During this lockdown, since the 30th of March when I discovered your channel I watched every video starting from "Learning to Code with Python: Lesson 1.9 - Rock Paper Scissors Game". I was usually watching the videos from around 2 am until around 9 - 11 am and on 15th of April @ 9:10 am I finished watching this very video which is the most recent one at the time I am writing this comment. I was programming similar algorithms in C/C++ and some other languages without using the engine but it was interesting to watch how it could be done using Godot and your videos have good auto-generated subtitles which makes them suitable for watching on very low volume not to disturb anyone during the night. You explained everything very well and here you are a few of my suggestions about what you could do next. 1. An overview about how to recreate some real building + its surroundings as 3D level for using in FPS/TPS examples. I am sure a lot of people would like to recreate their house + their backyard, their school building or some other building they know - for using in FPS. Next step could be making destructible windows and making the bullets could damage the walls. 2. Series of videos about recreating some interesting algorithms from old 8 bit and arcade games. For example, the phisycs from ZX Spectrum's game Thrust II (1986. by Firebird) where the goal was to lift a heavy mass and transport it to the target place by flying in the gravity field. When the space ship was in the close range to the mass, the mass was attached to the ship by a tractor beam which acted as a rod. It would be interesting to show how to simulate the difference between simulating the rod and the rope (which is flexible) for attaching the mass to the ship. Another example could be generating a pseudo 3D endless road like in Out Run or similar racing games or to generate a destructible level as in Phoenix or attack formations as in Galaxian or maybe a wireframe tank battle as in Battlezone.
Nice, but I'm used to moving the camera in the opposite direction to the drag, for that, if you prefer too, just multiply this line by -1: "position + = event.relative * zoom.x" to be "position + = event.relative * zoom.x * -1"
Thank you for the lessons. I may have more time now. Since we were put on remote work. Maybe I'll finally start creating games. (Спасибо Вам за уроки. Сейчас возможно у меня будет больше времени. Так как нас посадили на удалёную работу. Возможно наконец займусь созданием игр.)
I have a couple of shader tutorials here: kidscancode.org/godot_recipes/shaders/ but I still need to find the time to do some more. There are lots of other good Godot shader tuts if you search YT and Google.
Hi need a little help, i followed the tutorial and it not seem to work, i enable touch emulate and also receiving an error of "The argument 'delta' is never used in the function '_process'"
Hey friends Needed some help i want to move my character through area2d or any other node And I want to make my character appear double or more Like the game SKY by ketchapp
In case anyone else has an issue with this on 3.5 Stable... I had to put the keys from the dictionary into an array 1st to search the dictionary using a string value... Here is my fix for the Screen drag event: if event is InputEventScreenDrag: events[event.index] = event if events.size() == 1: position += event.relative.rotated(rotation) * zoom.x elif events.size() == 2: var keys = events.keys() var key1 = keys[0] var key2 = keys[1] var touch1 = events[key1].position var touch2 = events[key2].position var drag_distance = touch1.distance_to(touch2) if abs(drag_distance - last_drag_distance) > zoom_sensitivity: var new_zoom = (1 + zoom_speed) if drag_distance < last_drag_distance else (1 - zoom_speed) new_zoom = clamp(zoom.x * new_zoom, min_zoom, max_zoom) zoom = Vector2.ONE * new_zoom last_drag_distance = drag_distance
Thanks! "Fighting games is a broad topic". There's really not that much logic to a fighting game, it's mostly just hitboxes and hurtboxes. The trick is in the animations and responsive controls. I'm more focused on smaller, bite-size tutorials right now. Making a full game is a very time-consuming task all on its own, and making it into a tutorial adds even more. I'd prefer to stick to systems - like the "Attack Animation" one I did a little while back, which could be used in a fighting game.
Do you still need Android Studio to make this game work on Android? I hate that software and I cant find another way to export directly my application to APK and instal it
Yes, there is other ways to do it but it's mainly made with studio in mind. I never opened it more than three times and been able to properly export and install hundreds of aabs and apks for testing I have no idea how to do so without studio, I suggest googling
Uh another topic I havent touched yet. Now I have a reason to try and make a phone game. Thank you! And congratulations to almost 31k subs!
During this lockdown, since the 30th of March when I discovered your channel I watched every video starting from "Learning to Code with Python: Lesson 1.9 - Rock Paper Scissors Game". I was usually watching the videos from around 2 am until around 9 - 11 am and on 15th of April @ 9:10 am I finished watching this very video which is the most recent one at the time I am writing this comment. I was programming similar algorithms in C/C++ and some other languages without using the engine but it was interesting to watch how it could be done using Godot and your videos have good auto-generated subtitles which makes them suitable for watching on very low volume not to disturb anyone during the night. You explained everything very well and here you are a few of my suggestions about what you could do next.
1. An overview about how to recreate some real building + its surroundings as 3D level for using in FPS/TPS examples. I am sure a lot of people would like to recreate their house + their backyard, their school building or some other building they know - for using in FPS. Next step could be making destructible windows and making the bullets could damage the walls.
