting your animations to travel between states in 4.1.3, adjust the call by added an additional parameter of false: state_machine.travel("Walk",false) state_machine.travel("Idle",false)
I followed a tutorial series for Godot 3.2 that included how to use a TileMap and TileSet. When I tried to use one in Godot 4.1, it was completely different and I had no idea what to do. Thanks for explaining it!
Just simply a great tutorial. Please make more godot game dev content in the future!
Excellent tutorial, just what I was looking for!
Thank you.
Last time I tried game dev Godot was in some early 3.0 alpha I think. I saw Godot 4 release and some spark inside me lightend up and made me try gamedev again. Thank you for your tutorial man ❤❤
Fantastic intro video, I'm a first timer and followed along no problem. Thanks! :D
Thank you for doing godot tutorials, I really hope you do more in the future.
Great tutorial! It helped a lot and was so much fun!
Great video Chris!
OMG! So glad I found your video! Thanks for the tutorial!
The animation tree is different now 🥲
Edit:
if the animation is not working try this: delete the connections between start, walk and idle. Next to Transition select "immediate" and the arrow-box (?) should be blue. For the transitions between idle and walk the arrow-box (?) should NOT be blue
thank you I was having issues figuring out why my animation was so freaking fast lol
Thanks. This had me stumped for an hour.
tyty!💜
Hi, I am a dummy and don't understand. Mine is flashing super fast too, but I don't know how to fix transitions and the debug still has my Cat static.
@@nickzema4200 Click "Connect Nodes" button. Next to the "Transition:" label select "Immediate" from the drop down menu. Next to the drop down menu there is a new button with the letter A with an arrow highlighted in blue. Honey was saying unhighlight that new button for the walk transitions. I am assuming so it doesn't Auto Advance? Hope this helps! ♥
it seems that this is now a bit outdated in some points, but it was still amazing to see my creations come to life! I do not think i understand anything of the coding yet, but there is much to learn~
this tutorial helped me a tremendous amount with getting me started, thank you!!
Thanks for the tutorial, I'm a total newbie to Godot and your tutorial explains a lot to me.
Thanks! Perfect for a first look at Godot without xp with 3, but not wanting to start with 3 since 4 is right around the corner.
this is exactly where I'm at lol...
33:10
in godot 4.2 the advance mode of animation tree transitions is a bit different.
Now it is set to "auto" by default and has also the options "enabled" and "disabled" to choose instead.
So let the first transition like it is and set the other two, between the two blend_state_2d elements (idle and walk), to enabled.
Some changes in GA since alpha, but still a really helpful tutorial! Keep making them so I can learn more!
Great tutorial, helped me a lot. Thank you!
If at 19:09 you are not getting the debugger to see your key commands... Double check that you put a comma at the end of line 6, after the left command and before the down command. I missed his comma in the video myself. This was the solution. Hope that helps for someone else.
Thank you so much, totally missed that lol.
thank you so much!! you’re literally a lifesaver
Thank you so much
Exactly my issue :)
This was quickly followed by another error on the "print line". Turns out, indentation is important! My "print(input_direction)" needed an additional indent to fall under the func _physics_process(_delta):
I'm used to c#, so this is a bit different, but I'm liking the logic behind it so far
u should tell me the full code tottaly
Also, another thing: If you want a smooth camera follow without jitters, you simply have to do following:
1. Enable the "Position Smoothing" and enter a value (5px/s is good for me)
2. Change the Process Callback in the Camera2D Settings to "Physics". This will remove the jitter!
Thank you for that Video. I learned a lot and I am waiting for eagerly for more!
Could you do a tutorial like this but in 3D? It would be very useful for the community, since there are no updated courses, good content! I hope you continue helping the godot community!
About the cows: with the fixed values for the timers they'll idle all the same time and walk all the same time.
