КОМЕНТАРІ •

  • @kuangmengg
    @kuangmengg 7 місяців тому +6

    I love how thie video begins by explaining what are we going to expect follows by some of the basic mechanics instead of many tutorials straight jump into the editor and coding to leave the viewers wonder if those tutorials are what they need. As a complete godot beginning, it definitely give me a good guide

  • @Psydefex
    @Psydefex 5 місяців тому +7

    cant express enough how grateful i am for you taking the time to make these tutorials brother. i have 0 programming knowledge and was able to get enough from these to mess around and make some cool shit.

  • @OHMSdev
    @OHMSdev Рік тому +14

    took me about 2 weeks to finish this course in my free time. Im grateful for the work you've put into this. I hope to see more done on your channel with godot4!

  • @daniel5694
    @daniel5694 Рік тому +6

    these tutorials are amazing! I just started working with my first game engine and started with these tutorial series, I'm learning so much, thank you so much for all the work you do.

  • @pascalcasier959
    @pascalcasier959 Рік тому +2

    Thank you so much for continuing this tutorials

  • @CosimoDavideViggiano
    @CosimoDavideViggiano Рік тому +2

    What I love about your tutorials is the fact that you show how to resolve my same issues (chain attack, multiple sprite sheet for animations, sprite offset, state machine etc). I really appreciate it.
    Other tutorials are somehow done ad hoc with their assets, your is most realistic ever. Thank you.

  • @raoinshishiza152
    @raoinshishiza152 Рік тому +3

    oooh, lucky me, i just finished your other tutorials and was looking for a attack and enemy setup

  • @WeirdGoat
    @WeirdGoat Рік тому +4

    Great work! Really recommend you to make a HitBox & HurtBox scene, so that you could use them in almost everyone of your game with just a little modification

  • @NicholasKJ
    @NicholasKJ 10 місяців тому +5

    This course is incredible! So well structured and clearly explained. For damaging the enemy, instead of creating the Damageable class and looping through all of the body's children to find if the body has that class, I like to use `body.has_method("take_damage")` and implement a method take_damage(damage : float) in any character I want to be 'damageable'. Much more performant than looping through the children of every body you collide with. Thanks for the course! :)

  • @acidjuice
    @acidjuice Рік тому +3

    These videos are honestly so helpful for learning about godot!!!

  • @Jestertdye
    @Jestertdye Рік тому +2

    These tutorials are so great! All other ones that I try and watch are in a previous version of Godot. You’re awesome!!!

    • @corecore1572
      @corecore1572 Рік тому +4

      Exactly! The software is updating so fast that previous tutorials are almost useless now. They follow the same principles, but to a beginner it's quite confusing.

  • @khzzzzzzzz
    @khzzzzzzzz Рік тому +8

    Please keep uploading this longs videos! I'll watch in detail!

  • @HansChristian-bj2pt
    @HansChristian-bj2pt 8 місяців тому

    Awsome tutorial, an option for the change of combo attack animations is to use the animator. This can be good if your attack animations have a recovery animation included that you ither want to skip or make it so you cant combo when the recovery starts.
    Ofc some change to the code is also needed if you go this route, if anyone wants to try it you have to split the functionality in the animation_finished function and create another function, mine was named Combo and also a bool that is Exported so the Animator can set the bool, this is used instead of a timer so you can get rid of that one.
    Then the Animation Finised function only handles the Next_State if the animation have finished and only returns to the return state.
    The Combo function is activated when you press the attack button while the canCombo bool is true (that gets set in the animation keyframes) and it checks for what node is currently active.
    As an example it attack_1 is active the attack function would call playback.Start(attack_2).

  • @horohoro1836
    @horohoro1836 Рік тому

    Thanks for the tutorial :DD

  • @atif-sz9qp
    @atif-sz9qp 6 місяців тому +4

    Thank you for your tutorial I do love it, but I facing a problem where copy of my snail do not apply the knockback effect (the knockback effect only apply to the first snail). Can you help me

  • @guiltfn844
    @guiltfn844 Рік тому +1

    LETS GOOOOOOO CHRIS

  • @hbora8339
    @hbora8339 Рік тому +1

    Hey mate, these tutorials are fantastic. I've been following you all the way and i've learned a ton, so massive thank you. The pace is difficult to keep up with though! I know you've got a lot to get through, but spare some thought for me in the next one xD

  • @dzmitrypadrig4037
    @dzmitrypadrig4037 Рік тому

    You really know how to make this approachable. Good job!

