My task wasn't working initially, and popped an error say that it wasn't a Limbo AI task. If that happens to you all, restart your editor and it should work fine
@zyronis18 сағат бұрын
please make a player node based state machine video 🙏
@thanatos45419 сағат бұрын
When marking up the terrain set for auto-tiling the marks are 1/3rd of the tile. Is there a way to set it to a different size?
@thanatos45419 сағат бұрын
30:00 So what was this advice? I re-watched the last part of your tutorial and didn't catch it.
@spotgamers766922 сағат бұрын
Great work I learned a lot from it thanks for this good Hack’n’Slash series But there is one thing I couldn't find a solution for, which is that the bats don't play the attack animation Even in the video I couldn't find a solution I tried the same way as the frogs and it didn't work.
@Maffezzolo22 сағат бұрын
Hi devworm, can you give me a light in how can i use normalmap on animatedsprites? This is really messing up with me😢
@TheChunkMonk69420Күн бұрын
if I had 4 enemies, all 4 die when I kill one whats up with that?
@michaelwaldsmith495Күн бұрын
Another outstanding video in this series! Thank you again DevWorm! There are more complicated ways to achieve the same task. When I first started learning Godot I tried the animation player and state machines because people online say it's a really robust system. All of that turned out to be too much for me as a complete game dev beginner, but coming across these videos and going over how to handle everything you need within the script translated so much better for me.
@Not-LunarКүн бұрын
Not sure if you still read comments, but would adding in NPCs/ dialogues be too hard?
@underbooks54032 күн бұрын
hello sir i cant find why my apples are not being produced heres my code extends Node2D var state = "no apple" var player_in_area = false func _ready(): if state == "no apple": $Timer.start() print("start timer") func _process(delta): if state == "no apple": $AnimatedSprite2D.play("noapples") print("noapples") if state == " apple": $AnimatedSprite2D.play("apple") print("apples") if player_in_area : if Input.is_action_just_pressed("pickup"): state = "no apple" $Timer.start() func _on_pickable_area_body_entered(body): if body.has_method("player"): player_in_area = true func _on_pickable_area_body_exited(body): if body.has_method("player"): player_in_area = false func _on_timer_timeout(): print("timeout") if state == "no apple": state = "apple" please tell me
@campbte852 күн бұрын
Super simple and great tips. Sadly didn't help with my ongoing Null error that keeps crashing my project. Something about my resource not having values but my inspector shows there are values. Love to see an add in if "is it Code or is it something else" debug.
@TheChunkMonk694202 күн бұрын
I did everything you did but my guy still appears behind the tree 100% of the time
@richzo78682 күн бұрын
A tip for everyone, for my project after I clicked dash the speed wouldn't reset. I was able to fix this by going into the timer node and checking the "One Shot" box and then it worked!
@dev-worm2 күн бұрын
very good point, as that "one shot" is very important, so thank you for mentioning that!
@easlern2 күн бұрын
Game dev is super rewarding but also really humbling. I program as a profession so the code part is pretty natural to me. But I was surprised to find how much of game dev isn’t even about programming- it’s about presentation and design. So if you’re intimidated by the programming aspect, don’t worry so much; it just has to be good enough to work. The rest of the process is much more important than making the code perfect
@dev-worm2 күн бұрын
this has to be the truest statement about game development ever. the project being visually appealing is the most important thing to focus on. I mean.. you can't hide bad art but you can hide bad code lol. I'm just kidding!! Anyone reading this just remember Code is really really important and you still need to really focus on it! Same with art and basically every other aspect of game development!
@MrGorde2 күн бұрын
could you help me by chance when i try to import free files it syas the file doesnt contain a .godot file
@dev-worm2 күн бұрын
Are you trying to import art? If you make sure you are within a Godot project first, then just drag and drop the art folder into the file system at the bottom left of the Godot engine! Hope that is able to help, if this isn't what you are looking for then I apologize, and I'd love to know what you are looking for in a little more detail so I can help you out!! <3
@MrGorde2 күн бұрын
@dev-worm thanks man
@jarrencikanek94653 күн бұрын
fyi none of this seems to work in godot 4.3
@clr9053 күн бұрын
You forgot #8: Always make a 2D character that stands there bouncing up and down like it's humping itself.
@Sonic_Lane3 күн бұрын
Exactly when you feel lost hes here to save you thank you man
@dev-worm2 күн бұрын
aw I am so glad it was helpful!! thank you so much, if you ever need anything feel free to let me know!
@aloysiusroe81283 күн бұрын
When playing my game and collecting an apple. I get a quick 1 frame of a default apple position before it starts the falling animation. Anyone know what is causing this?
@dev-worm2 күн бұрын
try hard-coding the animation player, to play the right animation in the ready function. I hope that is able to help!
