who says godot doesnt have a large community? There's one right here! I love all these great guys making great tutorials on a broad scale. All the decent tuts for bigger engines like Unity tend to reside in udemy courses or paid for tutorials
Great tutorial, I just adapted your method in 3D and it works well :3 been looking all over for a way to do this with shaders but seeing as this doesn't cause noticeable frame drops it'll do just fine. Thank you!
you could create just a node under player and add the ghost child there. As node does not have transform it will break the link of transformation from player to the ghost.
Fantastic tutorial! Also the explanation is so clear. Well done and Iooking forward to your next video. Do you have a tutorial on 2d lighting effect for Godot?
please teach how to do this with just a sprite and animation player. In the video yuo say using an animated sprite is more complex but im pulling my hair out trying top figure this out
Awesome, thanks for this tutorial. Out of curiosity, would using the frame_changed signal on the AnimatedSprite also work for this, instead of using a Timer?
Hello and thanks for watching. You know, I don't know, but thinking about it now, I don't see why it wouldn't work. However, if you want the trail to be there during a jump, a lot of jump animations don't change frames very often. Think about a player falling a distance, that fall might all be one frame, and in that situation the ghost wouldn't spawn, if that makes sense.
Is it possible to add similar effect to rigged character? Skeleton2d and body parts made as seperate meshes.Or even skeleton and normal sprites, without vertex weight and all that fancy stuff.
Good morning, afternoon and goodnight. This was a very easy to follow tutorial. Thank you. Unfortunately, since i am using a sprite instead of an animated sprite I had a problem in getting it to work. Do you perhaps a version for when one is using sprites. Thanks again.
what is the pixel dimension of that art, it looks very cute. Your channel is too good, I hope you keep doing more videos about godot, this engine is the future
Hey there, and thanks! The character is 16 by 32 for the base. The tile set is 16 by 16. Both can be found on itch.io rvros.itch.io/animated-pixel-hero jesse-m.itch.io/jungle-pack
REALLY nice tutorial, hard to find that good ones for Godot. I can't find any on your channel how you made whole character - movement, sprites and states. I know I can understand by looking in provided code, but explanation step by step is more valuable. I still couldn't understand slopes for move_and_slide() even amazing guy in reddit who explained most of it but couldn't explain what's going behind slope_stop_min_velocity
Hey there! Thanks for watching! I didn't make a tutorial on how to make the character, mainly because the feedback I got was to jump right to adding the effects. I can do a tutorial on how to make this, but it won't be for a while. Benjamin Anderson (@heartbeast) has a very good Godot platformer tutorial in the meantime.
Thanks to heartbeast I finally got into game dev and starting to get into more advanced stuff with Gamemaker and I followed his tutorials about godot, but it's just an intro into Godot, no state machine and sloped and stuff.
Each ghost is an additional draw call, right? Also, just personal taste, I'd add a small delay at the beginning or an offset so the ghost remains a little bit behind the main sprite giving it a sharp look.
Hey there. I believe it is an extra draw call for each, but if I'm not mistaken, I think the tween is slightly more optimized than you'd think as it's a built in function. I haven't tried to optimize any of my projects in Godot yet, so I have no experience optimizing. I agree that could make it look better. I debated adding some other possible tweens to it as well. For example, you could have the ghost change scale to be smaller or larger as it fades, or fall slightly.
Great tutorial! I'm enjoying your Godot tutorials. I wonder if this effect could be done with particles and if they wouldnt be more optimized? I guess you might have to make a new system per ghost image so it would basically be the same thing as you did and only using the particle system for the alpha animation... ohh well was worth playing out in my head I guess. hah!
While this tutorial does a good job explaining how to create ghost/after images I'm having the problem where it's creating really big ghosts of my player sprite.
I probably did. I forgot to check back on this. You can add a quick signal from the tween node to the main node of the shadow to queue_free when the tween is completed.
Great question! So I've thought about that quite a bit. I haven't tested this myself yet, but I would make a version of the script for each part, then call the method from the main object over a list of the body parts.
@@piratesephiroth I did that video and had available for some time (only in spanish with egnlish subs), but after some long time i removed it because i wasnt hapy with the quality.
Hey there. Because I wanted to duplicate the exact frame the player had been in, I found using particles to be cumbersome to switch the sprite it was using as a texture every time. My solution still only uses one draw call, but can take a bit more performance. I'm sure a more skilled developer than I can do it with particles better than I did, though.