  • @strathallanguy
    @strathallanguy Рік тому

    I enjoyed the speedy snail bug 😁

  • @MH-lr6ue
    @MH-lr6ue 3 місяці тому

    This is exactly what i needed lol. Tgank you

  • @JinDaifer
    @JinDaifer Рік тому

    I just watched 13 minutes of video and you help me a lot.

  • @bjornarnols5905
    @bjornarnols5905 4 місяці тому

    I cannot thank you enough! The whole flipping hitboxes thing was driving me mad.

  • @davidank07
    @davidank07 Рік тому +17

    FYI if you ever have to change the name of a variable, if you highlight it and hit ctrl R (cmd R on Mac I guess) it'll give you a prompt to set the new variable name and replace all so you don't have to go searching for it.

    • @gamma3501
      @gamma3501 11 місяців тому

      thx I thought it wasn't cause they forgot to add it on right-click menu

  • @skeletalhero
    @skeletalhero Рік тому

    these are crazy good. im working on a 3d game but so far these tutorials has been making a ton of stuff click for me.

  • @richardsymes8473
    @richardsymes8473 11 місяців тому +3

    with reference to the flipping of the sword collision shape, a much simpler solution is to add this code to the update_facing_direction function func update_facing_direction():
    if direction.x > 0:
    sprite.flip_h = false
    if sign( collision_shape_2d.position.x) == -1:
    collision_shape_2d.position.x *= -1
    elif direction.x < 0:
    sprite.flip_h = true
    if sign( collision_shape_2d.position.x) == 1:
    collision_shape_2d.position.x *= -1

    • @Ceseleone
      @Ceseleone 9 місяців тому

      hmm why not just change X position in the same code when you flip the player sprite?

  • @ajcar110ify
    @ajcar110ify Рік тому +1

    Great idea with how you handle translating the position of the hitboxes. i had been using one for each side and activating or deactivating them depending on the direction the character was facing. this is much better.

    • @WalkerRileyMC
      @WalkerRileyMC Рік тому +1

      The method I used was to add an @onready variable to the sword collision shape right in the player script, then under the existing update_facing_direction method I manually repositioned the collider using collision.position = Vector2 (x,y) for right and (-x,y) for left, with y not changing its value. I'm sure that'll bite me eventually, but it seems to work fine and doesn't require additional scripts and signals. I guess if I ever wanted to adjust the collider i'd have to manually update it....hrm..

  • @LOGOASSASSIN
    @LOGOASSASSIN Рік тому

    Congratulations on 100k !

  • @AxZelAnimations30
    @AxZelAnimations30 8 місяців тому

    This is similarly what I used to do in Unity. Except some of the scripts that needed Timer are basically done in the AnimationPlayer itself. I guess Timer is alot more useful when you're in a game where Damage Per Seconds are important.
    But I have not seen anyone do a Root Motion in 2D. I know it can be done without actually using Root Motion feature, just the AnimationPlayer and a Node as the Root Motion, but I'm still planning on how it should be done.

  • @lenonkitchens7727
    @lenonkitchens7727 4 місяці тому

    If you go through the trouble to set up a state machine, each state should handle playing it's own animation in it's on_enter() function. That way you only have to set up the next state, and never have to remember to call travel() to change the animation as well.

  • @tenorsrfun
    @tenorsrfun 7 місяців тому +1

    Great tutorials, been following along to learn Godot. Is there a reusable way to do the animations? It seems tedious to have to add the texture, hframe, and frame every time on the animation player per animation. Is there way save that shape and reuse it for additional animations? Essentially for each animation to extend some class I create that has those 3 properties?

  • @noiJadisCailleach
    @noiJadisCailleach Рік тому +6

    55:20 Except, we don't get the death animation. The snail turns immortal instead.
    Update: If you have the same problem, it was a node naming and calling discrepancy. I straightened that out and it worked.
    I had 2 other typo related problems that gave me errors after this timestamp. Fixing all of those got me to the end of the vid, following along.
    I followed along with Godot ver. 4.0.2. Best of luck to everyone else!

