In Godot 4.1, they've changed the way the state machine transition arrows work in the AnimationTree flow chart (where you draw the lines to show which states transition to which). They now default to automatic, which causes it to cycle through all of the animations really fast and basically look like nothing is happening. To fix, select the arrows between idle and walk and in the Inspector, under Advance, change mode to Disabled
@papapixxel7860 Жыл бұрын
You're the man! Just stumbled upon this bug and found this comment!
@aryantzh2028 Жыл бұрын
thanks!
@liamallan12345 Жыл бұрын
Absolute legend
@TheSearchForAwesome Жыл бұрын
You sir are a gentleman and a scholar
@vasarolnik Жыл бұрын
Thank you!! I was about to ask this, cause it was erradically switching between the two states.. You're the man!!
@bungofungus Жыл бұрын
37:37 for people using the full release of godot 4, the ≠ used in the code can be typed out using !=. They do the same thing, but the engine can read !=
@wintermute3536 Жыл бұрын
you are a good person
@tylerfrancis_ Жыл бұрын
a great person
@visibletoallusersonyoutube5928 Жыл бұрын
Superb person
@نايفالعتيبي-ت8خ Жыл бұрын
Rich person
@月-q6o Жыл бұрын
THANK YOU
@quintinwood43979 ай бұрын
A quick reminder with movement vectors is to use the normalized() function. So when we made the input_direction for the player, just add a .normalized() at the end of the closing parenthesis : var input_direction = Vector2( Input.get_action_strength("right") - Input.get_action_strength("left"), Input.get_action_strength("down") - Input.get_action_strength("up") ).normalized() if you don't do this you'll notice your player moving a lot faster if you walk diagonally. Normalizing makes it where your speed is always 1 rather than the 1.4 you get otherwise.
@dk-sky38209 ай бұрын
Came here to say exactly that but I was sure someone mentioned it in the comments! Cheers)
@antodarell-brown65169 ай бұрын
im having an issue with that exact part but instead it says "Expected closing ")" after call arguments." any advice?
@quintinwood43979 ай бұрын
@@antodarell-brown6516 double check your parenthesis. You might have a missing one or an extra one. Sometimes it's easy to overlook.
@queehosu36437 ай бұрын
@@antodarell-brown6516 i overlooked a the comma a comma and got the same error.
@grandtheftaudio2912 Жыл бұрын
Great tutorial, thanks for sharing. There is a minor problem with walking diagonally (walking in two directions at the same time, e.g. up and left). The input direction vector will be a bit longer than the vector when only walking in one direction. The effect will be a slightly higher walking speed when walking diagonally. This is because the diagonal d in a square is d = a * sqrt(2) when a is the length of the squares sides. To fix this problem, when calculating the velocity of the character, instead of "input_direction * move_speed" use "input_direction.normalized() * move_speed".
@jeeves4490 Жыл бұрын
Thank you so much, this needs more likes
@591mlstudiosgames10 ай бұрын
Absolute legend. 👍
@JLLockwood8 ай бұрын
thank you soooo much
@Smiff24819 күн бұрын
it broke my code and now the player keeps dissapearing until it's completely gone and I can't fix it even tho I changend it back to the original code again. yeah... :')
@veldtwalker Жыл бұрын
Might have been me, but a couple notes since some stuff have changed since this was recorded. So hopefully this helps some people. I am using - v4.0.beta13 - Some of the inspectors have changed slightly, so just open up some the other caret/caron menus ">, v" (not sure the term, haha) and you might find the option you are looking for. - Animation Tree for each connection "->-" between idle and walk, click on them, Inspector>Advance>Mode, Set to "Enable", keep the "Start"->-"Idle" as "Auto" || Looking at the tutorial I noticed the interface for AnimationTree was different, so poking around and that is how I fixed it. - As pointed out in the comments if you can't easily type ≠ you can type != instead (plus some dummies ruined ≠ ) I may have missed it being mentioned but for the cow animations you add "Animation>[animation]" and not "BlendSpace2D" like you did with the playercat animation
@MOAMMAN20 Жыл бұрын
Thank you for tips man
@guedizz Жыл бұрын
Very useful tips! It now worked for me!
@Vaznis Жыл бұрын
good shout on the animation tree tweaks
@MagicalAlpaca Жыл бұрын
I wish I could express how thankful I am for U telling us. Those were the 2 things I was confused about.
@taskinen1j Жыл бұрын
Thanks for this. I had trouble with animation tree.
@FeralFreyaForreal2 жыл бұрын
Hey! Godot 4 actually has a bunch of new Input methods that I think you should check out in the docs! I haven't watched the whole video yet (work) so forgive me if you mention this in the video. Anyways, two new ones that are very useful are Input.get_axis and Input.get_vector. These are basically shorthand for Input.get_action_strength("positive action") - Input.get_action_strength("negative action") but in one function. Input.get_axis is for platformer-type movement (left and right) while Input.get_vector is for top-down type movement (up, down, left, and right). You just pass the positive ("right") and negative ("left") actions and it returns the proper input. Great video so far! I can't wait to finish it!
