Mina Pêcheux
Mina Pêcheux
  • Видео 660
  • Просмотров 896 533
Pick Your Instruments Easily to Make Music in Two Minutes
#music #composition #tricks
(🇫🇷 French subtitles available!)
🚀 Support me on Patreon: www.patreon.com/minapecheux
(+ get the audio source file)
==================
-- In the intro --
Music by www.bensound.com
License code: H8A8HANBFR3OTFLV
00:00 - Introduction
00:09 - The three roles
00:48 - A quick example
01:37 - Conclusion
Просмотров: 74

Видео

Make a 3D Trigger Zone in Godot 4 in One Minute
Просмотров 1792 часа назад
#gamedev #godot #quick (🇫🇷 French subtitles available!) 🚀 Support me on Patreon: www.patreon.com/minapecheux ⚙️ Get the code & assets: github.com/MinaPecheux/godot-quick-tutorials ✨ Characters by Kay Lousberg: kaylousberg.itch.io/ ✨ Texture by Kenney: kenney.nl/ Music by Bensound License code: DMYSU5PK8QKEEESG 00:00 - Introduction 00:09 - Preparing the scene 00:25 - Linking the callbacks 00:48 ...
Do 2D in 3D in Godot 4 in One Minute
Просмотров 2414 часа назад
#gamedev #godot #quick (🇫🇷 French subtitles available!) 🚀 Support me on Patreon: www.patreon.com/minapecheux ⚙️ Get the code & assets: github.com/MinaPecheux/godot-quick-tutorials ✨ Assets by Kenney: kenney.nl/ Music: Bensound.com/royalty-free-music License code: ZCPEHX5ALUSQH6J3 00:00 - Introduction 00:06 - The right node combo 00:16 - Setting up the 2D viewport 00:30 - Rendering it on the Spr...
Add Sounds in Godot 4 in One Minute
Просмотров 34712 часов назад
#gamedev #godot #quick (🇫🇷 French subtitles available!) 🚀 Support me on Patreon: www.patreon.com/minapecheux ⚙️ Get the code & assets: github.com/MinaPecheux/godot-quick-tutorials ✨ Assets by Kenney: kenney.nl/ Music: bensound.com License code: UK2FUORQK5HURETI 00:00 - Introduction 00:06 - Setting up the scene 00:39 - Referencing the clip 00:47 - Playing the sound 00:58 - Making a sound loop 01...
Setup a 3D Scene in Godot 4 in One Minute
Просмотров 70814 часов назад
#gamedev #godot #quick (🇫🇷 French subtitles available!) 🚀 Support me on Patreon: www.patreon.com/minapecheux ⚙️ Get the code & assets: github.com/MinaPecheux/godot-quick-tutorials ✨ Assets by Kenney: kenney.nl/ Music: www.bensound.com/free-music-for-videos License code: JXGZ9WUEY4GFVLNR 00:00 - Introduction 00:07 - The problem… 00:26 - The solution! 00:46 - Final demo 00:52 - Conclusion
Have your 2D Camera Follow the Player in Godot 4 in One Minute
Просмотров 21116 часов назад
#gamedev #godot #quick (🇫🇷 French subtitles available!) 🚀 Support me on Patreon: www.patreon.com/minapecheux ⚙️ Get the code & assets: github.com/MinaPecheux/godot-quick-tutorials 🗒 Text version on Medium: mina-pecheux.medium.com/have-your-2d-camera-follow-the-player-in-godot-4-in-one-minute-5df4b5166eea Music I use: www.bensound.com License code: MVNFDADPLR9JCJZI 00:00 - Introduction 00:09 - S...
Make a Top-Down 2D Movement in Godot 4 in One Minute
Просмотров 77319 часов назад
#gamedev #godot #quick (🇫🇷 French subtitles available!) 🚀 Support me on Patreon: www.patreon.com/minapecheux ⚙️ Get the code & assets: github.com/MinaPecheux/godot-quick-tutorials 🗒 Text version on Medium: mina-pecheux.medium.com/make-a-top-down-2d-movement-in-godot-4-in-one-minute-fbb7ad21ea8a Music by Bensound.com/royalty-free-music License code: MCNR8KQ6VGK9CQXD 00:00 - Introduction 00:06 - ...
Make a Time Counter in Godot 4 in One Minute
Просмотров 44521 час назад
#gamedev #godot #quick (🇫🇷 French subtitles available!) 🚀 Support me on Patreon: www.patreon.com/minapecheux ⚙️ Get the code & assets: github.com/MinaPecheux/godot-quick-tutorials 🗒 Text version on Medium: mina-pecheux.medium.com/make-a-time-counter-in-godot-4-in-one-minute-7cfaa6ddbdb1 Music: Bensound.com/royalty-free-music License code: RV737QFME8UZ9HFC 00:00 - Introduction 00:06 - Setting up...
