Yooo that was amazing! for the waves tho you may try using like custom nodes with class_name to make one like EnemyWave then you can have 3 of them and use export variables to make them have like different cooldown, score range, enemies to spawn etc Hope this helps!
That's a good idea!! If I'm understanding right, it sounds like that would help keep things a little cleaner while still being able to expand on them easily. Thanks man, I really appreciate the feedback!! 🙏
Hey, just stumbled upon your videos and I have to say I really like how your going about this! As a CS major, really eager to see what you learn and come up with not being familiar with programming and code.
@@GreenLightDev Sure. Only thing so far as others have mentioned is you should probably implement some sort of OOP (Object-Oriented) system for your enemies and possibly other things in your project. There are some great videos to teach you that kind of stuff but the basic concept is for instance with your enemies, instead of having a bunch of different enemies you just have a single enemy (the parent class) and then a bunch of different types of enemies that branch off of that enemy and get more specific. I'm not too familiar with godot so I don't know what kind of stuff they have to do this with but I'm sure there are plenty of tutorials out there.
@@gamingwithjj6151 Thank you! That definitely sounds like the way to go, and something that I need to keep in mind and practice with. I can tell that that would be much more manageable to do it that way as the project expands with more enemies, etc. I appreciate the tip!
I'll have to look into this more. Currently it feels like the my project file is no where near as organized as it should be, so it sounds like this would help haha thank you!
Hello, I would not differentiate between red and orange enemies. As it almost the same enemy, I would just add a "strength" or "level" attribute to cross enemies, and adapt their color/speed/bounty according to the level they were spawned with. ;)
I actually thought about that too! I eventually just ended up making another sprite, but it did feel like it was a little redundant. I'll keep this in mind for next time. Thank you!
Nice job with reverb/delay on the intro 👌 I hear that telephone effect too haha these are good
Thanks man!! I had a feeling you were going to mention that 😂
Yooo that was amazing!
for the waves tho
you may try using like custom nodes with class_name to make one like EnemyWave
then you can have 3 of them
and use export variables to make them have like different cooldown, score range, enemies to spawn etc
Hope this helps!
That's a good idea!! If I'm understanding right, it sounds like that would help keep things a little cleaner while still being able to expand on them easily. Thanks man, I really appreciate the feedback!! 🙏
@@GreenLightDev No problem!
Hey, just stumbled upon your videos and I have to say I really like how your going about this! As a CS major, really eager to see what you learn and come up with not being familiar with programming and code.
That's awesome! If you see me coding anything that I should be doing differently, feel free to let me know!
@@GreenLightDev Sure. Only thing so far as others have mentioned is you should probably implement some sort of OOP (Object-Oriented) system for your enemies and possibly other things in your project. There are some great videos to teach you that kind of stuff but the basic concept is for instance with your enemies, instead of having a bunch of different enemies you just have a single enemy (the parent class) and then a bunch of different types of enemies that branch off of that enemy and get more specific. I'm not too familiar with godot so I don't know what kind of stuff they have to do this with but I'm sure there are plenty of tutorials out there.
@@gamingwithjj6151 Thank you! That definitely sounds like the way to go, and something that I need to keep in mind and practice with. I can tell that that would be much more manageable to do it that way as the project expands with more enemies, etc. I appreciate the tip!
you can make resource class to keep your data like "blue enemy" , waves etc
I'll have to look into this more. Currently it feels like the my project file is no where near as organized as it should be, so it sounds like this would help haha thank you!
Hello, I would not differentiate between red and orange enemies. As it almost the same enemy, I would just add a "strength" or "level" attribute to cross enemies, and adapt their color/speed/bounty according to the level they were spawned with. ;)
I actually thought about that too! I eventually just ended up making another sprite, but it did feel like it was a little redundant. I'll keep this in mind for next time. Thank you!