@@tadeuszr359 Actually Input.get_vector("left", "right", "up", "down") doesn't have the exact same behavior, as diagonal vector is equal to (0,707, 0.707), whereas with the original implementation, it's (1,1)
@PretendCoding Жыл бұрын
@@haddock8087 So wouldn't you just instead normalize it before you multiply it by the speed? That would take care of the issue.
@GraniteFaun Жыл бұрын
I like the tut so far, it's nice to get into 4.X from 3.X but, just leaving this here if people might into problems: 33:34 They changed up the autoadvance a bit with 4.1.1 I think, it's active by default it seems (under Advance -> Auto). And you have to set it to "enable" on the links between walk and idle animation for the Dude to idle and not just spazz between the two states indefinitely. 36:27 also I've noticed that I had to set the blend values to the full ends ( 1.1 , -1.1) or it creates some funky results of animation blending. The Default behaviours are probabyl set differently in 4.1.1 Okay nevermind the blend mode has to be changed... xD 43:38 You can also do that with the rektangle tool, when you draw a rectangle you just get a few of the special tiles.
@emrld. Жыл бұрын
first tip saved me, thank you
@GraniteFaun Жыл бұрын
@@emrld. You're welcome, glad it helped!
@TheManifestoJourney Жыл бұрын
Thank you!! I was so confused as to why my little guy was spazzing out lol
@kuypersmartijn10 ай бұрын
This should be pinned, thx!
@Woo-py5el10 ай бұрын
Thank you so much!!!!
@tittlemans_crest Жыл бұрын
39:54 If you are having trouble getting your animations to travel between states in 4.1.3, adjust the call by added an additional parameter of false: state_machine.travel("Walk",false) state_machine.travel("Idle",false)
@marketwoodfarm4 ай бұрын
Thanks you!
@Drachenbauer10 ай бұрын
About the cows: with the fixed values for the timers they'll idle all the same time and walk all the same time. It looks more natural, when you generate theese values with a randomized range, maybe 1-3 secconds walk and 4-8 seconds idle. so they´ll act compleetely individual and not more all stand and than all walk.
@zflxw Жыл бұрын
Also, another thing: If you want a smooth camera follow without jitters, you simply have to do following: 1. Enable the "Position Smoothing" and enter a value (5px/s is good for me) 2. Change the Process Callback in the Camera2D Settings to "Physics". This will remove the jitter!
@sprite9849 Жыл бұрын
around 22:00 if velocity is not working for you, as it didn't for me, try this code. Hope it helps :) extends CharacterBody2D const SPEED = 100.0 func _physics_process(_delta): var xInput = Input.get_axis("left", "right") if xInput: velocity.x = xInput * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) var yInput = Input.get_axis("up", "down") if yInput: velocity.y = yInput * SPEED else: velocity.y = move_toward(velocity.y, 0, SPEED) move_and_slide()
@Inf3rnoBadger Жыл бұрын
Thanx the code helped around 38:28 how did you get this code to work with the update_animation_parameters for movement. he uses the input_direction like update_animation_parameters(input_direction) I tried to use yInput and xInput but i got an error Cannot convert argument 1 from float to vector2 idk most of this goes over my head right now lol
@sprite9849 Жыл бұрын
@@Inf3rnoBadger yeah, that were I stopped the tutorial today, my brain can't handle that today :D I'll continue in the following days and hope that I'll find a solution
@sprite9849 Жыл бұрын
@@Inf3rnoBadger Hey Sean, not sure what happened but today the code from the tutorial worked fine for me. Maybe it has something to do with the Steam Version of Godot. To save you some typing, this is the code that worked :) extends CharacterBody2D @export var move_speed : float = 300 @export var starting_direction : Vector2 = Vector2(0, 1) @onready var animation_tree = $AnimationTree @onready var state_machine = animation_tree.get("parameters/playback") func _ready(): update_animation_parameters(starting_direction) func _physics_process(_delta): var input_direction = Vector2( Input.get_action_strength ("right") - Input.get_action_strength ("left"), Input.get_action_strength ("down") - Input.get_action_strength ("up") ) update_animation_parameters(input_direction) velocity = input_direction * move_speed move_and_slide() pick_new_state() func update_animation_parameters (move_input : Vector2): if(move_input != Vector2.ZERO): animation_tree.set("parameters/Walk/blend_position", move_input) animation_tree.set("parameters/Idle/blend_position", move_input) func pick_new_state(): if(velocity != Vector2.ZERO): state_machine.travel("Walk") else: state_machine.travel("Idle")
@Lee_Tia Жыл бұрын
it seems that this is now a bit outdated in some points, but it was still amazing to see my creations come to life! I do not think i understand anything of the coding yet, but there is much to learn~
@honeycoffeeandmilk996 Жыл бұрын
The animation tree is different now 🥲 Edit: if the animation is not working try this: delete the connections between start, walk and idle. Next to Transition select "immediate" and the arrow-box (?) should be blue. For the transitions between idle and walk the arrow-box (?) should NOT be blue
@kylelapraim6630 Жыл бұрын
thank you I was having issues figuring out why my animation was so freaking fast lol
@LunaReviewMats Жыл бұрын
Thanks. This had me stumped for an hour.
