Godot 3.5: Let's Build a 2D Platformer!: Part 24 (Jump on a Button to Reveal Blocks!)

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  • Опубліковано 28 жов 2024

КОМЕНТАРІ • 36

  • @GDevZee
    @GDevZee Рік тому +3

    The energy at the beginning is great

  • @garageofsilliness8256
    @garageofsilliness8256 Рік тому +2

    I was waiting for you to make this Button to Reveal Blocks tutorial forever! Thanks for finally uploading this video. :D

  • @cluong_3d
    @cluong_3d Рік тому

    Please make more Platformer Tutorials, planning to make a full game with your awesome tutorials! Don't let the view counts diminish you! Keep at it, you got this!

  • @Stampy705
    @Stampy705 Рік тому +1

    Thank you I was finding video like this one not much old and new it's just perfect

  • @thanosyt4013
    @thanosyt4013 Рік тому +1

    Keep making great godot tutorials for us. Keep up the good work I am following along to make my own game think to you I know how to make video games.

  • @toqorange548
    @toqorange548 Рік тому +1

    fantastic, looking forward to more!

  • @michelcabartier2755
    @michelcabartier2755 Рік тому

    top you have the best channel on the GODOT engine, frankly congratulations

  • @toasturhztoastbunz896
    @toasturhztoastbunz896 Рік тому +2

    Think you can do slopes next? Slopes are a huge part in 2D platformers that I'm surprised you haven't covered them yet.
    I suppose one thing I could recoment is using raycast-shaped colliders at the bottom of your character. Though it does seem to cause problems when the character is going down a slope.

    • @toasturhztoastbunz896
      @toasturhztoastbunz896 Рік тому

      NVM, found a better solution than the rayshape:
      Replace 'velocity = move_and_slide()' with 'velocity.y = move_and_slide_with_snap().y' instead, and enter in all the needed values for it to work.
      Something like:
      *velocity.y = move_and_slide_with_snap(velocity, Vector2.DOWN * stick, Vector2.UP, true, 15, deg2rad(radangle)).y*
      A youtuber named Pigdev made a really good video on it. Suggest you watch it for more info.
      (Yes, I know I could've just edited the original comment above itself to include this new info I found. But UA-cam doesn't notify when a comment has been edited meaning you wouldn't be seeing this rn, so whatever.)

  • @danieldarko6495
    @danieldarko6495 Рік тому

    Awesome as always

  • @2thinkcritically
    @2thinkcritically Рік тому

    My preferred way to handle a feature like this is to have the tiles changed with code. Whether you have these tiles on their own layer or mixed into the solid tiles layer is up to you, but either way you can iterate over all of them in code to swap them with the solid block tile like so:
    var tiles = $Tilemap.get_used_cells_by_id(0) # 0 being the tile ID for the empty block tile
    for i in tiles:
    $Tilemap,.set_cellv(i, 1) # 1 being the tile ID for the solid block tile
    Reverting them back to empty is only a matter of duplicating that code and swapping the tile IDs over.
    This saves having to make more Tilemap layers, and avoids having to draw the blocks twice.

  • @fuhiraabass2210
    @fuhiraabass2210 Рік тому

    I don't think I can thank you enough

  • @redteller
    @redteller Рік тому

    Thanks again for an upload on the series! Could u maybe show us how to make a slippery surface like ice in the next video?

  • @irayala
    @irayala Рік тому

    I have been studying BGE for a long time using your tutorials. how can you know so much and figure it out?)) you're just great. GODOT is waiting for me)))

  • @rremnar
    @rremnar Рік тому

    There are 2 functions, Show() and Hide() that set the visible property; though, I think it's redundant. Another note, what if I wanted to animate the platforms creation? Let's say I want them to grow from where they attach, to where they end. Also each block would grow from a small size to the original size. The idea is from Blaster Master and Metroid. I am just wondering if the tile system allows for animations.

