What is 5:06 "var d" for? It doesn't seem to be ever used in the code. EDIT: Also in 3:17 it should be "erase(t)" not "remove(t)" because remove method asks for intiger (not vairant). Great video non the less. Helped me a lot!
This is sofar the most comprehensive Godot tutorial youtube channel. please don't stop making videos anytime soon It really helps and I appreciate them.
@@aurorapaisley7453 instead of having targets array, you could have it iterate through get_tree().get_nodes_in_group("camera_targets"), then you don't have to handle adding and removal from the target array and don't need direct path to the camera object anywhere in the script.
This is a great tutorial. I appreciate the visual representation of the player box.♥ Thank you. It would be interesting to see you make it switch from 1 camera that's shared to a split screen depending on how far apart the players are.
Great video; thank you! Using a non-traditional node hierarchy, controlling the camera is something I have trouble grasping. This provides a new way to look at it.
I know that this is a long shot but it’s the only place I can go to for help. I’m trying to create this in Godot 4, in a 3D project that has a 2.5D perspective. Could someone be nice enough to guide me how to convert this code to fit my needs?
I have updated the recipe on the website to work with 4.x. kidscancode.org/godot_recipes/4.x/2d/multi_target_camera/index.html However, it's still 2D. You're going to have to do some extra work to make it function with a 3D camera.
I have a question about this line: "var d = max(r.size.x, r.size.y)" This line simply creates a variable "d" that stores the larger number, correct? But the variable "d" is not referenced again anywhere in the code. I tried commenting out this line and it appears to work fine. Is this leftover code from a previous implementation attempt or am I missing something?
Im using this for a project, but adding a target based on it's distance to the multitarget camera position. Trouble is, it snaps to position rather than smoothly transitioning. Its fine if I add the target when it's nearby, but the further away the more it jumps.
Good job, keep going, and good luck for your projects.....kids can code is the place for all who won to make somthing with godot engine, and with gamedev.....good job keep going and good luck....i love to see more videos like this and i know how much work is need for one video....but good job keep going and good luck!!!!
Can you please make a series on PyGame, I have completed all your PyGame Games and can't move on to Godot as my pc's graphics card doesn't support OpenGL, so can you please make a new series on PyGame... I will highly appreciate that if you do...
All of my existing Pygame content is still valid, so I think it gives a good overview of how it works. I don't really do much with Pygame anymore, it's not particularly modern and hasn't been updated in a long time.
Me: *Clicks video to learn more about fancy Godot camera stuff*
Also Me: "This man has playable poptarts for characters! Amazing!!"
I thought they were ketchup and mustard packets (still dope).
What is 5:06 "var d" for? It doesn't seem to be ever used in the code.
EDIT: Also in 3:17 it should be "erase(t)" not "remove(t)" because remove method asks for intiger (not vairant). Great video non the less. Helped me a lot!
This is sofar the most comprehensive Godot tutorial youtube channel. please don't stop making videos anytime soon
It really helps and I appreciate them.
4 years later and still WOW
possible upgrade could be using group instead of array to hold the camera targets
What do you mean exactly
@@aurorapaisley7453 instead of having targets array, you could have it iterate through get_tree().get_nodes_in_group("camera_targets"), then you don't have to handle adding and removal from the target array and don't need direct path to the camera object anywhere in the script.
I look forward to the continuation of your lessons. I wish you and your loved ones health and happiness.
This recipe is so succinct and kicks so much ass, I hardly know where to begin! I am beside myself with joy.
This channel has read my mind so many times. THANK you for this!
This is a great tutorial. I appreciate the visual representation of the player box.♥ Thank you.
It would be interesting to see you make it switch from 1 camera that's shared to a split screen depending on how far apart the players are.
Great video; thank you! Using a non-traditional node hierarchy, controlling the camera is something I have trouble grasping. This provides a new way to look at it.
nice tutorial man, thank you. happy to see you again ^^
Oh, you are back after month.
My cam zooms in when targets get away from each other instead of zooming out. I can't figure out why
Wow this will be very useful to me at some point, you are great, your content is so amazing
Ahhhh, them blue keyboard switches! :3
Awesome tutorial!! Love your content man!
I loved the training videos. Please continue with Godot 3d lessons.
That looks sooo satisfying!
keep them coming! thanks for the video
Awesome work.
I know that this is a long shot but it’s the only place I can go to for help. I’m trying to create this in Godot 4, in a 3D project that has a 2.5D perspective. Could someone be nice enough to guide me how to convert this code to fit my needs?
I have updated the recipe on the website to work with 4.x. kidscancode.org/godot_recipes/4.x/2d/multi_target_camera/index.html
However, it's still 2D. You're going to have to do some extra work to make it function with a 3D camera.
@@Kidscancode Thanks! Now I at least have something to stand on!
@@Kidscancodeyou are my lifesaver! thx
senpai is back!
It doesn't work... the camera seems not to zoom out.
Awesome. Thanks for this recipe!
Amazing way to achieve this. Thanks for the trick!
You are a legend! Thank you so much!
I have a question about this line: "var d = max(r.size.x, r.size.y)"
This line simply creates a variable "d" that stores the larger number, correct? But the variable "d" is not referenced again anywhere in the code.
I tried commenting out this line and it appears to work fine. Is this leftover code from a previous implementation attempt or am I missing something?
Indeed. Left over from a previous edit. :)
Thank you. This was the only question I had too. =D
Im using this for a project, but adding a target based on it's distance to the multitarget camera position. Trouble is, it snaps to position rather than smoothly transitioning. Its fine if I add the target when it's nearby, but the further away the more it jumps.
yooo thanks! This works amazingly!
Now that u mentioned multiplayer
Could you make an online multi-player tutorial.
Thanks for this tutorial btw
I'm sure you get 100's of tutorial requests, but if you could make a tutorial on in-app purchases It would help so much.
Simple, but very effective. Nice.
Good job, keep going, and good luck for your projects.....kids can code is the place for all who won to make somthing with godot engine, and with gamedev.....good job keep going and good luck....i love to see more videos like this and i know how much work is need for one video....but good job keep going and good luck!!!!
3D version of this?
More recipes pls :) we need more people like you 😉
What would you like to see?
2d artificial intelligence, for example 😊
how much is the width and height you are usin I am devolping this kind of game 2 players
This is using the default 1024x600 window size.
Uh how to set the limits of the camera?
They can be set in the Inspector or via the properties in code. See docs.godotengine.org/en/latest/classes/class_camera2d.html
@@Kidscancode thank you I will take actions as fast as I can to fix it
@@Kidscancode Zoom does not respect limits on small maps.
Great!
i don t know why, but for me, it does not work !
Can you please make a series on PyGame, I have completed all your PyGame Games and can't move on to Godot as my pc's graphics card doesn't support OpenGL, so can you please make a new series on PyGame... I will highly appreciate that if you do...
All of my existing Pygame content is still valid, so I think it gives a good overview of how it works. I don't really do much with Pygame anymore, it's not particularly modern and hasn't been updated in a long time.
Nice
Very nicee
Nice ;)
Our code
blues = CatJam
See you guys in 5 months again.