@Rizma44 Жыл бұрын
tyty!💜
@hashtagzema Жыл бұрын
Hi, I am a dummy and don't understand. Mine is flashing super fast too, but I don't know how to fix transitions and the debug still has my Cat static.
@Rizma44 Жыл бұрын
@@hashtagzema Click "Connect Nodes" button. Next to the "Transition:" label select "Immediate" from the drop down menu. Next to the drop down menu there is a new button with the letter A with an arrow highlighted in blue. Honey was saying unhighlight that new button for the walk transitions. I am assuming so it doesn't Auto Advance? Hope this helps! ♥
@hashtagzema Жыл бұрын
If at 19:09 you are not getting the debugger to see your key commands... Double check that you put a comma at the end of line 6, after the left command and before the down command. I missed his comma in the video myself. This was the solution. Hope that helps for someone else.
@jamesreed361 Жыл бұрын
Thank you so much, totally missed that lol.
@moni1726 Жыл бұрын
thank you so much!! you’re literally a lifesaver
@Pilot_V Жыл бұрын
Thank you so much
@Ryeniken Жыл бұрын
Exactly my issue :) This was quickly followed by another error on the "print line". Turns out, indentation is important! My "print(input_direction)" needed an additional indent to fall under the func _physics_process(_delta): I'm used to c#, so this is a bit different, but I'm liking the logic behind it so far
@bestenderslayer9302 Жыл бұрын
u should tell me the full code tottaly
@quintinwood43979 ай бұрын
try enabling delta in the cow physics process and using move_and_collide(velocity * delta) for cows. This will make it where they don't cling to your player's collision box and they'll also stop if they run into you.
@crack642 жыл бұрын
This tutorial is fantastic, you get into exactly the right amount of detail for everything, love it!
@Telorath Жыл бұрын
I don't know if godot handles this properly(pretty new to godot), but in most engines one of the most important things NOT to put in the physics step is taking player input. It shouldn't matter much in a "hold to move" scenario, but if for example you're trying to jump from platform to platform, it's possible to press and release the jump button BETWEEN physics updates, causing your input to be occasionally ignored while performing actions that require precise timing.
@snowy893__ Жыл бұрын
what would you recommend as an alternative? im new to godot and game development in general
@Drachenbauer10 ай бұрын
33:10 in godot 4.2 the advance mode of animation tree transitions is a bit different. Now it is set to "auto" by default and has also the options "enabled" and "disabled" to choose instead. So let the first transition like it is and set the other two, between the two blend_state_2d elements (idle and walk), to enabled.
@daniridao2 жыл бұрын
I've been testing godot 4 for a bit, so I new all this stuff, but I have to say I could have used this video when I started with Godot, or something similar back then. It comprises a lot of different things that are very useful for beginners, so this is a 5/5. Very much appreciated the effort, it's great seeing people making Godot tutorials!
@Moohasha1 Жыл бұрын
I followed a tutorial series for Godot 3.2 that included how to use a TileMap and TileSet. When I tried to use one in Godot 4.1, it was completely different and I had no idea what to do. Thanks for explaining it!
@ulgrimthemad Жыл бұрын
A bit has changed for 4.1.3, but clicking on everything roughly where Chris has indicated lets you find most things. willisplummer in the comments here hit the nail on the head for the biggest issue which is the transition between animations being enabled and flipping out, as long as you follow their direction (select arrows and in inspects under advanced change mode to disabled) you'll be fine. Painting collisions has an additional feature as well, in that there's a paint dropper now to get existing collision paintings from tiles which you can then modify. Helped a lot. The rest is just slight changes as to where you find things in the inspector.
@ulgrimthemad Жыл бұрын
Thanks for this great tutorial Chris!
@GergelyGati Жыл бұрын
Great tutorial! One suggestion: if you use a larger font and/or smaller resolution, it's much easier to follow on smaller screens.
@GraveUypo Жыл бұрын
this. i tried to follow on a small 1280x720 window on my 4k screen and it was impossible. i changed to a second monitor (well, a drawing tablet's screen), but it's 13" and it was still super hard to see.
