I really appreciate this tutorial and your other tutorials. I would like to say that I found making separate menu and main menu scripts ends up being somewhat redundant as all processes could be handled within a single script. I say this because I ran into an issue where when I tried to create an options menu for the main menu and attached the "menu.gd" script to both scenes. When I next opened my project Godot told me the main menu and options menu scenes were corrupted and could not be opened. Neither file was corrupted but a dependency related to the "menu.gd" was definitely the cause, because editing the ".tscn" files to remove the script extensions and then deleting "menu.gd" and copying its text into "main_menu.gd" fixed everything.
all you have to do is change the block index to somthing else, for isntance if wood is the 4th (the index starts at 0) on the list of blocks in your gridmap just use the number 4, or even implement a system to change the number
Interesting, it feels like I'm missing something. I went through your "complete crash course" -- and then I learn you're going to continue it, and then I notice you have a more fleshed out "world" -- I guess we were supposed to make a more robust level? Even though the gridmap is kind of cool, I feel it's a bit tedious to build levels this way.
I have a suggestion: Quest/dialogue implementation OR assets. Do you stop a game when conversation starts like in elder scrolls or left it running like in neverwinter nights? How to save quest/dialogue progress between scenes/saves?
I have noticed that the preload const in menu corrupts the scene or even the world scene. It might also be that I tried makin a bind to go back to the menu when pressing escape and that mightve also corrupted the scene im not sure what of these two caused this but i would like to fnd a fix if anyone has one.
Idk if you still need help but my best advice is to not do what you are doing look for an alternative way of doing what you are trying to do. change_scene_to_packed() removes the current scene from the Scene Tree and deletes it. Since the main menu scene is now deleted from the scene tree you were essentially asking your game take you somewhere that no longer exists, which it cannot do.
I don't know if you are sensitive to people mentioning it, but I really like the gliding in your articulation. Keep up the great tutorials
great video. love the series. my water wasn't jittery but that's ok I still learned something 😂
Plz make tutorial on Enemy ai Boss 3D
waiting patiently for the save game, block choosing
iam also waiting to learn how i can save these complex coordinates.
cool and good tutorial
I really appreciate this tutorial and your other tutorials.
I would like to say that I found making separate menu and main menu scripts ends up being somewhat redundant as all processes could be handled within a single script. I say this because I ran into an issue where when I tried to create an options menu for the main menu and attached the "menu.gd" script to both scenes. When I next opened my project Godot told me the main menu and options menu scenes were corrupted and could not be opened. Neither file was corrupted but a dependency related to the "menu.gd" was definitely the cause, because editing the ".tscn" files to remove the script extensions and then deleting "menu.gd" and copying its text into "main_menu.gd" fixed everything.
Sorry, how to make the choice of different blocks when you build?
How can I have the anchor preset making the object centered? It stays in the top left corner 😰
NOICE
Please make tutorials for place other blocks like dirt, rock.
all you have to do is change the block index to somthing else, for isntance if wood is the 4th (the index starts at 0) on the list of blocks in your gridmap just use the number 4, or even implement a system to change the number
he made it
what about the load button?? i would really appreciate it if you tell us how to make a loading system.
Interesting, it feels like I'm missing something. I went through your "complete crash course" -- and then I learn you're going to continue it, and then I notice you have a more fleshed out "world" -- I guess we were supposed to make a more robust level? Even though the gridmap is kind of cool, I feel it's a bit tedious to build levels this way.
I'm currently waiting for a bar for picking and choosing blocks to place.
Wait no mo :)
Make tutorial how to generate terrain like in Minecraft, or though flat
This please! Procedural generation and chunk rendering in Godot 4 for a Minecraft-like world seems really complicated
@@trooper9898 because procedural generation is. if you're still watching tutorials for basics things like i wouldn't advise doing this rn
I have a suggestion:
Quest/dialogue implementation OR assets.
Do you stop a game when conversation starts like in elder scrolls or left it running like in neverwinter nights?
How to save quest/dialogue progress between scenes/saves?
How to make 3d camera rotation on mobile device?
same way just different controls (im assuming you mean the Godot mobile version, not the Godot pc version exported to Mobile).
i tried more than 20 tutorials but my buttons are not clickable please someone help im tired trying everything
I have noticed that the preload const in menu corrupts the scene or even the world scene. It might also be that I tried makin a bind to go back to the menu when pressing escape and that mightve also corrupted the scene im not sure what of these two caused this but i would like to fnd a fix if anyone has one.
Idk if you still need help but my best advice is to not do what you are doing look for an alternative way of doing what you are trying to do. change_scene_to_packed() removes the current scene from the Scene Tree and deletes it. Since the main menu scene is now deleted from the scene tree you were essentially asking your game take you somewhere that no longer exists, which it cannot do.
@@helter1234 ohh ok ty
Make more tutorials, please!!!
On it. :D
@@legiongames2400what's the next topic gonna be?
👍