@bf22293 күн бұрын
Great video! Gonna try it out!
@dev-worm2 күн бұрын
thank you and goodluck!! let me know how it goes!
@bf2229Күн бұрын
@dev-worm I am at the state of moving blocks around and getting used to libGdx. I'll see if my initial idea is fun or not. Thx again for your video!
@KaruraJay3 күн бұрын
hey devworm, i hope you see this but, i dont want my player damage to be constantly 20 i want to be able to change it, same with enemies so that i can use it in the other enemies ill add
@NexterBS2 күн бұрын
just change the value func deal_with_damage(): if player_inattack_zone and global.player_current_attack == true: if can_take_damage == true: health = health - 20 -20 for any other (from the enemy)
@KaruraJay2 күн бұрын
@@NexterBS nah, i did make a separate stats and made it global, so whenever i change the damage stats of the sl9me, that damage is different, meaning i can add another enemy with different damageoutput, which is good.
@dev-worm2 күн бұрын
@KaruaJay were you able to get everything working?
@KaruraJayКүн бұрын
@@dev-worm yeah, i just made the stats for the enemies and player as global so i can use their damage as individual, for example skeleton's damage is 10, and slime is 5, and it will damage the player accordingly
@ZaranTalaz4 күн бұрын
I like your example of using resources to customize a single enemy scene to have different types of enemies. However adding enemies to a level is now a two step-process: adding the enemy scene itself to the level, then assigning the type resource to turn it into the enemy type you want. Which is perfectly fine if you're spawning enemies at runtime but when hand-editing levels I'm wondering if it's possible to combine these two steps.
@dev-worm2 күн бұрын
What exactly do you mean by hand-editing levels? Like have enemies set before ready? If so you'd just have to the resource already loaded in each specific enemy node which is placed within the scene. If that isn't what you mean then please explain a little more detail, I'm sorry. I hope this is able to help if not then I hope you can let me know and I can end up helping you!
@ZaranTalazКүн бұрын
@@dev-worm By hand-editing I mean putting together a level scene in the editor; drawing tiles, placing enemies, placing other props, etc. So in your video you were adding the regular enemy scene object into the level scene in the editor. You then had to set each enemy to have a certain enemy type resource to turn it into a specific kind of enemy. I was wondering if there was some way of having a "palette" that you can drag from into the editor to get an enemy with the enemy type resource already assigned.
@anthonymercuri88854 күн бұрын
@4:10 you don't need to do this to get the co-ordinates. You can just look at the numbered grid markings on the left and top edges.
@dev-worm2 күн бұрын
that is a very good point, thanks for pointing that out. Sorry I didn't do that in the video, I honestly just find it easier this way but I should've mentioned it for sure. Thank you for mentioning it here :)
@bum-eye.4 күн бұрын
next tell me how to make/tips a proper assets (settings, how to make it detail even at 64x64px for one tile) or whatever, i still strugle around that
@MarshySnow4 күн бұрын
I just started the tutorial and I can't figure out if he used the free pack or the paid pack.
@dev-worm2 күн бұрын
I used the free pack!! So it is completely free to follow along with this series!! Goodluck! if you have any questions feel free to let me know!
@D3ADLOLO4 күн бұрын
Obsidian is a go to for note taking (self hosted and allow for kanbans too)
@dev-worm2 күн бұрын
I actually have never heard of it but for sure will go try it out, thank you so much for recommending it!
@D3ADLOLO16 сағат бұрын
@@dev-worm if you're into note taking you'll see it's quite a goldmine (check the community plugins to extend it's functions) also since you might need to sync it to your phone or other PC, you can achieve it using resilio sync (a peer to peer syncing program), so you just sync your vault's folder and voila (the plugins are linked to the vault so you don't even have to reinstall them)
@RattleSack4 күн бұрын
Hey! I come from a software development background, and after messing around with RPG Maker a little bit recently ive decided i want ro seriously make a few little games, and eventually something more complex. My issue is, I am not an artist, I recently discovered i enjoy making pixel art but it takes a LONG time. Should I focus more on developing some assets to work with my game ideas, or should i focus more on jumping into an engine and getting working games? I pick up programming in new languages pretty quickly, but im new to art.
@dev-worm2 күн бұрын
I am pretty much in your same situation! I love the development side of things but when it comes to art, well.. im not the best at it. What I would tell you is that it is of course important to focus on all aspects of development. But it is important to keep doing the aspects you enjoy the most, and everything else work on trying to slowly improve on the side. I would say hop into the engine and start working on games, get developing, play around with ideas, etc. But also don't just ignore art work, try to slowly improve each week. And in a years time you'll be really proud of how much you've improved, and the best part is you won't drive youself into burnout. hope this can lead you in the right direction!