QUICK-AND-EASY FLAMES! (2D Toon Flame Shader Tutorial)
Просмотров 544День назад
#godot #gamedev #shader #glsl Let's discover how to create a procedural 2D cartoon flame shader in Godot 4 and GLSL code, from scratch! :) 🚀 My new Patreon: www.patreon.com/minapecheux 🔶 Github repo with assets & demo: github.com/MinaPecheux/godot-tutorials Music: Bensound.com/royalty-free-music License code: 4VEIZ2QKQAUVDD0G 00:00 - Introduction 01:44 - Setting up the scene 04:38 - Doing some ...
So... you wanna make *toggle buttons* in Godot 4/C#?
Просмотров 35814 дней назад
#godot #gamedev #csharp #ui Let's discover how to easily create a group of toggle buttons in Godot 4 and C# thanks to the engine's built-ins! :) 🚀 My new Patreon: www.patreon.com/minapecheux 🔶 Github repo with assets & demo: github.com/MinaPecheux/godot-tutorials Music: bensound.com License code: VWE8CTW8BAP6FUSF 00:00 - Introduction 00:48 - Preparing our button elements 03:40 - Coding up the s...
So... you wanna do *drag & drop* in Godot 4/C#?
Просмотров 53721 день назад
So... you wanna do *drag & drop* in Godot 4/C#?
Making CUSTOM CURSORS in Godot 4/C#!
Просмотров 43828 дней назад
Making CUSTOM CURSORS in Godot 4/C#!
The Best Random Features in Godot 4!
Просмотров 426Месяц назад
The Best Random Features in Godot 4!
So... you wanna do SCENE TRANSITIONS in Godot 4/C#?
Просмотров 572Месяц назад
So... you wanna do SCENE TRANSITIONS in Godot 4/C#?
Do a screen shake in Godot 4/C# in 5 Minutes
Просмотров 541Месяц назад
Do a screen shake in Godot 4/C# in 5 Minutes
Why I Started a Patreon! (Get UNIQUE REWARDS)
Просмотров 523Месяц назад
Why I Started a Patreon! (Get UNIQUE REWARDS)
So... you wanna make *random 2D obstacles* in Godot 4/C#?
Просмотров 545Месяц назад
So... you wanna make *random 2D obstacles* in Godot 4/C#?
So... you wanna create *custom resources* in Godot 4/C#?
Просмотров 1,1 тыс.Месяц назад
So... you wanna create *custom resources* in Godot 4/C#?
So... you wanna make an *aerial camera* in Godot 4/C#?
Просмотров 1,4 тыс.Месяц назад
So... you wanna make an *aerial camera* in Godot 4/C#?
So... you wanna make a *first person controller* in Godot 4/C#?
Просмотров 1,7 тыс.Месяц назад
So... you wanna make a *first person controller* in Godot 4/C#?
So... you wanna make an *endless level* in Godot 4/C#?
Просмотров 1,3 тыс.Месяц назад
So... you wanna make an *endless level* in Godot 4/C#?
So... you wanna *improve the depth* of your 2D in Godot 4/C#?
Просмотров 5962 месяца назад
So... you wanna *improve the depth* of your 2D in Godot 4/C#?
So... you wanna make a *hit & health* mechanic in Godot 4/C#?
Просмотров 6102 месяца назад
So... you wanna make a *hit & health* mechanic in Godot 4/C#?
So... you wanna do *3D navigation* in Godot 4/C#?
Просмотров 1,2 тыс.2 месяца назад
So... you wanna do *3D navigation* in Godot 4/C#?
So - you want to learn game AI?
Просмотров 3,5 тыс.2 месяца назад
So - you want to learn game AI?
Procedural Surface Details Material in Blender 3 - EASY!
Просмотров 2512 месяца назад
Procedural Surface Details Material in Blender 3 - EASY!
Procedural Cartoon Fire Material in Blender 3 - EASY!
Просмотров 4792 месяца назад
Procedural Cartoon Fire Material in Blender 3 - EASY!
EASY Police Car Modeling in Blender 3 - For Beginners
Просмотров 1952 месяца назад
EASY Police Car Modeling in Blender 3 - For Beginners
EASY Soccer Ball Modeling in Blender 3 - For Beginners
Просмотров 3573 месяца назад
EASY Soccer Ball Modeling in Blender 3 - For Beginners
Procedural Crystal Material in Blender 3 - EASY!
Просмотров 6803 месяца назад
Procedural Crystal Material in Blender 3 - EASY!