    • @lew-tn8yd
      @lew-tn8yd Рік тому +1

      Hi Noi :) I´m having this same issue, which node is causing you problems?

    • @vasiliykorn4485
      @vasiliykorn4485 8 місяців тому

      I have had the same issue.
      First of all don't forget to assign right Nodes in right places and yeah ... be careful with variables naming. I did mistake in signal name (made it like function for another node) it's caused a lot of problems)
      Get luck!)

  • @toxicbird.official
    @toxicbird.official Рік тому

    Hello i have an unrelated question, by what app i can record my voice to use in unity project which is playable on mobile devices after build?

  • @kyrxsi
    @kyrxsi 4 місяці тому +1

    @ChrisTutorialsYT , why i have knockback problem with some enemies, only one can be knockbacked up?

  • @otterxfun6144
    @otterxfun6144 Рік тому

    Thank you! Please, make more Tutorials for Godot 4! You are the best!!! 😇

  • @johnjacklynch
    @johnjacklynch 6 місяців тому +3

    I've been trying to implement aerial attacks using this logic but whenever I attack in the air, it locks me in the attack state. How do I fix this?

  • @Ceseleone
    @Ceseleone 9 місяців тому +1

    how can I add the attack while jumping? only attacking on the ground cancels the option of any flying enemies

  • @malcolmcolindixon
    @malcolmcolindixon 8 місяців тому +14

    Don't get me wrong I've learned lots from this video and the previous one BUT I really feel liked you messed up use of the state machine, like playing animations for the next state when these obviously should have been in the on_enter for the next state. Jump logic in the Ground state where there should be a Jump state IMO. Just like you did the state_input and state_process I added an on_animation_finished too, which was useful in the Attack state and Dead state which helped to simplify the code. Adding a previous state parameter to the on_enter method was really useful too for the Attack, InAir and Hit states.

    • @PopMusicKiller
      @PopMusicKiller 3 місяці тому +1

      I agree. This stopped making sense when I found myself switching between scripts every few seconds to troubleshoot implementing a climb state.

  • @NotTheGod1
    @NotTheGod1 Рік тому

    Thanks 😊. Make one on how to export also plz when u finish the tutorial

  • @HQ_Default
    @HQ_Default 8 місяців тому

    Since the "damageable" node is only there to provide confirmation of a "hit" function, is there any reason to specifically use a node instead of creating a generalized parent enemy script that the snail would inherit?

  • @Ceseleone
    @Ceseleone 9 місяців тому

    I have attack1 and attack2 animations with 4 frames too, timer in 0'3s. But it's impossible to chain the double attack for me. It's something related with my attack button speed press?

  • @Crisisdarkness
    @Crisisdarkness Рік тому

    Wow I didn't know your channel, this looks great, I would like you to continue adding more features to this genre, recreate the essentials that exist in this genre, more variety of enemies, do damage from a distance, be able to dodge, add a boss, how to define a little map. Thank you for your wonderful content, I have subscribed

  • @Nidaro
    @Nidaro Рік тому

    exelente..!

  • @DSB2005
    @DSB2005 Рік тому

    Great

  • @jonathanbernardi4306
    @jonathanbernardi4306 Рік тому +1

    Amazing journey this series, lot of knowledge and the logic behind the commands, this been priceless. For the sprites not having the same position, I fixed mine by adding a keyframe to position and adjusting each animation accordingly, not sure if that´s a correct way, however been working good so far.

  • @ReversedShadows
    @ReversedShadows 7 місяців тому

    So when my enemy damage numbers pop-up, they aren't originating from the snail's y-coordinate location. Instead they're appearing well above it, like barely in the top of the screen. It does appear above the snail regardless of its x-coordinate (as it moves to the left). I would assume the issue would likely be within the health_changed_manager here:
    func on_signal_health_changed(node : Node, amount_changed : int):
    var label_instance : Label = health_changed_label.instantiate()
    node.add_child(label_instance)
    label_instance.text = str(amount_changed)
    Since that's calling back to the "Snail", right? But I can't see any reason why it isn't functioning the same way since there isn't any y values in that script nor any available/changed in the inspector.