It looks more natural, when you generate theese values with a randomized range, maybe 1-3 secconds walk and 4-8 seconds idle.
so they´ll act compleetely individual and not more all stand and than all walk.
Great video! I learned a ton.
you worked 7 hours straight! Respect
Really appreciate this, super duper helpful, i love you 🥺
Had some problems with the AnimationTree on Beta 12. But now it works as intended. Thanks for the video :-)
You are great! Brilliant explaining!
A small problem with the script for the cow as shown in the video is that in select_new_direction, it’s possible to get (0, 0) and when that happens, the cow will appear as not moving but will still have its walk animation shown (this can be seen for example at 1:02:52 with the top right cow)
me too :(
a simple fix would be to call the select_new_direction function if the x and y of move_direction are 0. just do that right after it creates the random vector. It's almost like ur creating a loop out of a method, similar to recursion.
Unity refugee here
try enabling delta in the cow physics process and using move_and_collide(velocity * delta) for cows. This will make it where they don't cling to your player's collision box and they'll also stop if they run into you.
Great video, but boy did you just hit overdrive with the cow piece !
Really good effort though mate. Followed through slowly and learned a lot.
You can solve the camera stuttering a few different ways, but as of the most current beta release of Godot 4 (v4.0.beta9), you can pretty much solve the visible stuttering on the player by setting the Process Callback property on the camera to Physics instead of Idle. Another solution would be to lock the framerate of the game to 60 (or even 30) fps, since one reason for the stuttering is because of monitor refresh rate being slower than the games fps. Since most people use 59 or 60hz monitors, limited the fps to that or lower should help with the stuttering.
insanely useful thank you so much!
really nice tutorial. thanks!!
Thanks so much. I learned a lot about Godot today.
Great tutorial. Thanks very much
around 22:00 if velocity is not working for you, as it didn't for me, try this code. Hope it helps :)
extends CharacterBody2D
const SPEED = 100.0
func _physics_process(_delta):
var xInput = Input.get_axis("left", "right")
if xInput:
velocity.x = xInput * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
var yInput = Input.get_axis("up", "down")
if yInput:
velocity.y = yInput * SPEED
else:
velocity.y = move_toward(velocity.y, 0, SPEED)
move_and_slide()
Thanx the code helped around 38:28 how did you get this code to work with the update_animation_parameters for movement. he uses the input_direction like update_animation_parameters(input_direction) I tried to use yInput and xInput but i got an error Cannot convert argument 1 from float to vector2 idk most of this goes over my head right now lol
@@Inf3rnoBadger yeah, that were I stopped the tutorial today, my brain can't handle that today :D I'll continue in the following days and hope that I'll find a solution
@@Inf3rnoBadger Hey Sean, not sure what happened but today the code from the tutorial worked fine for me. Maybe it has something to do with the Steam Version of Godot. To save you some typing, this is the code that worked :)
extends CharacterBody2D
@export var move_speed : float = 300
@export var starting_direction : Vector2 = Vector2(0, 1)
@onready var animation_tree = $AnimationTree
@onready var state_machine = animation_tree.get("parameters/playback")
func _ready():
update_animation_parameters(starting_direction)
func _physics_process(_delta):
var input_direction = Vector2(
Input.get_action_strength ("right") - Input.get_action_strength ("left"),
Input.get_action_strength ("down") - Input.get_action_strength ("up")
)
update_animation_parameters(input_direction)
velocity = input_direction * move_speed
move_and_slide()
pick_new_state()
func update_animation_parameters (move_input : Vector2):
if(move_input != Vector2.ZERO):
animation_tree.set("parameters/Walk/blend_position", move_input)
animation_tree.set("parameters/Idle/blend_position", move_input)
func pick_new_state():
if(velocity != Vector2.ZERO):
state_machine.travel("Walk")
else:
state_machine.travel("Idle")
Oh, cool, I can't wait to follow this tutorial! It's awesome I can spend my free time learning a skill I've always wanted!
