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Godot Tilemap | Interactive Collisions | Godot 3.2 Tutorial

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Game Development Center

Game Development Center

Күн бұрын

Пікірлер: 41
@GameDevelopmentCenter
@GameDevelopmentCenter 4 жыл бұрын
Do you believe that Godot education should be free? Me too! You will never find me on Udemy, Mavenseed, or Gumroad. Support these tutorials in any way you believe is appropriate; like, comment, subscribe or become a member of the GDC Club, thank you! kzbin.infojoin
@karg007
@karg007 4 жыл бұрын
Hey i Discovered your channel a few days ago and oh my.... thank you so much. Everything is so visual and well explained. Also i love the way you strutured your video. We know what you gonna explain and when. I mean wow so easy to follow. Keep up the good work!
@GameDevelopmentCenter
@GameDevelopmentCenter 4 жыл бұрын
Thx Vincent! Always good to hear this feedback!
@xanderul3167
@xanderul3167 4 жыл бұрын
Thanks for your tutorial! It's what I missed for so long
@GameDevelopmentCenter
@GameDevelopmentCenter 4 жыл бұрын
Awesome :) Glad it was helpful :)
@guilhermeschicovski3364
@guilhermeschicovski3364 4 жыл бұрын
incredible! won a subscriber and another one that will accompany your videos congratulations !!! Is it very difficult to create a mini map in the diablo style? always wanted to understand the logic behind
@GameDevelopmentCenter
@GameDevelopmentCenter 4 жыл бұрын
Haha, welcome Guilherme :) That minimap thing, definitely on my list ;) I got a couple of ideas to get it in. Still looking at optimal work flow :) Expect in the next 2-3 weeks :)
@sirVhailor
@sirVhailor 6 ай бұрын
every time this guy says "coahlision" it triggers the same feeling in me as hearing the Gustavo Almodovar guy
@MrFeral
@MrFeral 4 жыл бұрын
Why not turn off collision and mask layers 1 for the player characters instead of the tile map? This could be easily exploited if you had enemies that had pathfinding run across the bridge thus turning off the tile sets collision allowing the player to move through inaccessible areas, where as since the players would still be colliding with the bridge they would be unable to leave even if you turned off collisions with layers 1.
@GameDevelopmentCenter
@GameDevelopmentCenter 4 жыл бұрын
I read your comment like 10 times, and the only conclusion I can draw is that you didn't check the timestamps and the code I made at 13:44, limiting the signal to player only makes enemies unable to turn off anything. Furthermore, turning off layer one would not make the player collide with the bridge railing anymore, making the player able to access inaccessible areas by himself without any enemies. Or you would have to put the bridge railing in another layer, at which point you can also just opt to put your enemies in a different layer (which is probably what you should do in the first place).
@MrFeral
@MrFeral 4 жыл бұрын
@@GameDevelopmentCenter yes I watched the video, but I was thinking ahead of this scenario in case you would have multiple entities be able to cross the bridge. I would think it would be weird to have an enemy chasing you but stop right at the bridge since only the player would be able to cross it. This is still very informative, I don't mean to seem like I'm coming across as condescending or anything!
@GameDevelopmentCenter
@GameDevelopmentCenter 4 жыл бұрын
@@MrFeral That depends on how you program the enemies, if the enemies were to stick to navigationpolygons and aren't on layer 1 they would be perfectly able to cross the bridge. When working with navigation polygons you technically wouldn't need any collision shapes for them :)
@Andrejfsantos
@Andrejfsantos 4 жыл бұрын
Great Tuturial, I was looking for this, however I have a question, why do you need to check if the body is the player when the collision mask for the bridge is targeted for players only?
@GameDevelopmentCenter
@GameDevelopmentCenter 4 жыл бұрын
Yeah I noticed that myself afterwards as well. Strictly within the teachings of this tutorial you are right. That is extra code you won't need. I'm used to using the mask for more than just the player, so I guess I got so used to coding those extra lines in as I know I would need it if I were to expand on the concept. Very sharp, good find!
@Andrejfsantos
@Andrejfsantos 4 жыл бұрын
@@GameDevelopmentCenter got it, thx for the reply
@dandymcgee
@dandymcgee 2 жыл бұрын
Why not just change the colliders around the bridge to always be not along the shoreline and only alongside the bridge so that you have a very simple set of static colliders that render correctly in the editor and don't require any complex toggling logic? The approach in the video seems extremely bug-prone and super complicated if you have many bridges or other types of objects that cross tile boundaries. I think a much better use-case for interactive collisions is e.g. a door or gate that the player collides with when it's closed, but not when it's open. The bridge is always open, so don't over-complicate it!
@alcojorcomicart6285
@alcojorcomicart6285 3 жыл бұрын
At 15:27: The tutorial is quite good, BUT... I don't think it's a good practice to get the reference to the player that way. If in another scene you have some other organization and the relationship between the player and the bridge is different, you won't get the reference to the player. I think it would be better to make the player an export var so that you can just pass the player object to the script. Also, those if statements make my skin itch a bit. If you're not going to use the if branch, that's not a good practice. You should reverse the condition so that you can use the if branch and then you don't need the else branch. Those if statements should be rewritten to: if body == player: emit_signal...