Комментарии

  • @ayushsidam289
    @ayushsidam289 Час назад

    Thanks Mina for the video. You're awesome. 🙂🙌

    • @minapecheux
      @minapecheux 47 минут назад

      Thank you so much for this kind comment! I'm very glad you liked the video :)

  • @amirosman8797
    @amirosman8797 23 часа назад

    Great video, this is the kind of content that truly helps, keep making more. I did check your sound tutorial but it’s a bit redundant at this point, there are already too many videos on adding sound effects to games, specifically 2D games, I believe a video on adding spatial audio into a 3D scene will be more interesting

    • @minapecheux
      @minapecheux 10 часов назад

      Glad it was helpful, thanks for the nice and interesting comment! You're absolutely right that there are already a lot of tutorials on that topic - to be honest, my goal at the moment is to create a little gallery of typical Godot game dev tricks so that people can get all this info while staying on my channel, if they want ;) But I really like your idea of talking about spatial audio - I'll definitely add it to my to-do list! Cheers :)

    • @amirosman8797
      @amirosman8797 9 часов назад

      @@minapecheux Perfect 🤩

  • @aymendps
    @aymendps День назад

    Very interesting!

  • @wellhellotherekyle
    @wellhellotherekyle День назад

    Thanks for this!

  • @wellhellotherekyle
    @wellhellotherekyle День назад

    Would it be beneficial to have an “audio manager” scene with all the different sounds that could be played in the game, or does it make sense to keep the sounds in their respective scenes?

    • @minapecheux
      @minapecheux День назад

      Heya! It depends a bit on the complexity of your project, and on your personal preferences :) When I'm working on something simple, I like putting the sounds inside the scene because it makes it easier to "cut them out" if I want to test another piece of the gameplay. But if you already know you're going to have multiple scenes that reuse the same sounds, and/or if you want to have your audio sources play during scene changes (eg to keep the background music during scene switches), then it might be better to group everything in an audio manager Autoload scene. Hope it helps :) Cheers!

    • @wellhellotherekyle
      @wellhellotherekyle День назад

      @@minapecheux I think it does! I’m making a pretty basic arcade high score style game, and I made an audio manager, but I honestly find it a little confusing and may not be necessary for this project, haha.

  • @wellhellotherekyle
    @wellhellotherekyle 2 дня назад

    Thanks for this! Still trying to learn basic 2D stuff but I’m sure I’ll need this at some point!

    • @minapecheux
      @minapecheux 2 дня назад

      Glad you liked it! Good luck on learning the 2D tools, and thanks for the comment :)

  • @sbcook121
    @sbcook121 3 дня назад

    Amazing! Thank you so much.

    • @minapecheux
      @minapecheux 3 дня назад

      You're very welcome, glad you liked it! :)

  • @datmantj7
    @datmantj7 4 дня назад

    This video was extremely useless

  • @bluething3D
    @bluething3D 4 дня назад

    very good explanation. thank you

  • @Ocdib
    @Ocdib 5 дней назад

    Keep it up!