  • @dilkyliyanage2956
    @dilkyliyanage2956 9 місяців тому +1

    In Hit Knockback on Sword Hit, the snail doesn't return back to walking. Please help 🙏

  • @RafaMartinelli
    @RafaMartinelli 7 місяців тому +3

    Brilliant, I followed all the tutorials and after troubleshooting a couple hiccups I was able to complete it. I only had 1 small issue with enemy knockback: the original enemy gets standard knockback but the duplicates get a very tiny knockback. Any ideas on what might be causing this issue? 🤔

    • @carkelvisar4821
      @carkelvisar4821 3 місяці тому +1

      I also have this problem, and don't know how to fix it :(
      EDIT: Never mind , somebody in the comments said to detach and re-attach the script with right click on the duplicate snails and it worked :)

    • @RafaMartinelli
      @RafaMartinelli 3 місяці тому

      @@carkelvisar4821 thanks for the heads up I'll have to go back and try it out!

  • @HamsterAccent
    @HamsterAccent 11 місяців тому +2

    01:16:24 Has anyone else had luck being able to implement character damage like he suggested? I added a damageable to the player, added the hit and dead states to the player's state machine, added the death animation, and added a hitbox to the snails (using code that's basically copied from the sword while adding a bit that only hits the player), but I haven't gotten it to work yet. I feel like I should just be able to copy the nodes and add all the necessary things, but that doesn't appear to be the case. Anyone able to help?
    Please and thank you!
    EDIT: Nevermind, I realized that I hadn't connected the hitbox to the body entered signal. It works now!

  • @articrus9418
    @articrus9418 8 місяців тому

    Have I been the only struggling with 1:00:27 ? I put the check_if_can_move method in but it doesn’t seem to work in stopping the snail when it gets hurt. Nor does it seem to ever register as false when it gets hit, despite the hit state saying it should
    Edit: Nevermind lol. Just had to re-position one line and it worked perfectly

  • @alexandern9353
    @alexandern9353 7 місяців тому +1

    I'd expect all the state machine stuff to actually help write correct animation transition code. But in the end it's just a mess of configuration properties, inherited properties, string properties, "playback" of arbitrary strings, etc. No actual constraints. And why is there an on_enter() defined at all? "State machine" more like rube goldberg machine.

  • @ittipornpoosri9200
    @ittipornpoosri9200 Рік тому

    hey guys i have trouble in case with knockback i already did the same ( code ) like video and why enemy it actully knockback left/right why enemy it only knockback left ?
    can some one pls help

  • @wash99
    @wash99 Рік тому

    OKAY QE NEED MORE

  • @jorissommerhalder6030
    @jorissommerhalder6030 Рік тому

    i dont know what happend i can obsolutly not get the double attack to work but your tuto is insanly good love your work

  • @coolguy230
    @coolguy230 4 місяці тому

    hey i got a problem with that he had in the video in 01:09:08 - Flipping Sword Hitbox Position Left / Right he fixed it by conecting the area to the player but for me it doesnt work it still says can connec on a null value

  • @raoinshishiza152
    @raoinshishiza152 Рік тому +6

    what happened to the hitstate code at 50:55? it went from exporting a var to connect the state machine to not having one?

    • @noiJadisCailleach
      @noiJadisCailleach Рік тому +1

      At this part of the vid, this is actually the third time this has happened.
      Don't bother waiting for replies.
      I feel that he's actually posting these vids mostly for himself, so he could review it later when he's forgot something. And we, the audience, are just bystanders who happen to see his shit.

    • @SosumiInc
      @SosumiInc Рік тому

      @@noiJadisCailleach This isn't his fault. You messed up.

    • @noiJadisCailleach
      @noiJadisCailleach Рік тому

      @@SosumiInc You talking about? LMAO. I'm thinking you weren't even trying to read context here. Get your shit together.

  • @dhaneshvaghasiya8947
    @dhaneshvaghasiya8947 Місяць тому

    at 24:34 i have the same setup for hitbox but for enemy i have used area2d and it's working it just don't detect th collision with the sword

  • @AzoTheRed
    @AzoTheRed Рік тому +3

    These videos have been awesome, but I have one thing to mention. I have decided to put the animation call into the on_enter() function. To me, it feels like it makes more sense that way. I don't know if that is going to cause me issues in the future, but we will see.