... Aaaaand I need a new video card.
Thank you, this really helps
Thanks for the tutorial! However, that animation tree is a clunky mess. Was able to handle all of that much easier with just code inside of the PlayerCat script:
var idle_direction: String = "idle_down" # Same names as animation
# [ PLAYER ANIMATE ]
func player_animate():
# Walking and setting idle direction
if input_direction.y < 0:
$AnimationPlayer.play("walk_up")
idle_direction = "idle_up"
elif input_direction.y > 0:
$AnimationPlayer.play("walk_down")
idle_direction = "idle_down"
elif input_direction.x < 0:
$AnimationPlayer.play("walk_left")
idle_direction = "idle_left"
elif input_direction.x > 0:
$AnimationPlayer.play("walk_right")
idle_direction = "idle_right"
# Idle
else:
$AnimationPlayer.play(idle_direction)
Good tutorial, appreciate it.
Not sure if this was in it at the time but for the animations instead of using the frame number just use the frame co-ordinates instead. Then when duplicating you just leave the X value alone and just change the Y value for each direction.
Example the way my frames are setup it's a 3 frame sprite that does 4 frame animations, so the X values are 1,0,1,2 so instead of having to math all of that for the other 3 directions I just set it to frame_coords in the animator instead and just changed the Y value.
in case people, like me, weren't able to collide with hills with their character.in GODOT 4. In the PlayerCat settings, its CollisionObject2D mode was set to disabled.
@chrisTutorials, thanks for the tutorial, very helpful first mini project in GODOT
good tutorial! you deserve more likes and comments!
Great tutorial!
One suggestion: if you use a larger font and/or smaller resolution, it's much easier to follow on smaller screens.
this. i tried to follow on a small 1280x720 window on my 4k screen and it was impossible. i changed to a second monitor (well, a drawing tablet's screen), but it's 13" and it was still super hard to see.
yeah im bad at reading small text
You can press the ctrl and - or + keys to make the screen smaller/bigger if it helps!
@@darktail936 it doesn't zoom the video, only the browser.
A bit has changed for 4.1.3, but clicking on everything roughly where Chris has indicated lets you find most things.
willisplummer in the comments here hit the nail on the head for the biggest issue which is the transition between animations being enabled and flipping out, as long as you follow their direction (select arrows and in inspects under advanced change mode to disabled) you'll be fine.
Painting collisions has an additional feature as well, in that there's a paint dropper now to get existing collision paintings from tiles which you can then modify. Helped a lot.
The rest is just slight changes as to where you find things in the inspector.
Thanks for this great tutorial Chris!
very cool, thanks bro
I don't know if godot handles this properly(pretty new to godot), but in most engines one of the most important things NOT to put in the physics step is taking player input. It shouldn't matter much in a "hold to move" scenario, but if for example you're trying to jump from platform to platform, it's possible to press and release the jump button BETWEEN physics updates, causing your input to be occasionally ignored while performing actions that require precise timing.
what would you recommend as an alternative? im new to godot and game development in general
I am pretty late, but I think this video is exactly what I am looking for, I just started Game Dev and wanted to make a game with a similar mechanic to this.
Godly tutorial, sir. Take my subscription.
Great crash course! Exactly what I was looking for coming from Unity. Actually I'm surprised Godot is that good for 2d, it's way better than Unity. And everything is a Node and Node can be a scene. AWESOME thanks man!
you made a great day 1 tutorial. fatastic
Great tutorial. Do we plan on a follow up adding some more functionality to this example?
Thx for video!
Justo lo que buscaba :3
I know it's a bit late but for mouse smoothing, you can change the process call back to physics so that you don't get that motion blur effect on your sprite
ey idk how it works or what it does buttt, it works so :P
Great i love this tutorial
im in programing but never do any games in game engine
tutorial that have 30ep every 30min just too long and boring
best way to learn is to pratice and see what everything do
that was great tutorial that give me what i wanted
update it's great i love this engine
i made for my cows a turrets on back and now they are very dangerous!