@bonsaipropaganda Жыл бұрын
yeah im bad at reading small text
@mrpotatocatt Жыл бұрын
You can press the ctrl and - or + keys to make the screen smaller/bigger if it helps!
@GustavoFernandesKing9 ай бұрын
@@mrpotatocatt it doesn't zoom the video, only the browser.
@nat95046 күн бұрын
Even with this tutorial being 2 years old, and even with me using Orchestrator rather than GDScript, this tutorial was really helpful, so thank you for making it!
@user-darkodbd9 ай бұрын
The move_direction Vector2 can sometimes return 0,0 so the Cow is not moving but it still plays the walking animation. To fix it add a if statement in the select_new_direction() function that checks if the move_direction Vector2 is 0,0 something like this: if(move_direction.x == 0 and move_direction.y == 0): select_new_direction() This way the Vector recalculates new numbers if the numbers are 0,0. Important use this AFTER the initial calculation.
@Abra_kebabra7 ай бұрын
To make it easy for the people here is my code that works : func select_new_direction(): move_direction = Vector2( randi_range(-1,1), randi_range(-1,1) ) if(move_direction.x == 0 and move_direction.y == 0): select_new_direction() if(move_direction.x < 0): sprite.flip_h = true elif(move_direction.x > 0): sprite.flip_h = false
@Onox42 жыл бұрын
A small problem with the script for the cow as shown in the video is that in select_new_direction, it’s possible to get (0, 0) and when that happens, the cow will appear as not moving but will still have its walk animation shown (this can be seen for example at 1:02:52 with the top right cow)
@skateryuri2 Жыл бұрын
me too :(
@goblinslayer5404 Жыл бұрын
a simple fix would be to call the select_new_direction function if the x and y of move_direction are 0. just do that right after it creates the random vector. It's almost like ur creating a loop out of a method, similar to recursion.
@CLASSiv043 күн бұрын
for any still having this problem. I fixed this by adding the following code directly after the final parentheses of func select_new_direction. New line: while move_direction == Vector2(0, 0): move_direction = Vector2( randi_range(-1,1), randi_range(-1,1) ) Just add it in between the initial code and the sprite.flip_h part and it should prevent (0,0) from being an outcome by force-looping the function until a new result is found.
@nikitareich7617 Жыл бұрын
you worked 7 hours straight! Respect
@niorad2 жыл бұрын
Thanks! Perfect for a first look at Godot without xp with 3, but not wanting to start with 3 since 4 is right around the corner.
@laptoprelaks Жыл бұрын
this is exactly where I'm at lol...
@Zantom072 жыл бұрын
Thanks for the video, very informative! I'm new to Godot but not new to game dev, so this was a great way to get up to speed with how Godot works differently from other engines.
@PlatedGuy Жыл бұрын
Last time I tried game dev Godot was in some early 3.0 alpha I think. I saw Godot 4 release and some spark inside me lightend up and made me try gamedev again. Thank you for your tutorial man ❤❤
@Darkrender Жыл бұрын
You can solve the camera stuttering a few different ways, but as of the most current beta release of Godot 4 (v4.0.beta9), you can pretty much solve the visible stuttering on the player by setting the Process Callback property on the camera to Physics instead of Idle. Another solution would be to lock the framerate of the game to 60 (or even 30) fps, since one reason for the stuttering is because of monitor refresh rate being slower than the games fps. Since most people use 59 or 60hz monitors, limited the fps to that or lower should help with the stuttering.
@taunhawk9888 Жыл бұрын
Thanks for the tutorial! However, that animation tree is a clunky mess. Was able to handle all of that much easier with just code inside of the PlayerCat script: var idle_direction: String = "idle_down" # Same names as animation # [ PLAYER ANIMATE ] func player_animate(): # Walking and setting idle direction if input_direction.y < 0: $AnimationPlayer.play("walk_up") idle_direction = "idle_up" elif input_direction.y > 0: $AnimationPlayer.play("walk_down") idle_direction = "idle_down" elif input_direction.x < 0: $AnimationPlayer.play("walk_left") idle_direction = "idle_left" elif input_direction.x > 0: $AnimationPlayer.play("walk_right") idle_direction = "idle_right" # Idle else: $AnimationPlayer.play(idle_direction)
@eduardofernandez66262 жыл бұрын
Could you do a tutorial like this but in 3D? It would be very useful for the community, since there are no updated courses, good content! I hope you continue helping the godot community!
@widrolo Жыл бұрын
Unity refugee here
@Xershade Жыл бұрын
Not sure if this was in it at the time but for the animations instead of using the frame number just use the frame co-ordinates instead. Then when duplicating you just leave the X value alone and just change the Y value for each direction. Example the way my frames are setup it's a 3 frame sprite that does 4 frame animations, so the X values are 1,0,1,2 so instead of having to math all of that for the other 3 directions I just set it to frame_coords in the animator instead and just changed the Y value.
