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@Rhovanion85
@Rhovanion85 7 күн бұрын
Wtf "3 years ago" Oh...
@Tanjutsu4420
@Tanjutsu4420 17 күн бұрын
the frames aren't right unless i use animated sprite2d but the sprite tree only works with sprite 2d
@micahgreenspoon6189
@micahgreenspoon6189 20 күн бұрын
Live footage of Carlsbad Caverns
@ivava7707
@ivava7707 28 күн бұрын
but what about making a jumping animation? Does anyone happen to know?
@Sorry-Sir_butNah
@Sorry-Sir_butNah 4 күн бұрын
If you right click on the character body 2d it has a template for a script that allows left and right movement along with jumping. There’s various ways of doing anything though
@dedogamer90
@dedogamer90 Ай бұрын
how to stop the loop
@Abrar_41148
@Abrar_41148 Ай бұрын
Wait until he discovers animated sprite2d
@IamYunoYT
@IamYunoYT Ай бұрын
Animated sprite 2d is only used for simple animations for humorous reasons. Using this is better for larger projects
@BusinessWolf1
@BusinessWolf1 Ай бұрын
Hframes is the number of frames in your spritesheet on the horizontal axis, same for vframes vertically.
@cuetard2023
@cuetard2023 2 ай бұрын
is there anyway to animate faster? having to go back and forth just to animate everything is a hassle. godot needs to fix this.
@ThalesCardris
@ThalesCardris 2 ай бұрын
this is SO BAD for complex animations lol It is almost impossible to figure out the frame u are in when u have 200 sprites ... they have to figure this out
@AiTechEye
@AiTechEye 3 ай бұрын
and if you are disappointed cuz this doen't work in GD4, do: button.connect("pressed", Callable(self, "myfunction").bind(myvar))
@wouterhendrickx7567
@wouterhendrickx7567 3 ай бұрын
Absolute hero!!
@pogtatodev2
@pogtatodev2 3 ай бұрын
chad linux mint user
@nahruz.w3044
@nahruz.w3044 3 ай бұрын
Thanks mate, i wish the documentation are better at explaining how to do this
@makskek7945
@makskek7945 3 ай бұрын
Too many arguments for "move_and_slide()" call. Expected at most 0 but received 1. i think tutorial is outdated now and it won't work
@jacobaponte1534
@jacobaponte1534 3 ай бұрын
Does onready var = $AnimationPlayer only work for a kinematic body 2d? I’m getting error in my code saying that line has an unexpected identifier any ideas??
@Sorry-Sir_butNah
@Sorry-Sir_butNah 4 күн бұрын
Still looking? Or did you figure it out because I believe if you hold control and click and drag your animation play into your script it should do the trick
@ibandr2749
@ibandr2749 4 ай бұрын
so when i click the key it says (create new track for property 'frame' and insert key?) with 2 options. 1 use bezier curves 2 create RESET tracks whats the difference and which should i choose
@AlphaFlipper
@AlphaFlipper 4 ай бұрын
i think bro likes pizza
@ryeoma
@ryeoma 4 ай бұрын
i made this in scratch
@msmigs1173
@msmigs1173 4 ай бұрын
i love this resolution it’s very easy to read
@TheBruvioli
@TheBruvioli 3 ай бұрын
I know right!
@FlyingSandwich117
@FlyingSandwich117 9 күн бұрын
for sure!
@SuperAdii09
@SuperAdii09 4 ай бұрын
Great tutorial. Straight to the point🎉 i was trying a different method and was really struggling with it but this is way easier
@theelysium1597
@theelysium1597 4 ай бұрын
for some reason it is null on my side. I created a unique name and dragged it into so I am pretty sure I got the name right...
@saucecar2286
@saucecar2286 5 ай бұрын
Short but helpful👍
@Ice.dev._.
@Ice.dev._. 5 ай бұрын
Gracias capoo
@DevDoge_
@DevDoge_ 5 ай бұрын
Thanks
@inhadar11
@inhadar11 6 ай бұрын
You are best🖖
@urdadtai
@urdadtai 7 ай бұрын
Thanks :)
@kyranseraph7656
@kyranseraph7656 8 ай бұрын
this is like the best tutorial ive seen, it doesnt go very into detail about signals but once you know what it is and need to know the "how", this is #1. i just wonder what to replace the green outlined $Node2D with when i have custom classes.
@ilaser4064
@ilaser4064 8 ай бұрын
Cool tute, for those looking for the Godot 4 variant this example from the docs should help: func _ready(): var tween = create_tween() tween.tween_method(set_label_text, 0, 10, 1).set_delay(1) func set_label_text(value: int): $Label.text = "Counting " + str(value)
@pedromartinez-y6p
@pedromartinez-y6p 6 ай бұрын
for godot 3.5.2: func _ready(): var tween = create_tween() tween.tween_method(self, "set_text_", 0, 10, 1).set_delay(0.1) func set_text_(value: int): self.text = "Counting " + str(value)
@Jungmin_Seo
@Jungmin_Seo 8 ай бұрын
fantastic!