  • @DavidArt
    @DavidArt 5 дней назад

    Well done! Keep up the good work.. 👍

    • @minapecheux
      @minapecheux 5 дней назад

      Thank you, glad you liked it! 😃

  • @Ocdib
    @Ocdib 6 дней назад

    I love your content. Thank you for your explanations. Keep them coming!!!!!!!!!!!

    • @minapecheux
      @minapecheux 6 дней назад

      Thank you so much for the nice comment! I'm really happy you like my content :)

  • @jotaeagles
    @jotaeagles 6 дней назад

    is there any best practices in how to do the same but for grid-based top down movement? like in old pokemon games

    • @minapecheux
      @minapecheux 6 дней назад

      Heya! Sorry, not exactly sure what you mean :) Are you wondering about how to make the shader move in a more "frame by frame" way? or how to give it a more pixelated look...?

    • @jotaeagles
      @jotaeagles 5 дней назад

      @@minapecheux no, more how to snap the movement to a grid, so when I press a direction button it moves 1 entire cell, not 1 pixel

    • @minapecheux
      @minapecheux 4 дня назад

      @@jotaeagles Heya! If you want your user inputs to create a 2D top-view grid movement, you should probably have some variable in your code that defines the size of a grid cell, and then when you press the user input (eg right arrow key) you add/remove this value instead of 1 to the node's coordinates. (I was confused cause I'm not exactly how it relates to this video, sorry ^^) I hope it helps, cheers! :)

  • @amirosman8797
    @amirosman8797 6 дней назад

    It's always great to see you making content for 3D game dev! Honestly, the past few videos were a bit disappointing for me. I'm just not a big fan of 2D game dev, guess I'm being selfish. Looking forward to more 3D content!

    • @minapecheux
      @minapecheux 6 дней назад

      Thanks, glad you liked it :) Well I definitely have some 3D ideas too in my near-future-todo... and actually, your comment motivated me to bump those up a bit, so hopefully I should publishing some of those short 3D Godot tutorials next week :D Thanks for the support and suggestions, Cheers!

  • @Ocdib
    @Ocdib 7 дней назад

    100% noob question but what's the math behind var s? why are we subtracting it by m then multiplying by 60? Awesome tutorial!

    • @minapecheux
      @minapecheux 7 дней назад

      Thanks, I'm glad you liked the tutorial! :) Basically, what we want to do here is a euclidean division with remainder, dividing our total time by 60. So first, we get the number of minutes [m] by dividing the time by 60 and flooring it to nearest integer below (with the int() method). Then, we subtract this number of minutes from the total minutes (and keep in mind it's been rounded to the nearest integer, so it's not exactly equal to the initial value) to get back the remaining seconds. Hope that helps, feel free to tell me if something's still unclear! Cheers :)

  • @chay5560
    @chay5560 7 дней назад

    how long did this take you

    • @minapecheux
      @minapecheux 7 дней назад

      I'd say about 2h blocking the overall idea, and then 1 additional hour tweaking the anims + improving the materials and lighting, give or take :) (But I also had already modeled most of the items for this scene beforehand in other projects!) Cheers :)

  • @gex6692
    @gex6692 8 дней назад

    she's french lmao

  • @AlainPilon
    @AlainPilon 8 дней назад

    suggestion: You should have spent 10 extra second to explain why we should switch the motion mode to floating as this is the key take away from this video.

    • @minapecheux
      @minapecheux 8 дней назад

      Heya! Thanks for the feedback :) Though, at least from what I understood and tested, the "Floating" mode is mostly a way to "simplify collision grouping" in Godot - meaning it will consider everything like walls, and not distinguish between floor, walls and ceilings anymore... but the logic does work even if you don't turn this on ;) But noted nonetheless, thanks! Cheers :)

    • @AlainPilon
      @AlainPilon 8 дней назад

      @@minapecheux the grounded mode also gives access to the function `is_on_floor()`, `is_on_wall()` and `is_on_ceiling`. I like these short form videos targeting a single feature btw. But the new RUclips UI makes it a pain to navigate playlists!

    • @minapecheux
      @minapecheux 8 дней назад

      @@AlainPilon Thanks, I'm really glad you like this new format :) And yup, I totally agree - the UI is a bit weird on that front... :/ hopefully it will get better one day!