@dreamrider712810 ай бұрын
Honestly I'm still a bit reluctant to learn godot but somehow I ended up here and before I realized I'm halfway through it following every single step and has been waaaaay easier than I even imagined (for the record I have some experience in Unity and a lot of experience in unreal). Other godot tutorials failed to grab my attention and I was really struggling way too much to understand the node system of godot... so I really have to thank you for this video (and I'm still reluctant to continue with godot... like I want to choose a 2D engine to make classic arcade game clones, like the timeless beat em ups such as TNMT, Xmen, Golden axe, etc... and I am still 3 doritos away from doing those in Unreal... still following this tutorial to the end)
@Dunkable7 ай бұрын
Are you still rocking with godot?
@chefaku8 ай бұрын
50:42 is better to use the snap grid tool, that is at the right of the rotate right, flip horizontally, etc
@BellyLachlan8 ай бұрын
if you also have a sticky cow try this in the cow script for physics_process func _physics_process(delta): if(current_state == COW_STATE.WALK): velocity = move_direction * move_speed else: velocity = Vector2.ZERO move_and_collide(velocity * delta)
@brokenumbrellagames2 жыл бұрын
On which alpha version was this recorded? I'm having difficulties connecting the nodes in the animation tree (might be a bug). Update: If you are having issues with connecting the animation tree nodes 30:50 restart Godot and try again. It fixed it for me. ^^
@TheEternalDuelist2 жыл бұрын
What a weird bug, this happened to me too! Thanks for the comment :)
@dmshtrash2 жыл бұрын
Thx!!
@johntitor1072 жыл бұрын
thank you!
@anon354682 жыл бұрын
Thanks!
@ivantammaro2 жыл бұрын
Thanks, that worked :)
@АндрейКун-ш2в5 ай бұрын
29:56 if you don’t see the list in “add animation”, then just in the animation tree select "anim player" and select "animation player"
@andrewg2998 Жыл бұрын
Just simply a great tutorial. Please make more godot game dev content in the future!
@adrianpinto1011 Жыл бұрын
Excellent tutorial, just what I was looking for! Thank you.
@productionsinparadise28808 ай бұрын
I think the only thing missing from the tutorial was the ability to enter the houses (change scenes by entering through the door on the inside and outside of the house). Haven't seen too many scene change tutorials that revolve around walking through things.
@zinnmannstudio5 ай бұрын
I am pretty late, but I think this video is exactly what I am looking for, I just started Game Dev and wanted to make a game with a similar mechanic to this.
@Maksimmy9 ай бұрын
Trying to follow in 2024. Having trouble with the first script, trying to get directions implemented. Seem to be having some trouble with indentation? Despite following the code pictured exactly at 19:19
@spade29459 ай бұрын
Im also having trouble with that, dont know how to fix it
@КатяИванова-г4в Жыл бұрын
Thanks for the tutorial, I'm a total newbie to Godot and your tutorial explains a lot to me.
@widearchshark39812 жыл бұрын
Great video, but boy did you just hit overdrive with the cow piece ! Really good effort though mate. Followed through slowly and learned a lot.
@fabienlamarque5572 Жыл бұрын
in case people, like me, weren't able to collide with hills with their character.in GODOT 4. In the PlayerCat settings, its CollisionObject2D mode was set to disabled. @chrisTutorials, thanks for the tutorial, very helpful first mini project in GODOT
@outkastagc Жыл бұрын
Oh man, I made it all the way to 48:24. I can't find the physics layer options and after scrolling through endless comments and reading the GD info, I am at a loss. I somewhat remember how to setup the collisions from 3, but I am totally lost here. Thanks for the video, I really appreciate the time and effort!
@ChrisTutorialsYT Жыл бұрын
For the tilemap I assume? You'll have to open the Tileset in the tilemap (inspector), physics layer will be the first drop down with tileset expanded. There's an add element button to add a new physics layer - first one will show up as PhysicsLayer0 when editing tiles. Then in tileset mode (button of the screen with the tilemap node selected), choose select from the tool options and then select the tile you want to give physics collisions to. Physics should be a drop down available under BaseTile now. Expand down to PhysicsLayer0 and you should see the tools for editing the collision shapes for each individual tile. Hope that helps a bit
@Smithington_ Жыл бұрын
@@ChrisTutorialsYT I am not the OP, but ran into the same problem. Thanks for being awesome.
@jo.awesome11 ай бұрын
You have to click on the word "TileSet" not the arrow next to it. It then expands for more options. I had the same problem too and accidentally clicked there and it worked.
@Hurtwolf2 жыл бұрын
Great video Chris!