@NOWHY-s5n
@NOWHY-s5n 8 ай бұрын
noice
@I_am_Alxui
@I_am_Alxui 9 ай бұрын
For those who face a problem of the first animation that you created not working properly, remember to create the key of the hframe of the first animation.
@kboltiz
@kboltiz 9 ай бұрын
Thanks so much!
@HyperEpicGames
@HyperEpicGames 10 ай бұрын
Thanks for this crystal clear tutorial.
@HyuugaRaull
@HyuugaRaull 10 ай бұрын
Great video, it helped me a lot! Thanks =D
@satanael_el
@satanael_el 11 ай бұрын
i need help with setting the horizontal frames, they always take the wrong for some reason. I think it's because of the spacing between each sprite but i dont really know
@doremifasolitado
@doremifasolitado 11 ай бұрын
Very concise, thank you!
@veryKnightley
@veryKnightley 11 ай бұрын
So far, I have been using the Node interface to connect my button signals to my scripts. This saves me a lot of lines of script, since this project has a lot of buttons. Is there a way to send a parameter with a signal this way? Most tutorials I find seem to handle this exclusively via script.
@jeffreystephens2658
@jeffreystephens2658 Жыл бұрын
I'm gonna click on save video, and come over here to the "Godot" playlist and click that little checkbox. ;)
@skunkop
@skunkop 5 ай бұрын
LOL i have a playlist full of godot tutorials as well
@indianajonesandthesevencit5728
@indianajonesandthesevencit5728 Жыл бұрын
At 1:35 you click on the key icon and it increases the frame automatically -- it lets you simply click "key" repeatedly to import all the frames into the animation. When I do the same it does not increase the frame number. Why? The only difference I can think of is that you're using a sprite sheet while I use an AnimatedSprite2D
@A5tr0101
@A5tr0101 Жыл бұрын
The video is outdated possibly
@QwerginMemes
@QwerginMemes Ай бұрын
@@A5tr0101 The code is 100% outdated, but the frame thing is not. It does the same thing in this current version
@beatdown_kai1534
@beatdown_kai1534 Жыл бұрын
thankyou brother
@bruhnah4life
@bruhnah4life Жыл бұрын
Thank you very much i never use the connect in my project but this helped me even tho i need to adjust the code
@marc.silden
@marc.silden Жыл бұрын
thanks, man. you didn't need to start by creating a new project tho.
@algredinauto
@algredinauto Жыл бұрын
I think you've just made my computers assessment way easier. thank you, you're a life saver.
@zazmenm
@zazmenm Жыл бұрын
the player node doesnt exist anymore :C
@Pvinini
@Pvinini Жыл бұрын
It's called CharacterBody2D in the editor
@zazmenm
@zazmenm Жыл бұрын
the code didnt work and i followed it exactly
@idrissrezki
@idrissrezki Жыл бұрын
tank You
@RamblingRhinoceross
@RamblingRhinoceross Жыл бұрын
this is so cool you are the reason i started game dev and use godot
@v44n7
@v44n7 Жыл бұрын
One question, this is knowing which child will emit the signal, but what if at the start of the game, a child node spawns later in the game and then emits a signal. How can I write the code to receive the signal on the parent node?
@TheRythimMan
@TheRythimMan 10 ай бұрын
Yo, I know this is old but I was trying to figure this out too. In case you're still trying to figure it out or someone else has the same question, you can connect signals of spawned nodes as long as there is some way of accessing that instance. 1.) If you're connecting to a function on the scene that spawned the node, you can connect the signal in the same block of code that instantiated the scene. var instance = packedscene.instantiate() instance.connect(signal_name, call_back_function) 2.) If you need to connect to a node that did not spawn the new node, you can use the SceneTree object (returned with the Node.get_tree() method) to access that node and then connect it. Two particularly useful ways of doing this is by connecting SceneTree's "node_added(node)" signal to a function that handles connecting signals as the nodes are spawned. Another option is to add the node you want to a node group in the editor (or using code if that suits the situation) and using the SceneTree's "get_nodes_in_group("group_name") method to return an array of nodes in that group. Then you can iterate over the array and connect each node's signal that way. I'm not by my computer so please search SceneTree in the godot documentation. The code, methods, and signals I list are based off memory and might be spelled slightly different than I spell them. Also, the pseudocode is based on Godot 4 engine, if you're using Godot 3 the methods and parameters are probably a little different from my pseudocode. It's a bit confusing at first but once you figure it out you'll be able to keep coupling to a minimum, and all or most of your scenes should be able to function alone without crashing the engine (which makes testing much easier). Definitely worth it in my opinion.
@damianszulik664
@damianszulik664 10 ай бұрын
@@TheRythimMan thanks i was looking for the second one
@paul_musique
@paul_musique Жыл бұрын
hello, how did you get the animation to play in loop?
@explement559
@explement559 Жыл бұрын
on the top corner of the right, there should be a little arrow button. click that.
@marcelor1235
@marcelor1235 Жыл бұрын
So in the end, that "argument" thing in "advanced" signal window is worthless if you still need to connect through code... lost a few time on that one...
@hoppalapasam53
@hoppalapasam53 Жыл бұрын
thanks its helps a lot.