50:42 is better to use the snap grid tool, that is at the right of the rotate right, flip horizontally, etc
Honestly I'm still a bit reluctant to learn godot but somehow I ended up here and before I realized I'm halfway through it following every single step and has been waaaaay easier than I even imagined (for the record I have some experience in Unity and a lot of experience in unreal).
Other godot tutorials failed to grab my attention and I was really struggling way too much to understand the node system of godot... so I really have to thank you for this video (and I'm still reluctant to continue with godot... like I want to choose a 2D engine to make classic arcade game clones, like the timeless beat em ups such as TNMT, Xmen, Golden axe, etc... and I am still 3 doritos away from doing those in Unreal... still following this tutorial to the end)
Are you still rocking with godot?
Thanks 💙
WOW, that tile system is so much faster then 3.x Of course I haven't played around with tiles in a while so its possible that 3.5 has improved it.
There should be some reddit post or something on these longer tutorials for a problem solving QandA. In general though nice very first introduction.
Thanks!
Great tutorial.
Once it got to the cow, and the code for changing states didn't seem to change the state on the cow.
Followed exactly, using Godot 4.1.2 stable version.
The cow always stays in idle animation. So I just skipped over that.
Also a few of the comments below help out with some of the changes to the more current versions of Godot now.
Overall though great explanation of things.
I made a lot of comments in my scripts as you were talking, to more easily remember and understand what each part/thing/node/so on is doing.
I think the only thing missing from the tutorial was the ability to enter the houses (change scenes by entering through the door on the inside and outside of the house). Haven't seen too many scene change tutorials that revolve around walking through things.
Best teacher on youtube.
in tilemap 47:25 I think it's best to use a grid to avoid weird collisions and make the process faster
Trying to follow in 2024. Having trouble with the first script, trying to get directions implemented. Seem to be having some trouble with indentation? Despite following the code pictured exactly at 19:19
Im also having trouble with that, dont know how to fix it
Hey, i tried to implement the new get_vector() Function but my character will only use the down_walk animation and switch to the respective idle animation after releasing the key.
Press D for right -> down_walk animation -> after key is released idle_right.
Any ideas? Thanks a lot!!
Hello, first, thank you for your tutorial, Learned a lot! I'm so happy :3
I'm juste having a few troubles, made the same thing than characters for the cow, and added all the lines of code you showed, but my cows don't move at all.
Could you clarify this part? Am I the only one having this problem?
Second one is when I add the Y Sort, and touch a cow when in front of it, she become stick to my character and follow me (and I can't move up anymore). If anyone can help, would be awesome!
The move_direction Vector2 can sometimes return 0,0 so the Cow is not moving but it still plays the walking animation.
To fix it add a if statement in the select_new_direction() function that checks if the move_direction Vector2 is 0,0 something like this:
if(move_direction.x == 0 and move_direction.y == 0):
select_new_direction()
This way the Vector recalculates new numbers if the numbers are 0,0. Important use this AFTER the initial calculation.
To make it easy for the people here is my code that works :
func select_new_direction():
move_direction = Vector2(
randi_range(-1,1),
randi_range(-1,1)
)
if(move_direction.x == 0 and move_direction.y == 0):
select_new_direction()
if(move_direction.x < 0):
sprite.flip_h = true
elif(move_direction.x > 0):
sprite.flip_h = false
There are some things that look like they could use some polishing still. The whole animation stuff, while kinda straight forward, it was also a bit confusing. I guess doing it more and more one will get more used to the workflow in general, but sometimes it feels like things are way too hidden from the user.
At 15:26 - pardon for possibly beginner question, but is it wise to initialize a variable (var input_direction) inside a "_physics_process" that gets refreshed 60 times/sec ?
no, creating a new variable 60 times a second is not a very good idea
Hey, when you run it and have it enter full screen how do you keep the aspect ratio the same?