@diadantist9 ай бұрын
37:28 for those having problems with the @export var starting_direction : Vector2 - Vector2(0,1), Godot 4.2.1 doesn't allow you to subtract two vector2 objects inside a variable anymore. You need to calculate first/declare the value of the variable and THEN use it, like this: @export var starting_direction : Vector2 = Vector2(0, 0) func _ready(): animation_tree.set("parameters/idle/blend_position", starting_direction) Hope this helps somebody!
@Cosmicsightss9 ай бұрын
At 1:02:30 if your cows are playing the idle animation without stopping(the keep sliding) in the elif current_state == COW_STATE.WALK : you can write: velocity = Vector2.ZERO that will fix it.
@chip6304 Жыл бұрын
I know it's a bit late but for mouse smoothing, you can change the process call back to physics so that you don't get that motion blur effect on your sprite ey idk how it works or what it does buttt, it works so :P
@IscariotSolia Жыл бұрын
Thank you for doing godot tutorials, I really hope you do more in the future.
@justrosy58 ай бұрын
As I age, my vision is getting worse, and in order to watch this, I've had to force the 1080p and use the Windows magnifying glass at 275%, but this messes up the stream so the video freezes (while the audio still plays). To get around this I slowed the video speed down to .75. If you have the option of associating the magnifying glass with your mouse while you talk, that would be most helpful! The other option is to use the Editor Settings to change the fonts for the program and for the coding to at least 20 or higher. That might be easier. In any case, If you do what I'm doing, with the magnifying glass on the video you already made, and just do a long screen recording of yourself doing this, then upload that video over this one (does KZbin Studio still allow that?), then that would fix the trouble with reading the text and following the mouse on your screen (for future videos you make).
@Nibilis Жыл бұрын
Hello to all, I know that this tutorial is a bit old but I'm throwing a bottle into the sea anyway. My character moves perfectly but doesn't want to start the walking animation when he moves, yet I carefully followed Chris' instructions. I don't get it. Beyond these problems I enjoy watching your videos, they are instructive, fun and very pleasant to watch. Thanks to you.
@Kwendal Жыл бұрын
Thats wierd I didnt have the problem, the map doesnt load tho
@lightcrawler909 Жыл бұрын
I had this problem too just click on the arrow that connects the phases in the animation tree and then Switch the stuff to auto
@duxnihilo Жыл бұрын
@@lightcrawler909 I don't see that option.
@youcantkillnick Жыл бұрын
@@duxnihilo click on the line between Start and Idle. under Advance, change the Mode dropdown box from "enabled" to "auto". its annoying that the new Godot is different to the build here, because i love this tutorial.
@Korn1holio2 жыл бұрын
At 15:26 - pardon for possibly beginner question, but is it wise to initialize a variable (var input_direction) inside a "_physics_process" that gets refreshed 60 times/sec ?
@Forcoy Жыл бұрын
no, creating a new variable 60 times a second is not a very good idea
@Drachenbauer10 ай бұрын
I saw cows like yours sometimes play their walk-animation without movement. That´s because the direction chooser sometimes outputs a zero-vector as direction, wich means no movement. To fix this, i added a while loop there, that checks for the zero vector and so let's only actual directions pass through. I also noticed, if a cow collides with a wall, but it´s walking-time is not over, it pusches against the wall until it´s state switches So i now made their AI a bit smarter: 1. I made my them (and also chickens, wich are also in the graphics-set) always walk exact cell-sized steps (gridbased movement) 2. at choosing a new direction to start a walk-state and after each cell-sized walking-step i let them check for collisions to turn into a new free direction, if they collide. So when start a walking-state they always choose random from all free (no obstacles) directions and when reaching an opstacle in their way while not finished the actual wank-state, they also choose a new direction the same way.
@vankleiss29911 ай бұрын
For anyone around the 39 minute mark whose animations are now broken with the code update; I had the same problem, and the solution lies in this more recent video tutorial from the same creator as this one: kzbin.info/www/bejne/jaOwgIWwoZiaZ7c ("Animation Tree State Machine Setup w/ Conditions & BlendSpace2D - Godot 4 Resource Gatherer Tutorial" if you're wary of random links). Follow this tutorial in regards to setting up the code and by the end of that tutorial you should have everything working, beyond the code update I only had to fiddle with the animationtree points a bit. I'll post my final code below for an example/point of reference. Happy learning. extends CharacterBody2D @export var move_speed : float = 100 @export var starting_direction : Vector2 = Vector2(0, 1) @onready var animation_tree : AnimationTree = $AnimationTree var input_direction : Vector2 = Vector2.ZERO func _ready(): animation_tree.active = true func _process(delta): update_animation_parameters() func _physics_process(_delta): input_direction = Input.get_vector("left", "right", "up", "down").normalized() if input_direction: velocity = input_direction * move_speed else: velocity = Vector2.ZERO move_and_slide() func update_animation_parameters(): if(velocity == Vector2.ZERO): animation_tree["parameters/conditions/idle"] = true animation_tree["parameters/conditions/is_moving"] = false else: animation_tree["parameters/conditions/idle"] = false animation_tree["parameters/conditions/is_moving"] = true if(input_direction != Vector2.ZERO): animation_tree["parameters/idle/blend_position"] = input_direction animation_tree["parameters/walk/blend_position"] = input_direction
@jaxmcspadden655110 ай бұрын
thank youuuu
@g0osey3 ай бұрын
Trying this pops me an error on the first "animation_tree["parameters/conditions/idle"] = true" line, I was having trouble with the original code in 4.2.2 and was hoping this would fix but its not finding those parameters/that pathing. Anybody have any idea why this would be? (I have made no changes to the above code block)
@TheRhalf11 ай бұрын
in tilemap 47:25 I think it's best to use a grid to avoid weird collisions and make the process faster
@doremifasolitado Жыл бұрын
this tutorial helped me a tremendous amount with getting me started, thank you!!
