![Cashew OldDew](/img/default-banner.jpg)
- Видео 27
- Просмотров 89 838
Cashew OldDew
Румыния
Добавлен 30 янв 2023
I do Game Development tutorials focusing on Godot and other fun stuff! I'm also a teacher in real life. Nuts are good for you!
Make your Godot Editor Prettier with Custom Icons!
This video aims to show how easy it is to change the icons of your Godot Editor. Especially when using a lot of custom or abstract components, navigation in the editor can become quite complicated, so hopefully this comes as an easy solution to that.
Additionally, icons in Godot are generally color coded, so it is good to keep that in mind when making icons for better classification of the new nodes. The main colors used are:
- 2d Nodes: #8da5f3
- 3d Nodes: #fc7f7f
- Control Nodes: #8eef97
Documentation: docs.godotengine.org/en/stable/classes/class_%40gdscript.html#class-gdscript:~:text=%40icon%20(%20String%20icon_path%20
Assets: zeromatrix.itch.io/rpgiab-icons
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Additionally, icons in Godot are generally color coded, so it is good to keep that in mind when making icons for better classification of the new nodes. The main colors used are:
- 2d Nodes: #8da5f3
- 3d Nodes: #fc7f7f
- Control Nodes: #8eef97
Documentation: docs.godotengine.org/en/stable/classes/class_%40gdscript.html#class-gdscript:~:text=%40icon%20(%20String%20icon_path%20
Assets: zeromatrix.itch.io/rpgiab-icons
--------------------
Support me on ...
Просмотров: 2 644
Видео
Tweens are AMAZING in Godot 4.2
Просмотров 4 тыс.21 час назад
This video aims to cover in-depth Godot tweeners and how to use Tweens. Tweens are most helpful for creating animation and can really bring life to a game. With tweens, one can do simple sequential animations or make complex parallel animations. This video also teaches easing and transitions, which give a more natural movement to game characters. Topics discussed: Tweens - docs.godotengine.org/...
Reusing Scripts has Never Been Easier in Godot 4.2
Просмотров 3,3 тыс.21 день назад
This tutorial aims to showcase the capabilities of Script Templates in Godot 4.2. While many times, it would be easy to copy and paste a script from one project to another, it could get cumbersome to repeat this action every time you wanted to use a piece of code. Script Templates provide a convenient way of applying a per-node configuration which lets you chose more complex functionality, spee...
Pausing is SO EASY in Godot!
Просмотров 805Месяц назад
Pausing a game might seem like a trivial thing to do in Godot. However, there are a few things that have to be taken into consideration when implementing this feature. This video aims to teach how pausing works, what process modes are and how to pause animated shaders in Godot 4.2. It also covers how shaders are separately paused through different means, other than process modes. Links for the ...
The EASIEST way to add Undo and Redo in Godot 4.2
Просмотров 785Месяц назад
In this tutorial we are taking a look at what Godot 4.2 offers in term of functionalities for easy implementation of Do, Undo and Redo behavior. In order to showcase this, I have created a small canvas which makes use of Line2D nodes in order to make drawings on it. A few points not touched in the video: add_do_reference also registers a reference for "do" that will be erased if the "do" histor...
Master Tilemap PATHFINDING & Obstacle Avoidance in Godot 4.2
Просмотров 8 тыс.Месяц назад
This is yet another video on pathfinding. This time we combine the best features in Godot: Pathfinding, Tilemaps and Navigation Layers. This tutorial aims to cover the usage and quirks of them, presenting how basic pathfinding is done, how to apply avoidance and finally, how to use obstacles on a Tilemap with different approaches, such as physics layers and updating navigation layers at runtime...
In depth TILEMAPS Guide for Godot 4.2
Просмотров 6 тыс.Месяц назад
Tilemaps are one of the best features Godot has to offer. They add a lot of flexibility and make building entire levels much easier. This tutorial aims to cover the most important features of Tilemaps and Tilesets in Godot. If you want to follow along with this tutorial, the page in the Godot Tutorials repository will contain the completed AND partial project that you can download. Links for th...
Follow these 5 steps to NEVER struggle with bugs again in Godot!
Просмотров 3,5 тыс.2 месяца назад
This video aims to show you how to never have problems with bugs while making games. I had quite some fun with Adobe After Effects in this video. I would love to know what you think about this video format I'm experimenting with. Do you like more hands-on guides, or would you like to see more videos like this one? Making video games is a very enjoyable and fulfilling experience. However, bugs c...
Master Godot Localization in 12 minutes!!