  • @itsthefortniteguy
    @itsthefortniteguy 11 місяців тому +1

    I have a problem, the snail doesnt play the walk or dead animation, i already checked if the code was the same as the video
    Edit: It also continues moving after being hit
    Edit 2: It has no knockback

  • @PebroGon
    @PebroGon Місяць тому

    Hey, I applied the "damage indicator" from this tutorial on the enemy in my game, but when it gets hit , the damage gets indicated in one spot on the tile of my game, not on the enemy itself. How to fix it please?

  • @LOGOASSASSIN
    @LOGOASSASSIN Рік тому

    Awesome:) Can you show how to do a wipe within a shape? IE you see a rainbow full frame, it wipes from bottom left to bottom right on a central axsis point, ie at a right angle to the stripes? Either to reveal it or visa versa.

    • @ChrisTutorialsYT
      @ChrisTutorialsYT Рік тому +1

      May be busy in the next week here but I added it to my video idea list.

    • @LOGOASSASSIN
      @LOGOASSASSIN Рік тому

      @@ChrisTutorialsYT THANKS for replying:)

  • @houmengzambrano386
    @houmengzambrano386 9 днів тому

    Hi, how would you handle that player taking damage in different states ?

  • @QuestKnightTV
    @QuestKnightTV 3 місяці тому

    Can we get a follow-up tutorial on how to improve the enemy? Change direction instead of falling off platforms and attack player?

  • @buttertaco8819
    @buttertaco8819 Рік тому +2

    Can you show how to do a doge roll in the next video? I'm trying to figure it out but i keep running into issues

  • @khile5568
    @khile5568 6 місяців тому +1

    at 23:40, it seems that the two shapes are not colliding. any suggestiosn?

    • @markuseaves4074
      @markuseaves4074 5 місяців тому

      im stuck at the same spot. i even tried changing the ordering but i probably messed that up too lol

  • @zillionxil9095
    @zillionxil9095 19 днів тому

    Do you have any tips on how to go about making multiple types of enemies "Damageable"? Say if you had a mega snail and a poison snail, would you just give them the same "Damageable" Node2D?

  • @devon674
    @devon674 8 місяців тому +2

    it may just be that I'm going insane, a very real possibility, but I think at around the nine minute mark you're repeating the exact same steps you just outlined at the eight minute mark??

    • @HansOilaf
      @HansOilaf 8 місяців тому

      yes don't worry you are going insane. do your duplicate snails have knockback?

  • @zero102321
    @zero102321 8 місяців тому

    when I knock back enemy freez and not move anymore. Can someone help me to solve this. Thank

  • @BOLZAKMARTYN
    @BOLZAKMARTYN Рік тому

    waiting new tutorial )

  • @omegilla7864
    @omegilla7864 4 місяці тому

    Where an what is the playback var? i dont see it anywhere.

  • @lew-tn8yd
    @lew-tn8yd Рік тому

    Amazing tutorials! But I´m having one issue, when I write the code for the Attack State Logic (00:10:23 - Attack State Logic), the variables don´t show in the inspector. Anyone knows how to solve it? I´ve tried everything I saw on the internet.

    • @lew-tn8yd
      @lew-tn8yd Рік тому

      Solved

    • @TheRealKaiProton
      @TheRealKaiProton Рік тому

      @@lew-tn8yd Mines been doing that, how did you solve it, for mine, sometimes saving the scripts allow it to update in the inspector

  • @neilwalker4277
    @neilwalker4277 Рік тому

    Superb series. Couple of things and one coding suggestion, maybe you've done them in later videos...
    You can drag nodes into editor to create unready vars.
    Gdscript has ternary statement.
    Gdscript has an idle/frame skip function, to save on that timer waiting a frame.
    Using get_parent() is a bad thing generally, it adds tight coupling and stops you testing in isolation. Also, if nodes change position, code fails. For your Damagable maybe look at HeartBeast hit/hurt box video.
    One last thing on Damageable, you fix/set damage value in the node, would be better for hitter node to send damage amount or a damage scale factor, e.g. Sword, gun, etc

  • @coolguy230
    @coolguy230 4 місяці тому

    how to do the enemy without animation tree but just animation player

  • @SosumiInc
    @SosumiInc Рік тому

    1:01:00 I had to remove the type on "var direction" in order to make it not complain about "Invalid operands Vector2 and bool for 'and' operator". Godot 4.0.2 in Linux
    For some reason, it didn't want to check whether or not 'direction' was nonzero. I'm sure I did something wrong, as on_enter() isn't working in any class, either.
    Another (waaaaay simpler, IMO) way of handling the sword collision flipping left/right is to modify the player's "update_facing_direction()" script to have "$Sword.scale = Vector2(-1,1)" when facing left, and Vector2(1,1) when facing right (naturally, make an @onready for $Sword and change accordingly).

