You're the best youtuber on Godot, but we probably miss the collision guide from your video "2D Animation 4-direction with Node State Machine in Animation Tree | Godot 4"
@shicalinside7 ай бұрын
We are waiting for you very much the sequel to the jrpg combat system video be released
@truonghai99997 ай бұрын
good job , thank you !
@wolfHKS7 ай бұрын
thank you ! next range skill ?
@moonnight94747 ай бұрын
thank you
@bocchi97 ай бұрын
yead , thank you !
@m4y0ch33si37 ай бұрын
projectile deflection next please or maybe light beam
@Furina-lc9dl7 ай бұрын
thank you , next passive skill pls
@Sonleon7 ай бұрын
curse skill , thank you !
@Sea_Frieren7 ай бұрын
ty
@maxisanjuan93047 ай бұрын
Hi brother, your videos are very good, they helped me a lot. I can ask you for a video to be an online game, server and client connection, multiplayer. And what recommendations do you give, if I need a vps or how can I run that server in godot 4, thank you very much
@KorathiHeatwave7 ай бұрын
thx Master
@ErDev27 ай бұрын
Nice
@McHumaty7 ай бұрын
Could you teach how to link a skill that has just been learned to a character? Imagining that there is a database with several skills to be learned. Rift Wizard like.
@McHumaty7 ай бұрын
Unfortunately I don't understand how this can be done. I have a series of skills, abilities and once I learn them, how do I connect this 'resource' to my character?! Countless RPGs use mechanics (as I mentioned, Rift Wizard, Caves of Qud...)
@lout1607 ай бұрын
@@McHumaty Not familiar with rift wizard, but what I've done for skill progression and configuration is to preload all the skills in a singleton (autoload). Then i give the character a skills dictionary. Then learning a new skill becomes as easy as adding the key to the dictionary.
@McHumaty7 ай бұрын
@@lout160 Watch a Rift Wizard video... he must have around 150 skills. Imagine autoloading all of this?! It will crash the game.
@lout1607 ай бұрын
@@McHumaty Well. It depends on the complexity and details of the game. Preloading would make it so the spells are available in memory. It doesn't necessarily run the code in such a way to hinder performance. It's more about your capacity in RAM. Find the filesize of your largest current spell.tscn and multiply it by the numbers of spells. That should give an idea about how much space in RAM you'd need to preload all of it. I'm still learning about the differences but from what i understand, it's best to preload anything that could be used frequently. It lets the game run smoother by making things available ahead of time. The downside is the initial load time of the game. It seems appropriate for spells or skills that could be used throughout the game. Load seems more appropriate for larger entities you don't want eating up memory. Load will have to read and place the resource in memory when the code is executed. It also has means to clear it out of memory if it's not being used. So repeatedly loading your skills from disk might hinder the performance of the game more than the space taken up in RAM. Of course, if there are skill sets and only specific skills will be available, you could try creating a custom resource that keeps the selected spells loaded. I'm still at the beginning of my dev journey so I do welcome any corrections. But a big thing I'm noticing is that there are many ways to implement any single idea.
@McHumaty7 ай бұрын
@@lout160 Thank you very much, I liked the tip. I will study more about it. However, I stand by my suggestion, I wanted to see how it's done. LOL
@ngchi1015vn7 ай бұрын
thank you ,next video hook skill ?
@16bitdev7 ай бұрын
Next video will be on Encounter System for JRPG, many of my viewers were requesting the sequel of JRPG turn based combat for a long time.