2. Series of videos about recreating some interesting algorithms from old 8 bit and arcade games. For example, the phisycs from ZX Spectrum's game Thrust II (1986. by Firebird) where the goal was to lift a heavy mass and transport it to the target place by flying in the gravity field. When the space ship was in the close range to the mass, the mass was attached to the ship by a tractor beam which acted as a rod. It would be interesting to show how to simulate the difference between simulating the rod and the rope (which is flexible) for attaching the mass to the ship. Another example could be generating a pseudo 3D endless road like in Out Run or similar racing games or to generate a destructible level as in Phoenix or attack formations as in Galaxian or maybe a wireframe tank battle as in Battlezone.
Thanks a ton! I'm not going to ask for you to do anything else like everyone else is doing! Thanks for sharing!
we missed you !!!
It's been hard to find the time to make videos. I've been adding to godotrecipes.com though!
Hey! Welcome back!
Thanks! School has been keeping me busy, but now I have a little extra time!
Perfect Timing!
Nice, but I'm used to moving the camera in the opposite direction to the drag, for that, if you prefer too, just multiply this line by -1:
"position + = event.relative * zoom.x"
to be
"position + = event.relative * zoom.x * -1"
I dont want the camera return again to the character, because i dont have character. So can you help me what should i delete or change?
@@shykitty1343 just make target_return_enabled = false easy as that as he mentioned you can do that just one change so easy
Hello nice tutorial, I able to drag camera where I want, but how to limit dragable area?
So it cant go out from map
Thank you for the lessons. I may have more time now. Since we were put on remote work. Maybe I'll finally start creating games.
(Спасибо Вам за уроки. Сейчас возможно у меня будет больше времени. Так как нас посадили на удалёную работу. Возможно наконец займусь созданием игр.)
is it possible to make a tutorial for 3D scene ?
How to handle camera drag when camera is rotated on different angle?
I dont want the camera return again to the character, because i dont have character. So can you help me what should i delete or change?
Can you please, do a tutorial for the shader functions in Godot, can your example please be a 2d shockwave effect
I have a couple of shader tutorials here: kidscancode.org/godot_recipes/shaders/
but I still need to find the time to do some more. There are lots of other good Godot shader tuts if you search YT and Google.
@@Kidscancode thank you so much, but in particular I would love to learn the 2d shockwave shader effect like in Celeste or Dead cells for my game
thanks for theses, are you doing any new series soon thats gonna be in 3.2 or 4.0 ?
4.0 is still quite a ways off. I'll be doing more as soon as I have the time - remote teaching has been consuming my time.
I
Do you think Godot could access blenders cameras through mobile phones? Do you think it would be difficult?
Thanks you for this tutorial :)
Hi need a little help, i followed the tutorial and it not seem to work, i enable touch emulate and also receiving an error of "The argument 'delta' is never used in the function '_process'"
That is not an error. It's a warning, just letting you know you're not using a particular variable.
can you make equip armor? (sr for my bad englih)
Hey friends
Needed some help
i want to move my character through area2d or any other node
And I want to make my character appear double or more
Like the game SKY by ketchapp
In case anyone else has an issue with this on 3.5 Stable...
I had to put the keys from the dictionary into an array 1st to search the dictionary using a string value...
Here is my fix for the Screen drag event:
if event is InputEventScreenDrag:
events[event.index] = event
if events.size() == 1:
position += event.relative.rotated(rotation) * zoom.x
elif events.size() == 2:
var keys = events.keys()
var key1 = keys[0]
var key2 = keys[1]
var touch1 = events[key1].position
var touch2 = events[key2].position
var drag_distance = touch1.distance_to(touch2)
if abs(drag_distance - last_drag_distance) > zoom_sensitivity:
var new_zoom = (1 + zoom_speed) if drag_distance < last_drag_distance else (1 - zoom_speed)
new_zoom = clamp(zoom.x * new_zoom, min_zoom, max_zoom)
zoom = Vector2.ONE * new_zoom
last_drag_distance = drag_distance
Hi, missed you! Could you make a fighting game so we can understand the logic?
Thanks! "Fighting games is a broad topic". There's really not that much logic to a fighting game, it's mostly just hitboxes and hurtboxes. The trick is in the animations and responsive controls.
I'm more focused on smaller, bite-size tutorials right now. Making a full game is a very time-consuming task all on its own, and making it into a tutorial adds even more. I'd prefer to stick to systems - like the "Attack Animation" one I did a little while back, which could be used in a fighting game.
Do you still need Android Studio to make this game work on Android?
I hate that software and I cant find another way to export directly my application to APK and instal it
Yes, there is other ways to do it but it's mainly made with studio in mind.
I never opened it more than three times and been able to properly export and install hundreds of aabs and apks for testing
I have no idea how to do so without studio, I suggest googling