    • @noiJadisCailleach
      @noiJadisCailleach Рік тому +1

      Nah, you messed up. Now you're trying to get smart when it's clearly a skill issue. And it's all his fault as well, of course.

    • @SosumiInc
      @SosumiInc Рік тому

      ​@@noiJadisCailleach I had the aforementioned behavior confirmed as being divergent between 4.0.1 and 4.0.2 by devs on IRC. Not sure why you're so hostile.

    • @Ceseleone
      @Ceseleone 9 місяців тому

      I made this but only changing position.x for the collision shape of the sword

    • @coolguy230
      @coolguy230 3 місяці тому

      can you explain it more thanks

  • @HamRL1
    @HamRL1 Рік тому

    Thanks a lot for these videos, they helped for me to take the leap and learn godot! Quick question, how would you "clone" the snail enemy into lets say a slime enemy, to use all the node structure we already created but modify the name, sprite, etc?

  • @jseebohm2
    @jseebohm2 8 місяців тому

    How complicated would it be to make a 2d platformer thats turnbased?

  • @seancudit2020
    @seancudit2020 4 місяці тому

    why do you use Sprite2D and not AnimatedSprite2D ive gotten most of the way done with my character but up until now I thought you had to use AnimatedSprite2D or does it not matter?

  • @itsaboy213
    @itsaboy213 Рік тому +2

    1:14:30 I have an issue where when I duplicate enemies the attack animations I used for them only run on the original enemy. Everything else is fine, IE all other animations work fine, hit animations, walking etc. They are programmed to detect and follow the player and one thing I notice is that the original and duplicate are chasing the player and the duplicate gets inside attack range the original will then play the attack animation even if outside the range itself. Any ideas what to do here?

    • @HansOilaf
      @HansOilaf 8 місяців тому

      did you fix this maybe? i have the problem, that only the original snail has the knockback, the duplicates don't :(

    • @itsaboy213
      @itsaboy213 8 місяців тому

      @HansOilaf yea if I remember correctly the issue was copy/pasting the enemies instead of extending each one from basically a template into individual enemy instances.

    • @HansOilaf
      @HansOilaf 8 місяців тому

      @@itsaboy213 hm weird as it works for him in the video

  • @TheRealKaiProton
    @TheRealKaiProton Рік тому

    Monitoring on and off is interesting, Ive often used the collision shape being disabled and enabled, do you know if there is a difference in monitoring to disabling ?

  • @raoinshishiza152
    @raoinshishiza152 Рік тому +1

    anybody else stuck at about an 1:00:50? I get an error with check_if_can_move (its in base null instance on null instance) for the snail. I think its because the snail and character state cant talk to each other but i dont know why.

    • @itsaboy213
      @itsaboy213 Рік тому

      i got a similar error and if I go into the character state machine script the function was named check_can_move()

    • @noiJadisCailleach
      @noiJadisCailleach Рік тому

      Before that, how did you guys get past 55:20?
      My snail just never dies since i removed queue_free()

    • @SosumiInc
      @SosumiInc Рік тому

      @@noiJadisCailleach You forgot to add the stuff he told you to add right before he deleted queue_free()

    • @noiJadisCailleach
      @noiJadisCailleach Рік тому

      @@SosumiInc I figured it out.
      There was a discrepancy between my node names.
      The default value for dead_animation_node was "dead"
      While the animation node's name was "death"

    • @noiJadisCailleach
      @noiJadisCailleach Рік тому

      Try checking for typos. : for = or func names or something else between the scripts.
      It's fixed most of my issues from following along.

  • @seanmcintyre9136
    @seanmcintyre9136 8 місяців тому

    Following this to a T and the label is not working at all. I tried using breakpoints on it to see what was going wrong but this didn't even trigger. Can't for the life of me figure out what is going wrong =|

  • @user-it6uv6hu5w
    @user-it6uv6hu5w 2 місяці тому

    Anyone know how to give the player damage when colliding with an enemy?