Great video, congratulations for that. Could you teach us, using this same script and sprites, how can we implement atack commands, and dash for example by key commands? Sorry my language, I do not speak English.
This is exactly what Godot needs to thrive among big engines. Tutorials.
who says godot doesnt have a large community? There's one right here! I love all these great guys making great tutorials on a broad scale. All the decent tuts for bigger engines like Unity tend to reside in udemy courses or paid for tutorials
here in 2020 i'm finding a ton more of them. make sure to like and subscribe and share when you can!
Great tutorial, I just adapted your method in 3D and it works well :3 been looking all over for a way to do this with shaders but seeing as this doesn't cause noticeable frame drops it'll do just fine. Thank you!
I've watched so many tutorials on Godot, but the way you explain things in this video is perfect. Please keep making more videos! Just subscribed.
Thanks so much!
It's awesome to see you make Godot tutorials too. As usual - this is fantastic stuff.
I'd have liked this video even more if you'd shown the result in the first few seconds of it. Easy to follow, thanks!
thanks for the tutorial, I implemented it in my game, but I adjusted it and changed some things for what I needed.
"feel free to give me a like, otherwise have a good day"
so what if I want to give you like and have a good day?
You will just have to live with the guilt of being a good person I guess
You'll probably have to choose. Choose wisely 🤔
Ily bb
Amazing tutorial thank you very much
This is exactly what I need to Slot Machine Reel blur effect. Regards and Blessings from Argentina. I hope more tutorials.
thanks brother, this helps me a lot
That what i was looking 😀
Thanks 😊
Many thanks this was very useful. Would be awesome if you did more one off's for Godot like this :)
Glad to hear it, and I am working on that.
Just awesome!
Thank you for the tutorial!
Thanks so much!
How can i do it in godot 4.0
you could create just a node under player and add the ghost child there. As node does not have transform it will break the link of transformation from player to the ghost.
That's true. I think I didn't do that because it was outside of my usual dev pattern, but that's a good suggestion.
so what is the excact timenode code if we want to use animationPlayer instead of animated sprite
Great Tutorial, thanks.
I could very easily adapt it to c#.
Glad to hear it!
Fantastic tutorial! Also the explanation is so clear. Well done and Iooking forward to your next video. Do you have a tutorial on 2d lighting effect for Godot?
Dude awesome video. Thanks
anyone know how to do this when using an animation player?
hi, did you find the answer to your question?
@@drag_in_sky i used particle 2d instead to implement it
Good stuff
Thanks so much!
thank you ,i v e been searching for this >D
No problem!
Please need help. How do I change this code if I am using an animation player?
That was great! Thank you
Glad you enjoyed it!
please teach how to do this with just a sprite and animation player. In the video yuo say using an animated sprite is more complex but im pulling my hair out trying top figure this out
Awesome, thanks for this tutorial. Out of curiosity, would using the frame_changed signal on the AnimatedSprite also work for this, instead of using a Timer?
Hello and thanks for watching. You know, I don't know, but thinking about it now, I don't see why it wouldn't work. However, if you want the trail to be there during a jump, a lot of jump animations don't change frames very often. Think about a player falling a distance, that fall might all be one frame, and in that situation the ghost wouldn't spawn, if that makes sense.
This is awesome. Any chance you make a platformer series on Godot? Thank you so much for this video.
Thanks so much. At the moment I'm not planning on a video series on a Platformer, but I do have plans for platformer stuff in the future.
Is it possible to add similar effect to rigged character? Skeleton2d and body parts made as seperate meshes.Or even skeleton and normal sprites, without vertex weight and all that fancy stuff.
Good morning, afternoon and goodnight. This was a very easy to follow tutorial. Thank you. Unfortunately, since i am using a sprite instead of an animated sprite I had a problem in getting it to work. Do you perhaps a version for when one is using sprites. Thanks again.
Thank you kind sir. After a few experimentation I got it. I am hoping to see more of your Godot Tutorials.
i'm lovin it
Soy muy novato, no se como hacerlo en godot 4 ya que el tween no existe
it says that it could not preload something.
Github project is without the ghost effect :(
Is this doable in Godot 4 now that the tween node has been removed? I'm guessing it is
what is the pixel dimension of that art, it looks very cute. Your channel is too good, I hope you keep doing more videos about godot, this engine is the future
Hey there, and thanks! The character is 16 by 32 for the base. The tile set is 16 by 16. Both can be found on itch.io
rvros.itch.io/animated-pixel-hero
jesse-m.itch.io/jungle-pack
Thank you ^_^
can you not just use a particle system for that?