Просмотров 8923 месяца назад
Localization is a very important aspect of game development which allows you to change the language of a game in the Godot Engine, especially if you want to reach a wider audience. While it is sometimes overlooked, localization is a simple process which can boost your game's popularity, and most importantly, make it more accessible to people around the world by translating the game and giving t...
Steer and Draw Forces in Godot 4.2
Просмотров 1,7 тыс.3 месяца назад
This tutorial aims to replicate steering behavior and visual debugging for forces through draw functions in Godot 4.2 Steering is one of the simplest natural behaviors that can be implemented in a video game for an autonomous agent. If your game has a car, an animal looking for food or anything that is able to follow a target, then steering can be applied to it. Additionally, when working with ...
Write Faster Code with Coroutines in Godot 4.2 and 3.5
Просмотров 3,1 тыс.4 месяца назад
There was quite a large leap between how coroutines are handled in Godot 3.5 and Godot 4.2. Instead of Yield, which was used in Godot 3.5, the new Await keyword is being used in Godot 4.2. This video aims to cover what coroutines are, how to use them in Godot 4.2 with Await, how to use them in Godot 3.5 with yield, the differences between await and yield, how to migrate from Godot 3.5 to Godot ...
Complete Godot version control workflow with Git
Просмотров 3,6 тыс.4 месяца назад
Complete Godot version control workflow with Git
Vampire Solitaire - OFFICIAL TRAILER
Просмотров 3215 месяцев назад
Vampire Solitaire - OFFICIAL TRAILER
Simplified 2D Grid PATHFINDING in Godot 4.2
Просмотров 10 тыс.5 месяцев назад
Simplified 2D Grid PATHFINDING in Godot 4.2
Automatically zoom camera to a Tilemap in Godot 4.2
Просмотров 7 тыс.6 месяцев назад
Automatically zoom camera to a Tilemap in Godot 4.2
This game lets you access Gandalf's computer...
Просмотров 22311 месяцев назад
This game lets you access Gandalf's computer...
Can you model a better Corki in 1 day with no experience?
Просмотров 537Год назад
Can you model a better Corki in 1 day with no experience?
The difference a squirrel can make | Kaycee's MOD | SPOILER FREE
Просмотров 93Год назад
The difference a squirrel can make | Kaycee's MOD | SPOILER FREE
Can you beat Vampire Survivors with only one item?
Просмотров 123Год назад
Can you beat Vampire Survivors with only one item?
How would one do this for C# scripts?
the template isnt very good though and you still need to modify it
That is true, for sure, but I think it very much depends on what you want to do. For prototyping something really quick, I think it is amazing. Additionally, this opens the gates towards learning about script templating, which can be useful in the long run!
Would there be a way of having the camera node automatically locate the tilemap, rather than export it? Especially if the camera is a child of another node, like it is for my player. Then it becomes harder to reference because the tilemap is the "uncle" of the camera, but this would be more versatile for when my player enters a new scene so it can set the camera to that scenes dimensions.
What I'd do would be to leave it with export and then have a common parent for the camera and the Tilemap. Then I'd go one step further and make my Camera2D a class and in that parent I could simply Camera2D.tilemap = actualTilemap (or instead of Camera2D, the name you set for that class). One other way would be to add the Tilemap to a group and use 'get_children_from_group(<group_name>)' Let me know if that helps you! 🥜🥜
@@cashewolddew thanks! Discord also recommended making a group, so I did that and it seems to have worked, but I haven’t fully tested it yet with multiple scenes and transitions
so helpful thx
I’m sorry, WHAT?!
Neat - did not think about it but I think it would be much easer for me to see the hurt box area 3d vs the intractable area 3d - See it with plugin but I think I will do it from some of my common area 3d scripts thx
I'm happy I could help! Good luck with your project! 🥜
" so simple I even thought about not making this video" I hadn't even thought about the possibility of adding custom icons to the nodes😮 I am glad you made the video anyways because I would have never ever known about this feature if I hadn't stumbled across you video, thanks ~
I really appreciate you letting me know that! 🥜 🥜
Yeah I feel like there are so many things available but it's about stumbling upon them at the right time! It doesn't matter if someone else already covered it, they might not appear in my timeline!
Do one for the isometric style tylemap would be nice to see
Thanks for the suggestion! Will do one soon, for sure! 🥜
Perfect, exactly what I needed for organizing my Data structure :D (workaround, using Nodes as container for Resource scripts for data modeling...and could have been awesome with custom icons for vizualisation). And guess what, that's what you gave me :D
Then, I guess, it was a lucky upload 😀 So glad to be able to help! If you have any other things you're struggling with, I'd love to hear them, maybe those will appear in next videos 🥜
One of the cool things in 4.3 is that you can do this with TileMapLayers so each layer has it's own grid. Then whenever you put something on a layer it'll know exactly which grid to use.