Oh man, I made it all the way to 48:24. I can't find the physics layer options and after scrolling through endless comments and reading the GD info, I am at a loss. I somewhat remember how to setup the collisions from 3, but I am totally lost here. Thanks for the video, I really appreciate the time and effort!
For the tilemap I assume? You'll have to open the Tileset in the tilemap (inspector), physics layer will be the first drop down with tileset expanded. There's an add element button to add a new physics layer - first one will show up as PhysicsLayer0 when editing tiles. Then in tileset mode (button of the screen with the tilemap node selected), choose select from the tool options and then select the tile you want to give physics collisions to. Physics should be a drop down available under BaseTile now. Expand down to PhysicsLayer0 and you should see the tools for editing the collision shapes for each individual tile.
Hope that helps a bit
@@ChrisTutorialsYT I am not the OP, but ran into the same problem.
Thanks for being awesome.
You have to click on the word "TileSet" not the arrow next to it. It then expands for more options. I had the same problem too and accidentally clicked there and it worked.
I can't cycle through the frames on Sprite2D (24:17). This happened after I finished setting up the animations; it's permanently stuck on frame 2. Is there a locking button somewhere? I restarted Godot and it didn't solve the problem.
if you also have a sticky cow try this in the cow script for physics_process
func _physics_process(delta):
if(current_state == COW_STATE.WALK):
velocity = move_direction * move_speed
else:
velocity = Vector2.ZERO
move_and_collide(velocity * delta)
Amazing video it helped me a lot! Just a question, the Cow could randomly generate Vector2(0,0) with walk animation. How to avoid this?
29:56 if you don’t see the list in “add animation”, then just in the animation tree select "anim player" and select "animation player"
cool video)
Sorry for this really basic question... but can I have multiple sprite sheets per character? Or should I have all the movements on the same sheet? Or is there a way to add the other sprites to the existing sheet without having to do the first walking directions? I found a post w a 'workaround' but I can't seem to find out where it's supposed to lead me... Another solve was to add the other spritesheets as children and mess w hide/show, but I think that's a bit too high for me for now.
Hola, tenía la misma duda, me parece que solo puedes utilizar una hoja de sprite por nodo "characterBody2D" es decir que por personaje podrás utilizar una sola hoja de sprite, así mismo con cada objeto u enemigo que crees que tenga animación de movimiento, te recomiendo crear una única hoja utilizado Pixelorama o cualquier otro programa de PixelArt y luego exportar todos los movimientos en un solo archivo .png . Saludos
For anyone around the 39 minute mark whose animations are now broken with the code update; I had the same problem, and the solution lies in this more recent video tutorial from the same creator as this one: ua-cam.com/video/WrMORzl3g1U/v-deo.html ("Animation Tree State Machine Setup w/ Conditions & BlendSpace2D - Godot 4 Resource Gatherer Tutorial" if you're wary of random links).
Follow this tutorial in regards to setting up the code and by the end of that tutorial you should have everything working, beyond the code update I only had to fiddle with the animationtree points a bit. I'll post my final code below for an example/point of reference. Happy learning.
extends CharacterBody2D
@export var move_speed : float = 100
@export var starting_direction : Vector2 = Vector2(0, 1)
@onready var animation_tree : AnimationTree = $AnimationTree
var input_direction : Vector2 = Vector2.ZERO
func _ready():
animation_tree.active = true
func _process(delta):
update_animation_parameters()
func _physics_process(_delta):
input_direction = Input.get_vector("left", "right", "up", "down").normalized()
if input_direction:
velocity = input_direction * move_speed
else:
velocity = Vector2.ZERO
move_and_slide()
func update_animation_parameters():
if(velocity == Vector2.ZERO):
animation_tree["parameters/conditions/idle"] = true
animation_tree["parameters/conditions/is_moving"] = false
else:
animation_tree["parameters/conditions/idle"] = false
animation_tree["parameters/conditions/is_moving"] = true
if(input_direction != Vector2.ZERO):
animation_tree["parameters/idle/blend_position"] = input_direction
animation_tree["parameters/walk/blend_position"] = input_direction
thank youuuu
would it be a good idea to follow this using the provided asset pack and then after the code is working replace it with my own assets? i am trying to make my own dungeon crawler but am having a hard time making assets that dont look completely terrible (im mostly a 3d artist so pixel art is very new and hard to me). i am thinking i can use this tutorial to hopefully get a working game with animations and all that and then when i make my own assets i can just swap em in there and use this code as a jumping off point.
