Great video as always. Still hoping for a video to show how parenting objects works. . Don't know if Gdevelop fully supports parenting but if it does i think it would be nice to show how you set up parent and child objects Thank you once again your videos are always so helpful
Hi, great video, again! I have another question regarding the pathfinding behavior because my player keeps passing impassible objects... on the internet, I only found a guy who suggests another hitbox detection. I can not see this setting in g develop, though.
When I use an action to increase speed, the player goes through the walls. (It doesn't matter if you're floating or walking) How can I avoid this? I have used the separate objects behavior and it does not work for me, when I increase the speed.
What action are you using? Is it a physics 2.0 action? There are basic "apply a force" actions, and then there are physics 2.0 "apply a force", you can tell the difference based on the icon. If that's not the issue, make sure both the object thats moving and the object that you're considering a "wall" have the physics behavior. Also, kinematic objects don't interact with static ones, if that's the issue. -Wesley
@@GDevelopApp I'm not using any of those actions, I'm just increasing the speed in the X and Y position with an event action for the object. The max. speed is set to 200 px, but when I increase it to 1000 px (I use it as an acquired skill), the object collides with the tiled (the wall), it passes through it. Even the tiled having the platform behavior.
@@game2dom So if it's slower it won't pass through it, but if it's higher it will? The "bullet" check box in the physics behavior condition MIGHT fix that issue, since it will increase the number of times the object is checked. But it may also cause a performance issue. ⚖ It may also be that your scale is off. If you check the wiki, you'll see a note about "scale" measured in meters. If the scale is wrong for your game you might see "weird things happen". If you open your scene properties(after at least 1 physics object exists) you can tweak the scale, which will tweak how many pixels = 1 meter. That may also fix it. 🤔 If the issue continues, drop in to the GDevelop discord, reddit, or forums. -Wesley
After you add at least the physics behavior to at least 1 object, you can check scene properties and see "scale", whatever you set for the X/Y scale will be the number of pixels that make up 1 meter. That'll be explained in the next physics video. 👍 -Wesley
I'm trying to create a physics game where Bat tries to collide with an object. I was able to make it fly by tweaking the gravity settings but path finding, flock movement, magnetic attraction nothing is working. Can you please help me out with it?
I think you'd have to turn off the physics behavior if you use it, but the boids behavior is great for swarming creatures. There's an example for the boids extension in the example games list, it might be what you're looking for. 👍 -Wesley
Is there a tutorial on how to make a object draggable but also fall when not being dragged? I’m making a game and I can’t figure out or find a tutorial on this, please and thank you! ^^ Edit; NEVERMIND! I found de way!
Unless I'm using the wrong settings for the physics behavior, I can't seem to figure out why when I add them to my player and objects I have randomly spawning off screen, it seems to cancel out the "move towards another object" action I already had created. I'm making a top down space shooter, and I want the Meteors I have spawning off screen (which travel from right of screen to left of scene) to be able to collide off each other and the player, as well as still be able to move through the scene as I had previously set it up to do....but once I added the physics 2.0 behavior to the Meteors, they spawn, but dont move across the scene any longer?? And help would be greatly appreciated!
They can be. If you're having trouble with that, try checking in with the GDevelop discord/reddit/forums and asking the communities there, someone might be able to help you solve the issue you're having. 👍 -Wesley
hola! me gustaria saber como hacer que un personaje al ser impactado por una bala, está le genere una fuerza que desplace al personaje unos cuantos pixeles, es como si una explosion lanzara lejos al personaje me ayudan
Maybe you forgot to add the physical behavior on the other. Hard to tell without visualizing your project. The community is active on the Discord and on the forum if you need help. - Bouh
We'll definitely do a particles emitter in depth video in the future. 👍 But for now, definitely check out the example games list, there are a few particles examples on there. gdevelop.io/game-example -Wesley
How great and professional video! Tutorials like this show how powerfull GDevelop is.
Love your tutorials! short and straight to the topic! well done!
There are a LOT of example games to learn from if you're curious how a certain mechanic is made.
gdevelop.io/game-example
-Wesley
Ill love to see a tutorial in the proper use of mobile sensors as input method
Great video, keep up the good work! If you can create a video about gravity that would be amazing!
Great video as always. Still hoping for a video to show how parenting objects works. . Don't know if Gdevelop fully supports parenting but if it does i think it would be nice to show how you set up parent and child objects
Thank you once again your videos are always so helpful
Is there any way to create a liquid?, for example water or lava, and make it dynamic, for example, that it falls like a fluid?
Hi, great video, again! I have another question regarding the pathfinding behavior because my player keeps passing impassible objects... on the internet, I only found a guy who suggests another hitbox detection. I can not see this setting in g develop, though.
Ayyyyy wassup devs!!!! New tutorial from Gdevelop coming, yeaa baby no we are rolling
Great tutorial! Thanks.
Good tutorial, but how do I use timedelta() when applying forces to the object using that extension?
Thank you
When I use an action to increase speed, the player goes through the walls. (It doesn't matter if you're floating or walking) How can I avoid this? I have used the separate objects behavior and it does not work for me, when I increase the speed.