I can't wait for 4.3! I'll make sure to update these tutorials because that version makes things much simpler. 🥜
this is the 2nd video in this session about easing... uhhhhhh im not sure what that means but... easing is cool i guess :P might make a stop motion animation and a game now lol
That's the spirit! I'd love to see that! 🥜
YOU SAW THE LEGO VIDEO TOO???
@@brilliant_Potato YOU SAW IT TOO!!!??????
LEARN MATH OR YOU WON'T EVEN KNOW "EXPO" STANDS FOR EXPONENTIAL FUNCTION!!!
Hah, fair point :D. Well, math is really useful, of course, but for this scope, you do not even have to know what expo stands for, as the transition name for the exponential in Godot actually is called EXPO.
I watched like 8 videos and read 3 articles and couldn't get it working until this video. Thank you so much for this
Glad I was able to help! 🥜
I might get into godot after all..
I love to hear that! 😁🥜
Thanks for the awesome video, its well explained and clear, even for a beginner at godot with a few months experience. Remember for other beginners out there, usually the issue is between the keyboard and chair. thanks Cashew OldDew for taking the time to make these videos, it saves us from a lot of headscratching and hairloss !
Reading comments like yours brings me a lot of joy. The fact that I'm probably saving some people's time or even getting them a bit closer to releasing their game really motivates me to make more and better videos. Thanks a lot for this! 🥜
What would be the advantage of this over adjusting the project and camera settings?
That's a good question. Well, for one, it would take a lot to change all those settings manually every time. You'd have to take into account the resolution, the aspect ration, the maximum area your camera can travel and the scene you currently are in. The scene is important because you could have levels which are of different sizes. They could be horizontal, vertical or simply very large. With large levels an additional thing comes up, you have to think of a limit to your camera size. This takes all these from you and sets up any level immediately, while also taking into account the size of a tile in your tilemap. Considering these facts, you can decide if this is useful for you. Maybe for smaller projects you wouldn't need something like this, but, in my opinion, for more complex setups this would be a lot of help.
Thanks so much! Way more useful than the others. I have set Source geometry mode to "Group Explicit" and then added my TileMap and any trees etc to the "navigation_polygon_source_group". Seems it might be a bit nicer than them as a child maybe? Thanks again!
Thanks for letting me know the video helped you! At the time of making it I was not aware that you could specify the source_group, but you're right, it's much cleaner that way. Thanks for letting others know about this! 🥜
this is the best tutorial about tween, you are the best
Awesome video. Thanks for posting. In a future video, could you talk about tweening inside the process/physics process functions? I'm currently using tweens to move a creature to another creature's location while both creatures are already moving. I've only found this to be possible if I tween within the aforementioned functions. If I don't, creature A will move to creature B's old position instead of its current position. While I figured this out for myself, I'm not sure if it's ideal, and it certainly leads to some unintended results if my parameters aren't perfect.
Thanks for the comment! What you're telling me sounds like target seeking or even pathfinding. I actually have a video which makes a fish follow the mouse (so basically, one character following another moving "character" if you consider the mouse a character). Wouldn't something like that work in your case? Anyway, I'll make sure to write it down and think of something in this regard in the future if you don't find a solution. Let me know if this helps you! 🥜
@@cashewolddew I have a main character that moves with WASD. There are three monsters that follow him in formation. There are hordes of enemies that spawn and use navigation agents to find and attack the player. As this is going on, the player's monsters attack enemies that enter their radius. The attack as well as their return to their starting position both use tweens. Thanks for the reply! It's probably hard to conceptualize what I'm doing without a demonstration, but thank you nevertheless. I hope to learn more about how tweens operate in the process/physics process function so that I can better execute on this idea.
@@craybarmanhorn Maybe it would be a good idea to make a discord server for people in the community who'd want to help each other. I'll think of a way to apply that.
Good video but nothing here is new in 4.2 - the title is a bit misleading. In fact you don't even need get_tree() these days. You can just call create_tween().
Hmm, I think you're right. I can see how one could understand that there are some new features for tweens in Godot 4.2. However, my intention was just to specify for which version of Godot this tutorial is, similarly to how I do on most of my other videos. Thanks for letting me know. I'll pay more attention in the future. 🥜
Correct me if I'm wrong, to my understanding get_tree().create_tween is used to make the tween independent of the node and create_tween binds the tween to the node as an alternative to doing get_tree().create_tween().bind_node(self), so there are uses for both cases right ?