    • @suns4nd95
      @suns4nd95 Місяць тому

      I'm new so idk if this will help but you probably need to make a function to do it

  • @kyrxsi
    @kyrxsi 4 місяці тому

    1:04:57 what if breakpoint doesn't occurs?

    • @kyrxsi
      @kyrxsi 4 місяці тому

      it start when i start game

    • @kyrxsi
      @kyrxsi 4 місяці тому

      i fix everything

  • @simonhulme7045
    @simonhulme7045 Рік тому

    Anybody else getting stuck on the attack state after a double attack? My return state is set to ground state and I'm setting the next_state to return_state after playing the attack 2 animation.

    • @frostlight1222
      @frostlight1222 Рік тому +1

      I had a similar issue. Double check your animation names and state names for any caps/typos. worst case is comment everything out and retype it word for word. It sucks but this worked for me.

    • @eugeneseguiban9863
      @eugeneseguiban9863 Рік тому

      @@frostlight1222 same

    • @eugeneseguiban9863
      @eugeneseguiban9863 Рік тому +2

      @@frostlight1222 ow nevermind i solved it my bad i use double equal

    • @AswinBeHera
      @AswinBeHera 9 місяців тому

      Whoa. I had the same exact error. @@eugeneseguiban9863

    • @satyrsauce3593
      @satyrsauce3593 5 місяців тому

      @@eugeneseguiban9863 Thank you for this, I was having the same problem.

  • @Grizz-909
    @Grizz-909 2 місяці тому

    35:47

  • @bryansalguero9441
    @bryansalguero9441 Рік тому

    To make character movement i need many drawings of same Sprite ?

  • @PunCala
    @PunCala 8 місяців тому +1

    Just wtf. I got all the way to the end of the tutorial, I even got the damage texts and knockback directions to work, but then when I copy pasted the snail, only the first snail takes knockback. :DDfafsafönanfslsafasfa Makes me want to cry.

    • @GENVOKE-gj4rv
      @GENVOKE-gj4rv 7 місяців тому +4

      Re-attaching the script on the duplicate snails fixed it for me. Right-click snail2 -> detach script -> attach.

    • @nicktoonz6861
      @nicktoonz6861 7 місяців тому

      You have no clue the time I've spent on this. TY so much

    • @sonatafx
      @sonatafx 7 місяців тому

      @@GENVOKE-gj4rv thank you so much dude

    • @rickypeters_
      @rickypeters_ 6 місяців тому

      this worked for me as well @GENVOKE-gj4rv . Yet when I decrease damage to "1" to allow for more than 2 hits, the knockback does not trigger a second time. Troubleshooting in the meantime and will report back....

    • @GENVOKE-gj4rv
      @GENVOKE-gj4rv 6 місяців тому

      Just tried it and there's no pushback limit. So at the very least following this video should get you that outcome. @@rickypeters_

  • @ulissescorreia1999
    @ulissescorreia1999 Рік тому

    please help. Error: Can't run project: no main scene defined in the project.

  • @r0maa375
    @r0maa375 6 місяців тому +1

    can someone help me pleaseeee. im follow tutorial but have some error from 1:14:00. I did what you say, but error keep exist...and i not understand. have someone this problem too?

    • @bigassmf1923
      @bigassmf1923 2 місяці тому

      For anyone else still following this tutorial and having an error here. The fix for me was that in my sword node inspector the monitoring was off so make sure to check that.

  • @craftyblaze
    @craftyblaze 6 місяців тому +1

    BRO TALK SLOWER

  • @andi.k3979
    @andi.k3979 6 місяців тому

    I used a much simple way to flip the collisionshape of the sword but im not quit sure this is the right way to do that(Iam a beginner):
    @onready var sword: Area3D = $Sword
    func _physics_process(delta):
    var direction = Input.get_axis("move_left", "move_right")
    if direction != 0 && state_machine.check_if_can_move():
    velocity.x = direction * SPEED
    character_flip(direction) #

  • @fattkidgames1755
    @fattkidgames1755 6 місяців тому

    Why do almost all indie developers have an idle animation where the character bobs up and down like its having sex with itself. Just make him blink or something. Or maybe, not do anything at all. Dang.