in the first frame of idle right the character is misplaced by one pixel to the left on the spritesheet-graphic, so tile right and left look a bit different on this video.
I fixed this in my copy of the sprite-shheet-graphic-file
For some reason the Transition connect arrows disappear when I try to connect, they snap in as if they'll connect, then I let go and it disappears. The output log does say "Transition added" as if it was actually added, but there's visually nothing showing. It also isn't actually working when I play it. (I did add the Auto advance on the Start to idle, but it of course doesn't seem to actually be connecting there.
May be a weird glitch, unless I missed a setup step?
EDIT: Ah, found someone else in the comments who had the same issue, and just restarted and it fixed. I had given up yesterday, hoping it might be a glitch that fixed itself today after restarting my computer completely, but that hadn't worked. But after restarting *again* today, just restarting Gadot, it fixed itself. 🤷🏻♂
I had that same problem. Thanks for the update on your comment.
Some improvements to the cow movement, if you use randi_range(-1,1) a lot of the time you will walk but not move due to getting a ZERO Vector2, I wrote a function to covert randi_range(0,1) to return -1 if it's 0 and 1 if its 1. This means they never stand still. Set the time in another function based on state and then you can randomly choose to move in the pick state function using another if(randi_range(0,10) < 3 and IDLE or WALKING) else wait for next timer, so sometimes the cows can idle multiple times. I am new to Godot but I wonder if an AnimatedSprite2d is a better option if you don't have complex sprite animations that require transitions from different states like here.
Thank you! My first Godot project! Can you update this for the final Godot 4 release please? ^^
Thanks for the tutorial. How would you remove diagonal movement? So that its only Up/Down/Left/Right?
To eliminate diagonals, you could change the logic that reads the keyboard input. You would have to decide on the specifics of how you wanted it to work, but your goal would need to be ignoring more than one simultaneous direction key. For instance, if the user presses both the up and right input, you would ignore up and act on the right input. You could start simple by deciding that left and right override up and down. Once you get that to work, you could try to make it more sophisticated so that the first key you press takes precedence. For instance, if the user is holding up, and starts also pressing right, you could build logic to ignore the new right keypress and continue up. Or make it take the latest keypress as the direction to go - that's your decision.
If you're interested in making the character walk exactly one tile at a time, there's a code sample in the Godot's Github repo. I pulled that off with Pygame, but I would guess Godot has useful tools to make that possible - and easy.
I saw cows like yours sometimes play their walk-animation without movement.
That´s because the direction chooser sometimes outputs a zero-vector as direction, wich means no movement.
To fix this, i added a while loop there, that checks for the zero vector and so let's only actual directions pass through.
I also noticed, if a cow collides with a wall, but it´s walking-time is not over, it pusches against the wall until it´s state switches
So i now made their AI a bit smarter:
1. I made my them (and also chickens, wich are also in the graphics-set) always walk exact cell-sized steps (gridbased movement)
2. at choosing a new direction to start a walk-state and after each cell-sized walking-step i let them check for collisions to turn into a new free direction, if they collide.
So when start a walking-state they always choose random from all free (no obstacles) directions and when reaching an opstacle in their way while not finished the actual wank-state, they also choose a new direction the same way.