REALLY nice tutorial, hard to find that good ones for Godot. I can't find any on your channel how you made whole character - movement, sprites and states. I know I can understand by looking in provided code, but explanation step by step is more valuable. I still couldn't understand slopes for move_and_slide() even amazing guy in reddit who explained most of it but couldn't explain what's going behind slope_stop_min_velocity
Hey there! Thanks for watching! I didn't make a tutorial on how to make the character, mainly because the feedback I got was to jump right to adding the effects. I can do a tutorial on how to make this, but it won't be for a while. Benjamin Anderson (@heartbeast) has a very good Godot platformer tutorial in the meantime.
Thanks to heartbeast I finally got into game dev and starting to get into more advanced stuff with Gamemaker and I followed his tutorials about godot, but it's just an intro into Godot, no state machine and sloped and stuff.
Thanks :)
Each ghost is an additional draw call, right?
Also, just personal taste, I'd add a small delay at the beginning or an offset so the ghost remains a little bit behind the main sprite giving it a sharp look.
Hey there. I believe it is an extra draw call for each, but if I'm not mistaken, I think the tween is slightly more optimized than you'd think as it's a built in function. I haven't tried to optimize any of my projects in Godot yet, so I have no experience optimizing.
I agree that could make it look better. I debated adding some other possible tweens to it as well. For example, you could have the ghost change scale to be smaller or larger as it fades, or fall slightly.
I see, thanks.
Great tutorial! I'm enjoying your Godot tutorials. I wonder if this effect could be done with particles and if they wouldnt be more optimized? I guess you might have to make a new system per ghost image so it would basically be the same thing as you did and only using the particle system for the alpha animation... ohh well was worth playing out in my head I guess. hah!
Are there any steam games made with this character sprite? i've been using it to make my game in pygame
Very possible. It's a free to use sprite, and I'd be surprised if there wasn't multiple games on steam using it.
This is really cool thanks for this tutorial. Do you have any tutorials on how to creating state machines in Godot?
Hey there! I haven't made one in Godot, but GDQuest has one here: ua-cam.com/video/Ty4wZL7pDME/v-deo.html
what is this_echo?
That was my way of referring to each shadow.
While this tutorial does a good job explaining how to create ghost/after images I'm having the problem where it's creating really big ghosts of my player sprite.
Hey there. You might have an issue with the scale of the sprite?
Please do more Godot tutorials.
Hello, When the match 3 series is done, I'll put up a poll on Twitter, discord and Patreon to decide what to cover next.
Does the created ghost ever get destroyed or only made transparent?
I'd have to go back and look at the code on this one, but I thought I added a timer node to queue it for free after a second or so.
Thank you very much for sharing your knowledge! Excellent tutorial! The Eternal, Elohim, bless you!
Thanks!
good tut.
did u forget to destroy the nodes afterwards?
I probably did. I forgot to check back on this. You can add a quick signal from the tween node to the main node of the shadow to queue_free when the tween is completed.
@@MisterTaftCreates Don't worry, that's what you did
Hey, great tutorial! Do you know any way i could do the same but with cut-out animations instead of with animatedsprite?
Great question! So I've thought about that quite a bit. I haven't tested this myself yet, but I would make a version of the script for each part, then call the method from the main object over a list of the body parts.
@@MisterTaftCreates I've managed to do it .. but not sure if its a good way.. i'll upload a video soon!
@@MisterTaftCreates hey, i made the same effect for cutout animation! You can watch it here: m.ua-cam.com/video/AJDdmctZ68U/v-deo.html hope it helps!!
@@azagayavj2271 and that video never arrived
@@piratesephiroth I did that video and had available for some time (only in spanish with egnlish subs), but after some long time i removed it because i wasnt hapy with the quality.
Shouldn't we use particles to do this?
I think it is possible and has better performance. 🤔
Hey there. Because I wanted to duplicate the exact frame the player had been in, I found using particles to be cumbersome to switch the sprite it was using as a texture every time. My solution still only uses one draw call, but can take a bit more performance. I'm sure a more skilled developer than I can do it with particles better than I did, though.
Great video, congratulations for that.
Could you teach us, using this same script and sprites, how can we implement atack commands, and dash for example by key commands?
Sorry my language, I do not speak English.
Hello. For a dash, there's a lot of ways you can do that. When I'm done with my current tutorials, I might make one for a dash attack in Godot.
hey couldnt you have shown the way of how to do this with animation players? not everyone uses animated sprites jeez...