🔥 GET THE SOURCE FILES ►► www.patreon.com/StayAtHomeDev_ 👉🏼 CHECK OUT MY GODOT 4 FPS TUTORIAL SERIES ►► kzbin.info/www/bejne/hF7NmWunmJ2ngNU
@justyoutubinКүн бұрын
In the TransitionController , the in root node and the ColorRect, be sure to set the Mouse filter to Ignore so you can still click on your loaded child scenes.
@johny5wАй бұрын
I appreciate the short length of this video (and your others) that gets right to the point and has a lot of good info. I also like that you added a function to change the length of the animation time. I have one suggestion though, I don't think the game controller script should need to know the names of the animations. If nothing else, you could refactor it so that there is a "private" function _transition, and then two public ones transition_fade_in and transition_fade_out that call _transition.
@comradecid3 ай бұрын
thanks for this - it was extremely helpful :)
@marcelslofstra21573 ай бұрын
You shouldn’t use the tree order to dictate drawing order. Just use the Z index. That’s what it’s for.
@HeathJinkins3 ай бұрын
this comment made me aware that control nodes use the z-index now. Thanks!
@studionibelКүн бұрын
I got it working, but the issue i'm having is now the fade in and fade out is overwriting the splash screen we made in the previous video, to the point where the fades are hiding the splash screen completely. Also, any time I press a button from the main menu, ( in the previous video, we set button inputs to skip the splash screen) this triggers a transition, which triggers the fade. Can anyone help
@-mixu-3 ай бұрын
Please make a deep dive video about VisualSky shaders
@Mempler3 ай бұрын
(Havent watched the entire video yet) I usually abuse animations for that, lol. even calling scripts from within the animation
@brahmbirsingh61053 ай бұрын
can you help me with some. im trying to god of war(2018) style main menu where 3d scene in behind the menu and when press {new game} game start from 3d scene can you give me general idea on >> how to implement
@officialdreamplayz3 ай бұрын
👌
@marcelslofstra21573 ай бұрын
😂 ‘will you just learn me rather advanced techniques implemented by large teams, and do it in a KZbin comment?’
@HeathJinkins3 ай бұрын
@@marcelslofstra2157 I mean, conceptually it's not THAT hard. You'd just need to setup your systems really well and know exactly what you want to do beforehand. But conceptually it would just be like this: GameScreen ├── Node3D │ ├── [3d assets] │ └── [camera] └── FullRect Control └── [menu with buttons] I just implemented it as a test, so it's really not that hard within Godot
@u1over2 ай бұрын
@@HeathJinkins yes, just make main menu part of your game scene, or preload your scene as a child of main scene which contains main menu ui.(instead of loading your game scene after main menu scene, for example) so you need to unpause game or play animation as a transition through your play/load button
@officialdreamplayz3 ай бұрын
@hamoom3 ай бұрын
this channel is great other than the pronunciation of "godot" kills me every time
@lout1603 ай бұрын
But that's how it's pronounced in the Samuel Beckett play "Waiting for Godot", which is the origin for the engine's name.
@hamoom3 ай бұрын
@@lout160 most people say "gough dough" not "god dough"
@lout1603 ай бұрын
@@hamoom That is wrong. Most people do not. Just the people you're exposed to. The majority of people who've experienced "Waiting for Godot" since 1958 have pronounced it as it is being pronounced here, the way Samuel Beckett wrote it.