Perfect timing!! I just got done watching the last one!
@ByFreddyFudanshi3 күн бұрын
Finally! I can't wait to reach this tutorial part!!
@BornCG4 күн бұрын
Looking for the Robot file download? It's now in the description! 🤖👍
@KakarotSaiyan-v5p3 күн бұрын
can you please make, and upload, A KZbin tutorial, that teach us how to make all different types, and genres of 2D games. Using Godot and GD script, like Megaman, Megaman battle network , Pokémon, Digimon, super mario world, Zelda etc. that is relatively beginner friendly, and cover step by step how to make and code different types of games, in Godot and GD script. Preferably a single video tutorial. I will deeply appreciate from the bottom of my heart, if you did this please.
@YuZhang-k5j3 күн бұрын
👍
@SantoshSharma-bm6xg4 күн бұрын
tysm for these tutorials
@markfecit3 күн бұрын
With the newest versions of Blender you have to press "K" to insert location-rotation-scale keyframes.
@PastaMaster1153 күн бұрын
Please tell me there is going to be an alteration to implement mouse camera controls. This "camera rotation controls the model direction in relation to movement" thing is causing problems. I can't get my character to face the direction I want in the game world from ready. I can have the camera facing the right direction but the model starts out facing right. But if I alter him to face forward from the models direction is off by 90 degrees when you move. If I try to rotate the camera to compensate, everything is facing the wrong direction. I've finally just settled to have him face right when the game starts. A state machine would also make this way easier. Edit: The rotation issue has been settled. I got him facing the direction I want from the start, the model faces the proper direction while moving, and the camera is rotated the way I want. It took a LOT of screwing around to get it but I got it. But if I want to make a new level or move him somewhere else in the level, this issue will show itself again. If I were to implement mouse rotation, the camera would be freely rotating and model direction would just follow character direction and leave the camera out of it.
@Drifter_dr4 күн бұрын
Sir, first of all thank you for the tutorial series and would like to disclose howmany of the episodes are yet to release, because in a past video comment you've said that you've completed the recordings ☺️
@BornCG4 күн бұрын
26 in all
@Drifter_dr4 күн бұрын
@@BornCG Thankyou for replying
@KakarotSaiyan-v5p3 күн бұрын
@@BornCGthanks for your work, can you please make, and upload, A KZbin tutorial, that teach us how to make all different types, and genres of 2D games. Using Godot and GD script, like Megaman, Megaman battle network , Pokémon, Digimon, super mario world, Zelda etc. that is relatively beginner friendly, and cover step by step how to make and code different types of games, in Godot and GD script. Preferably a single video tutorial. I will deeply appreciate from the bottom of my heart, if you did this please.
@ashleysperling95744 күн бұрын
How do I prevent the camera from going inside walls?
@Sadiqshah-4667 сағат бұрын
Inshallah wait for next
@Nuzuwi4 күн бұрын
Cool❤❤
@KakarotSaiyan-v5p3 күн бұрын
Thanks so much for your great work. Can you please make, and upload, A KZbin tutorial, that teach us how to make all different types, and genres of 2D games. Using Godot and GD script, like Megaman, Megaman battle network , Pokémon, Digimon, super mario world, Zelda etc. that is relatively beginner friendly, and cover step by step how to make and code different types of games, in Godot and GD script. Preferably a single video tutorial. I will deeply appreciate from the bottom of my heart, if you did this please.
@mythhead26883 күн бұрын
Are you using the same version of Godot 4 in each video??
@BornCG3 күн бұрын
In the description of each video, I let you know what version I’m using although I think I use 4.0 through maybe 4.2 if I remember correctly
@mythhead26882 күн бұрын
@ Thanks for the reply. Is there one version I can use throughout the whole series or do I have to switch versions as I go??
@BornCGКүн бұрын
There are few differences really between the versions, and my instructions should be very close no matter which 4.x you use. I’ll recommend 4.1 of you want the closest to what you see in my videos
@mythhead2688Күн бұрын
@ Thanks man. Appreciate the tips and the videos. Merry Christmas
@rremnar3 күн бұрын
You could have spent less time modeling something so simple yourself; instead of fixing someone elses junk. Though I'd understand if you needed a reference image. I use reference images as well; it helps a lot, even when I end up with something that looks different. Regardless, thanks for these tutorials.
@XYZQ5784 күн бұрын
No leftist #Wokedot, thank you.
@SovereignVis3 күн бұрын
I did something a bit crazy after the last tutorial video. I felt like the coin jumping animation was really missing something. So I created a sparkle effect using Effekseer and imported it into Godot. In Sonic games you always see some sparkle effect when you collect rings, and (not in the first few Mario games, but all the new ones) you see a sparkle effect when picking up a coin. So I managed to add that into a spot where it plays the effect at the coins location when the player gets that coin, but it's not perfect because the effect gets queued out when the coin does, so it doesn't fully finish playing the effect, and the effect just sits in the spot where the coin sits and doesn't follow the coin into the air with the coin's bounce animation. So still a few things to figure out there to get that to be perfect. 🤔 I think for this part... I don't like the robot at all, so I might just try to make my own character. 😅
@rremnar3 күн бұрын
I am surprised that checking for zero is working. Maybe Godot is using approximate comparisons, because normally 0 may not be 0 but 0.0000000012838287. It's a problem in every game engine, and it's really bad in Unreal Engine. You can check single floating point values by using is_equal_approx. Use this if your code (exactly as shown by BornCG) is not working: func is_vector2_equal_approx(a: Vector2, b: Vector2) -> bool: var is_equal_x: bool = is_equal_approx(a.x, b.x) var is_equal_y: bool = is_equal_approx(a.y, b.y) return (is_equal_x and is_equal_y)