@marketwoodfarm4 ай бұрын
Thanks for the lesson, I wished you'd redone the cows part, rather then just saying that some footage was missing.
@sjacobson42 Жыл бұрын
I'm about 20 minutes in and when I play it the cat is in the upper left corner of my screen even though it's placed in the center of the level??
@ssupersloth6679 Жыл бұрын
Great tutorial! It helped a lot and was so much fun!
@maciulex9460 Жыл бұрын
Great i love this tutorial im in programing but never do any games in game engine tutorial that have 30ep every 30min just too long and boring best way to learn is to pratice and see what everything do that was great tutorial that give me what i wanted
@maciulex9460 Жыл бұрын
update it's great i love this engine i made for my cows a turrets on back and now they are very dangerous!
@LucasThomasLuc_Tho2 жыл бұрын
Fantastic intro video, I'm a first timer and followed along no problem. Thanks! :D
@seanrendall549511 ай бұрын
Oh, cool, I can't wait to follow this tutorial! It's awesome I can spend my free time learning a skill I've always wanted! ... Aaaaand I need a new video card.
@jukafah Жыл бұрын
Some changes in GA since alpha, but still a really helpful tutorial! Keep making them so I can learn more!
@Pecola1FromScratch2 жыл бұрын
For some reason the Transition connect arrows disappear when I try to connect, they snap in as if they'll connect, then I let go and it disappears. The output log does say "Transition added" as if it was actually added, but there's visually nothing showing. It also isn't actually working when I play it. (I did add the Auto advance on the Start to idle, but it of course doesn't seem to actually be connecting there. May be a weird glitch, unless I missed a setup step? EDIT: Ah, found someone else in the comments who had the same issue, and just restarted and it fixed. I had given up yesterday, hoping it might be a glitch that fixed itself today after restarting my computer completely, but that hadn't worked. But after restarting *again* today, just restarting Gadot, it fixed itself. 🤷🏻♂
@manadecide Жыл бұрын
I had that same problem. Thanks for the update on your comment.
@blue__soma2 ай бұрын
thank you this was very helpful! im looking forward to more videos
@jakoblauridsen4347 Жыл бұрын
Great tutorial. Do we plan on a follow up adding some more functionality to this example?
@playhelper12 жыл бұрын
Seems like the animations for walk and idle are broken in Beta 6. Switched to beta 5 and it works.
@l.halawani Жыл бұрын
Great crash course! Exactly what I was looking for coming from Unity. Actually I'm surprised Godot is that good for 2d, it's way better than Unity. And everything is a Node and Node can be a scene. AWESOME thanks man!
@Syeno2 жыл бұрын
Best teacher on youtube.
@fuzikun_2 жыл бұрын
velocity is not working in my godot version it saying declared velocity
@scottyawesomesauce4672 жыл бұрын
WOW, that tile system is so much faster then 3.x Of course I haven't played around with tiles in a while so its possible that 3.5 has improved it.
@joepkippensnuiver2969 Жыл бұрын
There should be some reddit post or something on these longer tutorials for a problem solving QandA. In general though nice very first introduction.
@olmrgreen19042 жыл бұрын
OMG! So glad I found your video! Thanks for the tutorial!
@Drachenbauer10 ай бұрын
in the first frame of idle right the character is misplaced by one pixel to the left on the spritesheet-graphic, so tile right and left look a bit different on this video. I fixed this in my copy of the sprite-shheet-graphic-file
@DragonByte79 Жыл бұрын
46:14 what happened with the layer HighGroundWalls? Then he painted again on TopGround.
@Clubgeist Жыл бұрын
The whole AnimationTree part is not working anymore. There is an "End" box now, and connecting "Idle" to "Walk" and reverse will start an infinity loop (Idle and Walk box blinking red border) , where no animation is being played at all. The auto advance setting for transition is not there anymore. It shows Advance -> mode -> auto as default. Don't know if this is the same ?! But how can a newbie know? Disabling the advance mode for walk animation will let me play the idle animation again in the animationTree window, but starting the game wont show any animation at all. Tldr; 3 hours of waste, throwing my project to the bin. I don't know why they would change the UI all the time so every tutorial on the internet is useless...