    • @ChristianIce
      @ChristianIce 7 дней назад

      @@AlainPilon Hey man! I'm trying to put together a beat em up style game, i got the player moving but since the 3d is an illusion the is not really a "ground" or I don't know how to set it up. Problem is, now I am at the "jump" animation, and I don't know to get it done. Can you suggest a tutorial? I didn't find anything, maybe it's too specific :)

  • @mae-rose
    @mae-rose 9 дней назад

    i hope you know that even if this video doesnt get many comments or views , it helps random people like me finding all the answers to their questions after half an hour of relentless googling 🫶🏾

  • @DaddelPanda
    @DaddelPanda 10 дней назад

    Thats a really nice Tutorial, helped me surely to understand Events and a Event Manager System more. My only Problem I can't solve atm is how I can send multiple data with the Event. I have Variables in the Script storing Health, Damage and more. I wanna carry this data over to the Listener so I can use it there. But I can't figure it out.

    • @minapecheux
      @minapecheux 8 дней назад

      Glad you like it, thanks for the nice feedback! The code I show here indeed expects that you sent 1 piece of data max - but note that this data can be as complex as you want, so typically you could create a class or a tuple that holds your various properties. And of course, if you prefer, you could also define equivalent functions in the EventManager class that expect the exact list of properties your game uses (here I tried to keep it generic but you can adapt specifically to your own use case)! Hope it helps, Cheers :)

    • @DaddelPanda
      @DaddelPanda 8 дней назад

      @@minapecheux Thank you for your answer :) I found that out and at the end I used the Version with a Extra Class. Tuple members are accessed by position (Item1, Item2, etc.), which can be less readable and harder to understand compared to named properties in a custom class. Since I just started Unity and C# I thought its better with the Extra Class so I dont lose Track of what is what :D

  • @cordbeatz
    @cordbeatz 10 дней назад

    What is this animation called?

    • @minapecheux
      @minapecheux 8 дней назад

      It doesn't really have a name... except perhaps for the title of this video :)

  • @user-cf5to1od1b
    @user-cf5to1od1b 10 дней назад

    I love you~~~~因为帮我解决了问题

  • @justenearana4356
    @justenearana4356 13 дней назад

    Thank you 👍👍

  • @QCode11
    @QCode11 15 дней назад

    Super helpful, easy to follow and very clear explanation thank you!!

  • @konfident4177
    @konfident4177 16 дней назад

    Is it possible to add the Avoidance option to the code used in this video so that the Navigation Agents are not close to each other? I can't find any way to make this work

    • @minapecheux
      @minapecheux 15 дней назад

      Heya! I think the Avoidance will only "'auto-work" as long as the agents are using the NavMesh (and you've properly configured the avoidance option of the navmesh and the agents based on your models :) ) - when they start to cross the jump links, they'll use a simple translate code that kinda ignores the others... To solve this, I would probably create a sort of queue at the entry/exit points of the jump link, so that they can only be one agent crossing it at a time. Hope it helps :) Cheers!

  • @feitoza.systems
    @feitoza.systems 16 дней назад

    what is the algorithm in a nutshell?

    • @minapecheux
      @minapecheux 16 дней назад

      The idea is to use one or more procedural noises (with Blender's built-in Noise Texture nodes in the shader) to create somewhat realistic relief/biomes/colour zones, and also optionally pass this noise through extra effects like bumps/displacement. I then layer that with some other objects for the clouds + atmosphere. If you're curious, I made a ~10 min tutorial of the whole process :) ruclips.net/video/6EHodZYUzYI/видео.html Hope it helps, cheers!

  • @R.Daneel
    @R.Daneel 19 дней назад

    A lot of great pointers in this one!

  • @bogumiwyrwa216
    @bogumiwyrwa216 19 дней назад

    Hello, I have problem with behaviour trees. When I used single Node (root = new TaskPatrol) it works, but when I changed it and added Sequence and Selector than my Player does not moving :-( Are you able help me with this?