What action are you using? Is it a physics 2.0 action?
There are basic "apply a force" actions, and then there are physics 2.0 "apply a force", you can tell the difference based on the icon.
If that's not the issue, make sure both the object thats moving and the object that you're considering a "wall" have the physics behavior.
Also, kinematic objects don't interact with static ones, if that's the issue.
-Wesley
@@GDevelopApp I'm not using any of those actions, I'm just increasing the speed in the X and Y position with an event action for the object.
The max. speed is set to 200 px, but when I increase it to 1000 px (I use it as an acquired skill), the object collides with the tiled (the wall), it passes through it.
Even the tiled having the platform behavior.
@@game2dom So if it's slower it won't pass through it, but if it's higher it will?
The "bullet" check box in the physics behavior condition MIGHT fix that issue, since it will increase the number of times the object is checked. But it may also cause a performance issue. ⚖
It may also be that your scale is off. If you check the wiki, you'll see a note about "scale" measured in meters. If the scale is wrong for your game you might see "weird things happen". If you open your scene properties(after at least 1 physics object exists) you can tweak the scale, which will tweak how many pixels = 1 meter. That may also fix it. 🤔
If the issue continues, drop in to the GDevelop discord, reddit, or forums.
-Wesley
@@GDevelopApp Mmm thanks. I will try :D
Great tutorial. Thx 👍👍
Would it be better if Restitution is renamed to Bounciness or at least add some info text for users so it's easier to understand?
Question: Is 1m in GDevelop equal to 1px (x/y coordinate)?
Nice video tho.
After you add at least the physics behavior to at least 1 object, you can check scene properties and see "scale", whatever you set for the X/Y scale will be the number of pixels that make up 1 meter.
That'll be explained in the next physics video. 👍
-Wesley
🔥
Hi, is there any way we can get a top down beat'em up style tutorial?
how to make multiplayer game in gdevelop?
I'm trying to create a physics game where Bat tries to collide with an object. I was able to make it fly by tweaking the gravity settings but path finding, flock movement, magnetic attraction nothing is working. Can you please help me out with it?
I think you'd have to turn off the physics behavior if you use it, but the boids behavior is great for swarming creatures. There's an example for the boids extension in the example games list, it might be what you're looking for. 👍
-Wesley
Is there a tutorial on how to make a object draggable but also fall when not being dragged? I’m making a game and I can’t figure out or find a tutorial on this, please and thank you! ^^
Edit; NEVERMIND! I found de way!
Why didn’t I think of that earlier
Thanks
Hey,make a tutorial about smooth ground,its very important 🙏
Unless I'm using the wrong settings for the physics behavior, I can't seem to figure out why when I add them to my player and objects I have randomly spawning off screen, it seems to cancel out the "move towards another object" action I already had created.
I'm making a top down space shooter, and I want the Meteors I have spawning off screen (which travel from right of screen to left of scene) to be able to collide off each other and the player, as well as still be able to move through the scene as I had previously set it up to do....but once I added the physics 2.0 behavior to the Meteors, they spawn, but dont move across the scene any longer??
And help would be greatly appreciated!
Can I make a request? Can you be able to make a tutorial on how to make a "80s OVERDRIVE" or "HORIZON CHASE" style racing games? Thanks in advance.
add export support in browser version
Yes but why can't objects with the physics behavior be created mid-game?
They can be. If you're having trouble with that, try checking in with the GDevelop discord/reddit/forums and asking the communities there, someone might be able to help you solve the issue you're having. 👍
-Wesley
@@GDevelopApp Yeah nvm, I just used regular forces to fit with the bounce behavior
yo are polygons broken or smth why are the hitboxes so far away from the actual object for me😭
hola! me gustaria saber como hacer que un personaje al ser impactado por una bala, está le genere una fuerza que desplace al personaje unos cuantos pixeles, es como si una explosion lanzara lejos al personaje
me ayudan
Add a feature of shooting/bullet/topdown-platformer AI and pickup guns pls
can u add softbody plls i need it
how do i make a sprite roll kinda like red ball?
why is the physics object just going trough the other one
Maybe you forgot to add the physical behavior on the other. Hard to tell without visualizing your project. The community is active on the Discord and on the forum if you need help.
- Bouh
Make tutorial how to do random terrain generation like terraria
'in depth' now means 'the basics'
cool
whoooo
What about a video on the Top things that can destroy Your games Physics
how to get items
Items?
-Wesley
I dont know if you noticed but gdevelop app is filtered for IRAN and I happened to live in IRAN , please do something about it
Filtered?
@@GDevelopApp i can use the app offline but when I what to publish and export games I need to use VPN
How to make gift particles
We'll definitely do a particles emitter in depth video in the future. 👍
But for now, definitely check out the example games list, there are a few particles examples on there.
gdevelop.io/game-example
-Wesley
.go!
I need a tut for a rocket
its not working
What's not working?
-Wesley
I somehow kept falling through the floor
4
How Do i make a free daily item System in the Schop. Every 24 Hours You get something free in the Schop.
How to make gift particles