I never interact with UA-cam, but I really want you to succeed. Your videos are fun to watch, easy to follow and most important, concise. These are great, please keep going, I really hope the algorithm gods favor you.
this video has been super helpful for getting a starting point on a project. genuinely had no idea what i was doing fumbling around with input handling before, so this state machine makes understanding and expanding that so much easier.
Great video, I appreciate the work put into this, I'm new to game dev and coding (by that I mean I have no idea what I'm doing and i've never done anything like this), and this is exactly what I was looking for to get me started to understand what I need to be doing since i want to make a simple fighting game as my first game. Thanks for the tutorial
Thanks for making this! I'm trying to make something simple and this is a huge help, only thing I could ask for would be timestamps to make it easier to review parts of the video
Ah the group editor tab, Godot slightly changed that with its later version - 4.3 onwards and made it into "Global Group" tab instead, here is the documentation link for it - docs.godotengine.org/en/stable/tutorials/scripting/groups.html Give it a read, you should be able to understand it, if not just drop your query here.
Thx for the video. But I have one issue that no fighting games related tutorials is addressing and still can't think of a solution for months now. It is about resolving the Pushbox physics if my player jumps on top of the opponent. I wish to resolve it to the ground without landing on top of the opponent, and I also wish to check in case if this situation happens when the opponent is standing right beside a wall and the player jumps onto the opponent. I want it to land behind the opponent and this will push the opponent away from the wall.
Ah you mean pushback physics, I have actually implemented them in my games, hmm, wonder why I didn't show it here now that I think about it. Anyway, for this just get the direction of the damage that is being applied to you - [attacking_hitbox.position - your_position], this will give you the direction vector of the attack. Just apply a force on to you in this direction during the time of taking damage to give yourself the" push back" effect. Regarding being reflected from the wall, well - docs.godotengine.org/en/stable/classes/class_characterbody2d.html#class-characterbody2d-method-is-on-wall Is your friend, if this is true while there is still force on you, just reverse the direction.
I've been wondering how you got multiplayer working in the full game. I've been trying to implement it by having a PlayerControls resource in the Player script. This resource has a keymap like P1_Left, P1_Punch, etc. The problem is that when I try to reference that information in PlayerState classes there's null pointer problems. So I was wondering how you implemented it.
Oh that, I think you might want to edit your keybindings, P1_LEFT etc actually refer to the name of the custom keybindings I did. You can refer to it more here (only the first part is important) - www.gotut.net/custom-key-bindings-in-godot-4/ Was I able to answer your query?
Hello Helewrer3, love the tutorials so far, I actually been getting into game development to make a 2D fighting game and I've been enjoy your breakdowns on this series. Could you tell me some of your go to youtubers or websites for the core principles of fighting games? For example the state engines and frame data, metadata that go on behind the scenes? I've been doing research and I know there's a vast amount of info everywhere, but its hard for me to try and sort everything, and I'm trying not to get caught into another tutorial hell lol.
This knowledge is usually haphazardly spread across the net with no "definitive" source of knowledge (trust me I tried to find it). This playlist was the closest I could find for this purpose - ua-cam.com/play/PLugPOu6NUTaMHSyoG5n09xe6tnFxUGpsK.html Although, it's what I would call "definitive" but it still serves the purpose of a one-stop solution to fighting game mechanics.
Sorry if I was a little fast, i ran over some basic stuff in the tutorial. I have tackled this issue in my latest tutorial series of making a FPS game, maybe you would want to check that out in the channel!
This is too fast, I can't keep up with half of the steps. If someone is already familiar with using GODOT, then they would understand but there are so many cuts and I'm just left guessing what to do next or how to do it.
Yes sorry, I made this with an idea of someone being somewhat familiar with the flow of the engine. I do have a more beginner oriented tutorial though, its for making FPS games, maybe you might want to check that out - ua-cam.com/video/RjLSpeUBIJU/v-deo.html
Sorry, this critique is duly noted and I have tried to fix that for newer tutorials - Making an FPS Game In Godot, it has considerably less cuts and more 'live' coding video type feel. Maybe you might want to check that out.
🥹 You have filled me with happiness, I have always wanted to make a fighting game but I did not have enough foundation to do it, this is fascinating, you have motivated me again to continue progressing as a video game developer, I have subscribed and I have imagined giving you a hug, I wish much success to your channel, I liked your format
Oh, thanks so much for this overwhelming message! I am happy I could motivate you to continue developing games. Oh, and virtual hug accepted and given back 🤗
I never interact with UA-cam, but I really want you to succeed. Your videos are fun to watch, easy to follow and most important, concise. These are great, please keep going, I really hope the algorithm gods favor you.
Thank you! If I have supporters like you I am sure this UA-cam career will do well. Thank you for being my motivation.
i don't even make a fighting game, but this tutorial helps me soooo much!
as always, indian tutorial is always the best, great work
Glad it helped!
this video has been super helpful for getting a starting point on a project. genuinely had no idea what i was doing fumbling around with input handling before, so this state machine makes understanding and expanding that so much easier.
absolutely love this, man, just what I was looking for to start! keep up the good work!!
Im 36 seconds of the video and already love u man, I know this video is gonna be great!
Great video, I appreciate the work put into this, I'm new to game dev and coding (by that I mean I have no idea what I'm doing and i've never done anything like this), and this is exactly what I was looking for to get me started to understand what I need to be doing since i want to make a simple fighting game as my first game. Thanks for the tutorial
Glad I could help you, hope your game turns out to be great!