    • @minapecheux
      @minapecheux 19 дней назад

      Heya! Hmm perhaps you should check that you properly setup the structure of your behaviour tree (ie the hierarchy of nodes)? Have you properly put the task nodes as children of your Sequence/Selector parent node? Hope it helps, cheers! :)

    • @bogumiwyrwa216
      @bogumiwyrwa216 11 дней назад

      Hey, Thank you. I checked and found issue. It is possibile make Selector as random choice? If not what different algorithm can I replace behaviour tree?

    • @minapecheux
      @minapecheux 10 дней назад

      @@bogumiwyrwa216 Heya! If you want to make your inner flow nodes random, eg the Selector or the Sequence, you "just" need to shuffle the order in which its child nodes are processed. (Meaning that in the Evaluate function of your Selector class, before you do the for or foreach loop, you randomise the order of the children to iterate on) The point to keep in mind however is that, depending on the type of random you want, you might to store the randomised order for a while... Since behaviour trees are run continuously every frame, if you rerandomise every frame you might get a pretty frantic behaviour. For example, you could store the current randomised list of children until this node is not executed (ie the tree goes another route and doesn't execute this branch). Hope it helps, cheers!

  • @geams
    @geams 19 дней назад

    Or: create a button with the button group set and duplicate it, then all buttons will share the same button group. No need to create a button group resource file.

    • @minapecheux
      @minapecheux 19 дней назад

      Heya! Absolutely right :) Here I preferred to make things very explicit and show that the different nodes need to point to the same resource, which is why I extracted it to an actual project resource file - but you're totally right that if you're building your UI as you setup this system, it's quicker to just duplicate your first button reference. Thanks for pointing it out! Cheers.

  • @SuzukaTheBest
    @SuzukaTheBest 20 дней назад

    hi MIna, are you doing own game, or only tutorials?

    • @minapecheux
      @minapecheux 20 дней назад

      Heya! I'm currently working on some game projects on the side, but they're not yet ready to be shown to the public sadly ^^ I'm focusing this channel on game dev tutorials :)

  • @Agent08-wp6ni
    @Agent08-wp6ni 20 дней назад

    OMG THANKYOU

  • @yuno4373
    @yuno4373 20 дней назад

    Not me always doing it by hand... girl you saved me HOURS of my lifetime lol. Thank you! ♥

  • @morganp7238
    @morganp7238 20 дней назад

    cool

  • @Nikczemnik-km2lv
    @Nikczemnik-km2lv 21 день назад

    The character jumping part is exactly what I need. Unfortunately I don't know how to recreate this with GDScript. Instead of moving to the second NavigationRegion3D the character jumps in the same X and Z position

    • @minapecheux
      @minapecheux 20 дней назад

      Heya! Hmm, the "mapping" of C# to GDScript should pretty one-to-one, using snake_case instead of PascalCase... if you want, you can send me more info about where you're stuck via email (at mina.pecheux@gmail.com) and I'll try to see if I can help :) Cheers!

    • @Nikczemnik-km2lv
      @Nikczemnik-km2lv 20 дней назад

      No need for that anymore, after many attempts I managed to figure out what the problem was haha

    • @minapecheux
      @minapecheux 20 дней назад

      @@Nikczemnik-km2lv Glad you found a solution! Cheers :)

  • @morganp7238
    @morganp7238 21 день назад

    Thank you for all the work, the vids, and the code of the tutorials. Good karma to you.

  • @taravata8637
    @taravata8637 21 день назад

    I think it will be a lot easier to learn if you write the examples and codes in the video and explaining them instead of showing the whole code or a created scene and explaining them like a power point. That is my opinion and thanks a lot for making this videos🔥

    • @minapecheux
      @minapecheux 21 день назад

      Hello! And thanks a lot for your feedback :) Although I do understand your comment, I used to do that before and had remarks going the other way... but most importantly, this new technique allows me to create those tutorials way faster and get a better work-life balance, so I think I'm gonna stick with this system for now ^^ Hope it makes sense, cheers!