@Clubgeist Жыл бұрын
Got it fixed with the help of Veldtwalker's comment below
@mayonaise0 Жыл бұрын
at 37:36 it seemed to just cut to "this is what i did" and not explain about it much
@Van_Ghalta Жыл бұрын
Godly tutorial, sir. Take my subscription.
@samarthaj79209 ай бұрын
Hey There If you are having trouble with 38:40 animation part the just change the animation_tree.set("parameters/Walk/blend_position",move_input) animation_tree.set("parameters/Idle/blend_position",move_input) to animationTree["parameters/Walk/blend_position"] = moveInput animationTree["parameters/Idle/blend_position"] = moveInput I was able to get it work like this
@indiegamechris4759 Жыл бұрын
I can't cycle through the frames on Sprite2D (24:17). This happened after I finished setting up the animations; it's permanently stuck on frame 2. Is there a locking button somewhere? I restarted Godot and it didn't solve the problem.
@thomasgebetsberger4620 Жыл бұрын
Hey, i tried to implement the new get_vector() Function but my character will only use the down_walk animation and switch to the respective idle animation after releasing the key. Press D for right -> down_walk animation -> after key is released idle_right. Any ideas? Thanks a lot!!
@JayTailor4511 ай бұрын
Thanks so much. I learned a lot about Godot today.
@moss243 Жыл бұрын
guys, SPACES MATTER IN GODOT, put tabs before some of your stuff if youre having errors and cant figure out why
@MitchellSnooks-c7i Жыл бұрын
Hoping to get some help with this. I am trying to create the movement for the cows and the walking animations. I was able to get the idle animation working properly, but the cows are not moving or switching to their walking state. I am unsure what the issue is. The code is copied exactly and I made sure that the animation tree is set up with the same names referenced by the state_machine in the script. I set the animation tree up the same way as the player. I ran through an analysis of the code from beginning to end to test the flow and it seems like the code should work logically. I'm thinking something is wrong in the anim tree or the anim player. No errors or misspells in the code.
@bilzar Жыл бұрын
I'm having the same exact issue. Did you figure it out?
@jaxterity Жыл бұрын
I am having this exact same issue. Not sure if these later version of GODOT something is wrong? The animation works on idle, but not the walking for the cow.
@MijmerMopper Жыл бұрын
For future reference, this sort of tutorial works a LOT better in multiple video's. Each individual one can be long enough to get ads on it, but still be biteable chuncks that A aren't as initially overwhelming for a beginner and B easier to find back where you where if you do something like go to work or go to sleep in between sessions.
@KotCR Жыл бұрын
Finished it until the end, with some of the adjustments suggested in the comments to accommodate for changes that have happened to Godot v4 since the Alpha release...but one thing that is kind of funny and I'm not 100% sure why it happens, is why do the cows sometimes get "stuck" to the player character, if you try to walk into them? After it happens, you can literally walk around with them attached to you and it can be difficult to lose them (I think they only detach if at the moment they change from idle state back to walk state, you are moving in the opposite direction they begin trying to move). Why does that happen and is there an easy fix for it? As entertaining as it is it can cause you to get trapped :p.
@andrewtybjerg9104 Жыл бұрын
Change your Motion Mode to Floating in the CharacterBody2D nodes.
@rbnzdave Жыл бұрын
sorry, you said hit f1 on the keyboard and it did what mine does. is that explained or are we just going to pretend it didnt happen ?
@snippets.of.science8 ай бұрын
insanely useful thank you so much!
@westingtyler1 Жыл бұрын
now due to the Unity to Godot exodus we need a good "Every Godot 4 Node Explained video."
@ssihanji68023 ай бұрын
thank you so much for the tutorial. :D I'm still beginning on godot. Hopefully, I make a game soon.
@kelvinm560 Жыл бұрын
Good basic 2d learning in Godot but could you please increase the font size in the editor - it's kinda small.
@SlowPursuit10 ай бұрын
Loving your work, and thanks for the free tut, but I just cannot see the screen well enough to follow along. I'm on a laptop - looks like you are using a big monitor & I just cannot see much! ;-(
@nikitareich7617 Жыл бұрын
need help with the starting_position, doesn't work
@leocosta-io10 ай бұрын
Great tutorial, helped me a lot. Thank you!
@aryantzh2028 Жыл бұрын
u should make a code text size a little bit bigger, its hard to see when my pc resolution is just 1366x768
@aryantzh2028 Жыл бұрын
or at least zoom in at codes
@ЙенФенФыр2 жыл бұрын
good tutorial! you deserve more likes and comments!