@@ChaoszZChannel A tween created with the scene tree will not be tied to the node, meaning that it will keep animating even if the node is freed, but will finish automatically if there's nothing else to be animated. In the other case, you're right, create_tween() called on a node will automatically bind that node to it, which automatically kills the tween when the node is freed. I generally like creating SceneTree tweeners because they can be used to animate more stuff, even if I freed one of the nodes I was animating, but I think this is a very fair point to be made, that there's a difference between these. Thanks a lot for this! 🥜🥜
Tween_callback! Thank you sir. I've been trying to implement a ledge grab/climb mechanic and couldn't figure out how to wait for the tween to finish to move on to other code. I just used a signal when the climb animation finished, but this should work better I think
I'd love to hear from you once your game is finished. Hope it turns out great and I'm glad I could help! 🥜
Most videos on tweens were underwhelming when i was trying to understand them, either outdated or straight up wrong in some cases, the docs were the only place that was actually explaining them in-depth, so this is very much such a great addition for video tutorials. Great work keep it up!
I'm really glad this is on par with your expectations! I'm happy to hear it has been helpful! 🥜
Great tutorial!
This was great!
Tweens will relax my _process functions! Thank you for that video, never heard of tweens.
It's never too late. I'm sure they'll help a lot in the future!
Please do more tutorials related to godot 🙏
This video is actually very helpful. I've finally understood what tweens are used for
What an absolutely phenomenal video. Was just thinking about how necessary an in depth tweening video is
It's great to hear that! Are there any other topics that you'd like to see covered in depth? 🥜
Cool 😎!
That is so cool. Great work!
Could you do one way collisions and more on the scene as tile?
Thanks for the idea! I'll add it to the list!
Fantastic TileMaps Guide! Thank you for sharing!
hi! my project is on godot 3.5 and I have been following this tutorial for my enemies. So far it has been going great, the enemies move and chase my character. However, I can't do the last section of the video "add obstacles on the tilemap for pathfinding" due to the lack of tilemap layers in the godot version i'm working on. Do anybody knows an alternative for this on godot 3.5?
What I'm doing in 4.2 is basically getting information from the obstacle layer and cutting from the navigation layer. If I remember well, in 3.5, there are no layers, but rather, you have to make multiple tilemaps. Isn't there a way of referencing the tilemap containing obstacles and removing the navigation at those positions in a similar fashion to what I am doing?
Thanks for the video, was very helpful!
Can you lock them to the grid? Much like how just using astar works? Like their next position to move to is the center of the next closest tile?
I have never tried that. I could check it out, but from what I remember, I didn't see an option to do that. Anyway, as you said, there is AStarGrid2D, which you can use to achieve exactly that. It is not much different than this, maybe just a little more coding. I would be very grateful if you'd let me know if you found out it is possible. 🥜
Helped me to figure out how collisions work
You're a god
You are too kind! 🥜
This is great, thank you! On avoidance - it doesn't seem to do what I thought it would do. I was hoping for a recalculated path, but instead it just creates distance between the entities. This still leads to entities not choosing another route when the direct path is obstructed. Are you aware of any means to dynamically modify the navigation layer using collision shapes on the active collision mask? I understand having navigation layers and collision layers as separate concerns but it would be great if there was a way to be able to connect them, at least from a navigation standpoint. I thought Navigation Obstacles would be the answer, but just act like collisions in that they will block agents but an agent will still try to path through it.
Thanks for the comment! As of now I'm not aware of a way of doing that, but as a hint, I know that when you want functionality better tailored to your needs, you can work directly with the NavigationServer. While it is not as straight forward as the features shown in the video, it is more powerful. Hope this helps! 🥜
@@cashewolddew Thank you, it gives me another avenue to explore. I've seen references to the NavigationServer before but sometimes I am blinded to a feature when there is no node for it.
@@cjmars That's quite understandable! 😄If you find anything useful, I'd love to hear about it!
perfect video! thumbs up!
Thanks a lot for the kind words!
WOW, great vid! You have a new subscriber :)
Thanks for subbing! 🥜
This is super useful. I wish there was an easier way to install editor level script templates so that people could install them with addons
Holy shit, what a tutorial! thanks for this! I was having a hard time figuring out the obstacles for the tilemap layers... Thank you!
Thank you so much! I'm happy it helped! 🥜
I just copy and paste the code (witch I stole long time ago. :P ) So... I can create a template? o.o
Ha ha, for sure! 😄
those folder are case sensitive? need to double check...
I was able to try this on Windows and it seems to work. Generally, though, Linux systems are case sensitive, so I would try to be careful in that case.
Do you plan to make a updated version of the video, for tilemaps (when updated "Tilemap Layers"), when version 4.3 release is out? Would be great! This helped me a lot!
Sure, I'd like to!