    • @yusarimahubara
      @yusarimahubara 20 дней назад

      Nobody owes you anything, if you don't know how to learn, you'd better change your profession. What do you want, to have your bed made and fed too? Average

    • @minapecheux
      @minapecheux 20 дней назад

      @@yusarimahubara Heya! While I understand your sentiment, please be kind with the rest of the community in the comments :) Everyone learns in their own way and at their own pace, and I'm always interested in hearing out suggestions from everyone (though I ultimately decide what I feel is more appropriate for me ^^)! Thanks for understanding, cheers :)

    • @taravata8637
      @taravata8637 20 дней назад

      @@yusarimahubara oof It seems i hurt someone's feelings😁 Calm down

    • @yusarimahubara
      @yusarimahubara 20 дней назад

      @@taravata8637 I am calm. You are the one who should be worried about your present and future. A mediocre man who weighs 200 kilos and is not able to learn how to use a computer. There are no jobs waiting for you other than appearing in some netflix documentary as a burger king victim.

  • @salvadormarley
    @salvadormarley 21 день назад

    Beautiful voice but bad quality teaching

  • @taravata8637
    @taravata8637 22 дня назад

    This was a really good and quick tutorial video🔥🔥

  • @TimKaminski
    @TimKaminski 24 дня назад

    Fantastic tutorial!

  • @ChaoticSergeant
    @ChaoticSergeant 27 дней назад

    Nice tutorial, helped me with the basics of understanding the setup of a behavior tree. But technically, the code is not correct. When a leaf returns "running" the selector or sequencer is supposed to evaluate it again until it returns "Success" or "Failure". In the case of the video, it starts with the first child again in the foreach loop. A simple fix is to keep track of which child is being ticked / evaluated in the selector or sequencer if it returns running and continue from there.

  • @DAOXINNo15
    @DAOXINNo15 27 дней назад

    Great tutorial and very helpful but curious if we want a single initial velocity instead of it carrying how would you do that?

    • @minapecheux
      @minapecheux 25 дней назад

      Glad it helped! I think you'll need to change the ForceMode used in the _Fire() method - you can check out the table shown around 10:10 for more info on the different ForceMode values :) Hope it helps, cheers!

  • @gio_the_one7480
    @gio_the_one7480 28 дней назад

    GG Mina c'est propre

  • @benjaminpeltier9555
    @benjaminpeltier9555 Месяц назад

    Amazing tutorial ! Just one thing, at 17:40, you use parent.parent to access SetData method, will it not be simplier if every node has a reference to the root in addition to its parent ? In big tree it can quickly became messy

    • @minapecheux
      @minapecheux Месяц назад

      Thanks, glad you liked it! :) Yup, you're totally right: depending on the size of your tree, it can be nice to use the root. Here, I relied on the direct hierarchy to be as modular as possible, but this is definitely a pretty specific example case... Hope it clears things out, cheers :)

  • @Nishandh_Mayiladan
    @Nishandh_Mayiladan Месяц назад

    Some of my problems are not solved, but this helped very much !

    • @Nishandh_Mayiladan
      @Nishandh_Mayiladan Месяц назад

      when I scaled, it got too big (almost kilometers), that the object was not visible in perspective mode - solved

  • @adityaindonesia
    @adityaindonesia Месяц назад

    Terimakasih Bu tugas kuliah saya selesai🎉 dan suaranya merdu waktu menjelaskan tutorialnya 💐🥰

  • @charlesndri7817
    @charlesndri7817 Месяц назад

    Merci ça m'a tiré d'un mauvais pas 😅

  • @copralpornov
    @copralpornov Месяц назад

    great video!!! and when will you have time to make a video about exporting the game to android? and tell me the specifics when you write in godot 4 on sharp under it? I just couldn't find any information... I would be very grateful!!!

    • @minapecheux
      @minapecheux Месяц назад

      Thanks, glad you liked it! That's a nice idea, I'll definitely add it to my to-do - and hopefully I'll get some time to work on it soon-ish ^^ Thank you for the suggestion, cheers!

  • @biinerfiiner
    @biinerfiiner Месяц назад

    you are a beautiful human being

  • @blitzkreg335
    @blitzkreg335 Месяц назад

    This was such an easy tutorial to follow. Damn. I understand nodes better now too. Thanks :)

  • @pppppweewaf
    @pppppweewaf Месяц назад

    Thanks for adding subtitles to the video, dont have headphones and cant hear well in a school environment.