@RattleSackКүн бұрын
@dev-worm thank you so much for your response, does genuinely seem like a good way to go about it. I had dabbled a little in game Dev in uni for my final year project, but I was using GML and really didn't have a great time with the sprite work - this time around I'm enjoying it alot more.
@dgargoyle4 күн бұрын
If you set var current_dir = "down" instead of "none" you will also get the starting animation you want. Without the extra code
@dev-worm2 күн бұрын
that is very good to point out. Although it is more of a hard code technique it works, and is also more efficient. thanks for pointing that out!!
@goofuth4 күн бұрын
Why do you use these massive "match" statements and not something simpler like current_zone = zone_b if current_zone == zone_a else zone_a and for i in range(cameras.size()): if cameras[i]: cameras[i].priority = 1 if i == current_zone else 0
@goofuth4 күн бұрын
Also using the collision shapes as "gates" is bad since they can be just barely tapped and then you go back to the zone you were already in still and now you're out of frame. Should use collisions that encompass the full zones. Also for interactions that should just be managed separately and simply use a higher priority than the default - i.e. 2, and hardcoding all of these connections for body_entered makes it not modular in the slightest if you want to integrate say another world and not have to replicate the script.
@muratcanagic5 күн бұрын
i have tried Beehave before found out this video, they are fundamentally same but man o man Beehave is too complicated.. LimboAI is great! thanks for the great tutorial <3
@dev-worm2 күн бұрын
Ooo, I am so glad LimboAI and this tutorial have been a help! I completely agree with you, LimboAI really is ahead of the game. There is so much to learn about it too!! I'm still finding out so many amazing things which can be done in LimboAI each time I use it!
@muratcanagic2 күн бұрын
@@dev-worm would be great to share with us that you found out :) thanks again!
@dylhouse2595 күн бұрын
Quite the late comment but if anyone is using c#, put [GlobalClass] before your class definition to have the resource show up in the editory. Nice tutorial btw!
@shinei475 күн бұрын
hi, I've just succeeded with all the tutorials to make this game but I want to add more than 2 maps I'm having trouble with logic at all, how can I add this displacement with for example 3/4 maps? anyone can explain?
@novaop77765 күн бұрын
Gem of a video 💎, thank you!
@dev-worm2 күн бұрын
I am so happy to hear that! thank you so much!
@zannahknight55975 күн бұрын
yapper
@azedobs6 күн бұрын
Hi man, can you make a tutorial of how to make classic sonic physics? (Example: I really want to know how to rotate the character to climb up a wall just running)
@BellaStar6826 күн бұрын
how would i load the data from different scene like a title screen rather than in the options menu?
@moshimoshi_046 күн бұрын
how to save game state
@enlargedtext7 күн бұрын
were you the guy that invented that game on alho games on that one random app on iphone called minigames???
@curiousdevelyn7 күн бұрын
I JUST FOUND YOUR CHANNEL AND IT'S EVERYTHING I NEEDED, MY GOSH!!!! THANK U FOR YOUR EXISTENCE IN THIS WORLD
@markbabin37537 күн бұрын
your movement script is a complete botchery of logic. Not only does it not allow diagonal movement it also acts very weird moving in diagonal when pressing down two keys
@jotacasaleiro17 күн бұрын
In 4 minutes of the video, what I understood is that you said ok. So I said ok and left xD Ok? But honestly, trying to make a valid criticism you should improve the narrative, or not, maybe this is nothing burger and I was the only one who could handle it. <3
@ifartmoney2 күн бұрын
so you watched 4 minutes of a 37 minute tutorial and concluded it was bad? 🤣🤣
@Kenvie20007 күн бұрын
That gnome game looks fun
@cucumber78-et4pj7 күн бұрын
I think chatgpt is good for game dev if you use it right just using it to write code is bad but getting tips or correcting mistakes i think is good because when i do that i learn
@NoahAmv.7 күн бұрын
Would it be possible to get more npc tutorials?
@sleeper65487 күн бұрын
This is my first time messing around with particle system in any engine and its honestly so fun! SO much so i didnt even follow up, and made the effects without looking at the video! Now the only problem is implementing the code properly into my game...
@kaiparado7 күн бұрын
You show the images too fast even at 0.5 speed, very hard to follow
@mohsenkheyrabadi44587 күн бұрын
May I ask you to provide the list of games played in this video? Creating a video about good indie games is a good idea!
@RiserOfficial7 күн бұрын
Great tips. The Godot forum is amazing. One generous soul spent almost two hours with me helping me figure stuff out. I learned a lot from reading the forums regularly. Also making tiny practice projects that work on one specific thing helps a ton too, rather than trying to start building up a big project and getting into a mess.
@UT-Chara8 күн бұрын
I love the consistent mis-spell of "finial."
@EdgeStormcrow8 күн бұрын
Just downloaded Godot on Steam, solo hobby project here we come.