  • @4per8
    @4per8 11 місяців тому +1

    i just set the things to go to y200000 at the start and when the thing is pressed go to y0

  • @ithec25
    @ithec25 9 місяців тому

    Hi so I enthusiastically followed the series So really it's super mega interesting I really rarely seen such a super enriching tutorial in terms of learning It's very educational for me who comes from engines and who didn't really understand how godot works Plus I have to say that of all the engines it is by far the most practical because the signal systems do not necessarily need a reference to scripts to work with unreal which always needs a reference to an object C certainly the most interesting tutorial that I never seen A big thank you to you On the other hand I have a small question but I think I already have my answer you use the singleton To keep your variables global and therefore public accessible from all classes Can I access the sylton from a visual script Because I know that you can make function calls by doing the call instance function On a script I have already asked the question to many people but no one has ever answered me. It would be nice of you if you could answer this question. Kind regards, one more time another little question I don't have to execute the hidden function with the mouse from the visual script Maybe the function is not present So I simply execute a function from a script J searched in the control node and in get tree and I don't never found a reference to the mouse Otherwise your tutorial is absolutely incredible I will watch all the videos to like them Thanks to you I learned a lot but now I have to practice

  • @jonahjensen7059
    @jonahjensen7059 Рік тому

    Game crashes when I push "down" on the button. "Invalid get index position on base collisionshape2D" any suggestions? I have a picture of my previous button and I know the postion on mine was -14 but still crashes.

  • @masky6670
    @masky6670 Рік тому

    everything is excellent i love it I downloaded Godot and doing it Lil by Lil but what about melee and combo attacks in a character

  • @creper80
    @creper80 Рік тому +1

    hey, I have been following the series, and can you explain how to implement coyote time in this code? I'm trying many ways but it never works :(

    • @creper80
      @creper80 Рік тому +1

      I managed to make it work! I'm so proud C:

  • @blueknight9748
    @blueknight9748 Рік тому +1

    well... I see orange not red... is my computer seeing this wrong??

    • @BornCG
      @BornCG  Рік тому

      Yeah, it's definitely somewhere between those two colors. My Thumbnail text definitely more orange. 😉

  • @supramgaming2142
    @supramgaming2142 Рік тому +1

    my name is colin too

  • @ericwood1185
    @ericwood1185 Рік тому

    Hello ! how to set_collision_layer_bit 1, true) in godot 4 i tried eveything an even researched on godot website an reddit i tried using set_collision_layer_value(2,true) ?

    • @ericwood1185
      @ericwood1185 Рік тому

      still looking for help on this part

    • @robipro9254
      @robipro9254 Рік тому

      @@ericwood1185set_collision_layer_bit() has been depecrated with Godot 4. You must use set_collision_layer_value(layer_number). The layer_number is from 1 to 32. Works the same with set_collision_mask_value()

    • @nthapostle8070
      @nthapostle8070 Рік тому

      I'm also stuck on the problem.
      I get the error Function "set_collision_layer_value()" not found in base self when I use the set_collision_layer function
      So far I have settled with moving the red tile out of view and setting it's position when the button is clicked
      func _on_button_red_button_pushed():
      visible = true
      position.y = 7

    • @samuraihoedown4761
      @samuraihoedown4761 11 місяців тому

      @@nthapostle8070 I'm running into that same issue. My solution was to have the default state of the TilesRedSolid to have Collision Layer ON for 2 (platform) and under the Layers setting I turned Enabled OFF. Then the function enables the layer instead of turning on the visibility.
      func _on_button_red_button_pushed():
      set_layer_enabled(0, true)

    • @mingle-h4k
      @mingle-h4k 20 днів тому

      hello, I met the same problem with you also, and made me stuck for a while. but after reading the newest godot 4.3 documentation, I found a way to solve this problem.
      In godot 4.3, there is a similar function called set_collision_enabled(bool)
      you can disable it in the _ready() function of TileBlockSolid, by using set_collision_enabled(false)
      and then in the button_pushed signal process function, use set_collision_enabled(true) to make it collidable by player
      also remember to choose the player layer as the collision layer in your TileBlockSolid inspector
      you can have a try

  • @MrADELx18
    @MrADELx18 Рік тому

    Do unreal engine tutorials plzzzzz

  • @andrewsneacker1256
    @andrewsneacker1256 Рік тому +1

    Would be cool to have tutorials on building framework for simple 2d platformer games. These would be more complicated and definitely not for novice coders. But there are none of those kind tutorials on youtube at the time.

    • @rremnar
      @rremnar Рік тому

      You might find them for the Unity game engine. I assume you could bring the same concepts over to Godot.