Great work man. Appreciate your efforts looking forward for more
This helped me make my new game i'm working on where you can play as different characters from games and shows. Thank you!
That is awesome to hear! Hope you enjoyed the series, feel free to check out my other content as well.
love beat em up in Godot
THIS IS EXACTLY WHAT I WAS LOOKING FOR
Thanks for making this! I'm trying to make something simple and this is a huge help, only thing I could ask for would be timestamps to make it easier to review parts of the video
Glad you liked the video, duly noted, will add them in this and my upcoming tutorials
Great tutorial Garvit ❤
Very nice editing skills, love the video!
Great tutorial!!!
The menu you brought up at 8:17 what exactly was that and how do I find it? Thank you!
Ah the group editor tab, Godot slightly changed that with its later version - 4.3 onwards and made it into "Global Group" tab instead, here is the documentation link for it - docs.godotengine.org/en/stable/tutorials/scripting/groups.html
Give it a read, you should be able to understand it, if not just drop your query here.
Hello. Great tutorial so far, but I noticed the article mentioned at 5:08 is not actually linked. Could you add a link to it? Thanks.
Oh sorry, must have missed that, let me add.
Oh sorry, must have missed that, let me add.
Thx for the video. But I have one issue that no fighting games related tutorials is addressing and still can't think of a solution for months now. It is about resolving the Pushbox physics if my player jumps on top of the opponent. I wish to resolve it to the ground without landing on top of the opponent, and I also wish to check in case if this situation happens when the opponent is standing right beside a wall and the player jumps onto the opponent. I want it to land behind the opponent and this will push the opponent away from the wall.
Ah you mean pushback physics, I have actually implemented them in my games, hmm, wonder why I didn't show it here now that I think about it.
Anyway, for this just get the direction of the damage that is being applied to you - [attacking_hitbox.position - your_position], this will give you the direction vector of the attack.
Just apply a force on to you in this direction during the time of taking damage to give yourself the" push back" effect.
Regarding being reflected from the wall, well - docs.godotengine.org/en/stable/classes/class_characterbody2d.html#class-characterbody2d-method-is-on-wall
Is your friend, if this is true while there is still force on you, just reverse the direction.
Que buen canal, logro entenderlo sin importar el idioma
Thanks, glad my content was able to make sense to you
I've been wondering how you got multiplayer working in the full game. I've been trying to implement it by having a PlayerControls resource in the Player script. This resource has a keymap like P1_Left, P1_Punch, etc. The problem is that when I try to reference that information in PlayerState classes there's null pointer problems. So I was wondering how you implemented it.
Oh that, I think you might want to edit your keybindings, P1_LEFT etc actually refer to the name of the custom keybindings I did.
You can refer to it more here (only the first part is important) - www.gotut.net/custom-key-bindings-in-godot-4/
Was I able to answer your query?
Hello Helewrer3, love the tutorials so far, I actually been getting into game development to make a 2D fighting game and I've been enjoy your breakdowns on this series. Could you tell me some of your go to youtubers or websites for the core principles of fighting games? For example the state engines and frame data, metadata that go on behind the scenes? I've been doing research and I know there's a vast amount of info everywhere, but its hard for me to try and sort everything, and I'm trying not to get caught into another tutorial hell lol.
This knowledge is usually haphazardly spread across the net with no "definitive" source of knowledge (trust me I tried to find it).
This playlist was the closest I could find for this purpose - ua-cam.com/play/PLugPOu6NUTaMHSyoG5n09xe6tnFxUGpsK.html
Although, it's what I would call "definitive" but it still serves the purpose of a one-stop solution to fighting game mechanics.
wow dat so great bros
Arigato
do itashimashite
Bro bro slow down bro slow down
Sorry if I was a little fast, i ran over some basic stuff in the tutorial. I have tackled this issue in my latest tutorial series of making a FPS game, maybe you would want to check that out in the channel!
@@helewrer3 nah,no problem bro I just jonking
AGAIN AGAIN AGAINNN
Yes, finally this series is finished, now I will move on to other types of videos, exciting times!
@helewrer3 I'm looking forward to it
❤❤❤❤🎉🎉🎉🎉🎉🎉🎉❤❤❤❤
This is too fast, I can't keep up with half of the steps. If someone is already familiar with using GODOT, then they would understand but there are so many cuts and I'm just left guessing what to do next or how to do it.
Yes sorry, I made this with an idea of someone being somewhat familiar with the flow of the engine. I do have a more beginner oriented tutorial though, its for making FPS games, maybe you might want to check that out - ua-cam.com/video/RjLSpeUBIJU/v-deo.html
too fast, I cant understand nothing that is happening, I have to stop every second, and cant understand half of the things that you are saying
Sorry, this critique is duly noted and I have tried to fix that for newer tutorials - Making an FPS Game In Godot, it has considerably less cuts and more 'live' coding video type feel. Maybe you might want to check that out.
🥹 You have filled me with happiness, I have always wanted to make a fighting game but I did not have enough foundation to do it, this is fascinating, you have motivated me again to continue progressing as a video game developer, I have subscribed and I have imagined giving you a hug, I wish much success to your channel, I liked your format
Oh, thanks so much for this overwhelming message! I am happy I could motivate you to continue developing games. Oh, and virtual hug accepted and given back 🤗