@GameDevelopmentCenter
@GameDevelopmentCenter 3 жыл бұрын
1) Depending on the number of scenes and their structure you are right. I like to keep my tutorials on the topic though, they are long enough as they are. 2) Bad practices from a long time ago, 2021 resolutions :)
@Cadaverine1990
@Cadaverine1990 3 жыл бұрын
Hey comic art if you want an easy way to determine an object type without getting a reference. Place it in a group, basically tags the node with an immutable string to compare against.
@yvesgingras1475
@yvesgingras1475 Жыл бұрын
But will it not deactivate the collision for the enemy aswell? Making it weird if you try to cross the bridge while fighting?
@GameDevelopmentCenter
@GameDevelopmentCenter Жыл бұрын
I could answer your question, but it would be better to switch to the new navigationserver options for navigation purposes
@SpongeRoss
@SpongeRoss 2 жыл бұрын
I've been watching a few of your videos and I must admit they are very complete. I have a question though. I am making an isometric game, however when crossing a bridge or walking up a slope the player appears to just be walking forward, there is no "up" momentum. That looks very odd and unnatural. Is there a way to fix this?
@GameDevelopmentCenter
@GameDevelopmentCenter 2 жыл бұрын
There are ways that this can be added, although this would definitely fall within the polishing phase of game development. Not the type of stuff you would do early on.
@SpongeRoss
@SpongeRoss 2 жыл бұрын
@@GameDevelopmentCenter Thanks for the reply. Of course it is still a prototype but since the game is based around movement and exploration it should feel nice from the start. I imagine this could be fixed with collision shapes?
@gingerageousgames613
@gingerageousgames613 4 жыл бұрын
Maybe I missed something but I don't understand what is keeping the player from going halfway across the bridge then being able to walk into the water. I like the idea of using the edge of the water as a barrier instead of all water though.
@GameDevelopmentCenter
@GameDevelopmentCenter 4 жыл бұрын
In the bridge scene there is two collision polygons which I show shortly, but hide to not create any distractions. Those polygons follow the bridge railing, and prevent the player from bridge jumping ^^
@nyctimus6015
@nyctimus6015 4 жыл бұрын
I Know you mentioned it but why would the collisions not show up as gray while you are crossing the bridge? The way you set it up They should be disabled the whole time you are on the bridge right?
@GameDevelopmentCenter
@GameDevelopmentCenter 4 жыл бұрын
Because the collisions are effectively not turned off, they are on, but on not any layer. I think I forgot to mention it, but in this use-case, it is better to manipulate the layers than the actual collisions. If you have for example another layer on for enemies, enemies wouldn't be able to get in the river while you are on the bridge.
@zvickyhac
@zvickyhac 4 жыл бұрын
how the godot works with stairs sprites 2d?
@GameDevelopmentCenter
@GameDevelopmentCenter 4 жыл бұрын
I will make an episode on this in the future, but first need to get some good assets for that, it will be a separate series on 2.5D :)
@MrFeral
@MrFeral 4 жыл бұрын
@@GameDevelopmentCenter I definitely can't wait for that!
@jinshiro
@jinshiro 3 жыл бұрын
Why not just have all cliffs in a cliff collision layer and turn off that layer on the player instead?
@GameDevelopmentCenter
@GameDevelopmentCenter 3 жыл бұрын
Yup that would work too :)
@AaronFrance
@AaronFrance 4 жыл бұрын
You didn't put the link to the assets in the description. Could you add it?
@GameDevelopmentCenter
@GameDevelopmentCenter 4 жыл бұрын
Hey Aaron, weird, I must have accidentally deleted them when I revised the description recently. I readded them :)
@JustRobfish
@JustRobfish 4 жыл бұрын
How do you scale collisionshape via script?
@GameDevelopmentCenter
@GameDevelopmentCenter 4 жыл бұрын
Short answer is that you shouldn't. Scaling collisions shapes is strongly advised not to, in the Godot documentation, and it can result in a lot of weird artifacts. What would you need it for? Maybe we can think of another approach :)
@prichtig5266
@prichtig5266 3 жыл бұрын
this is hacky. if you walk on the bridge other entities have their collision with the cliffs disabled. if you make it only for the player, then only the player can pass the bridge.
@GameDevelopmentCenter
@GameDevelopmentCenter 3 жыл бұрын
Depending on your implementation of enemies that could or could not be a problem. I usually use navigation2d for my enemies, I just cut off the cliff from the navigation plane all together. There is many paths to Rome ;)
@incorporealnuance
@incorporealnuance 4 жыл бұрын
"coalition shape"
@ChrischoBoardgaming
@ChrischoBoardgaming 4 жыл бұрын
"Rettangle" ;) Since the first video I enjoyed watching, I've kept asking myself, if there's some Italian part in Stefan's ancestry. Maybe I am putting his accent wrong. And maybe *what* he says is more important than how, too. There are quite a lot of bad speakers on YT who are hardly tolerable. Stefan on the other hand is perfectly understandable and I am glad that many great qualities come together in this guy.
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