Bonkahe
Bonkahe
  • Видео 90
  • Просмотров 210 789
Channel Update
Well this sucks, but we'll be back.
Просмотров: 962

Видео

Basic Inventory System [Part 4] - Godot 4.x
Просмотров 9272 месяца назад
A little bit of stuff that just needed to be wrapped up, nothing too crazy. Hope you all are having a wonderful time of it~ Github Repo: github.com/Bonkahe/Basic-Inventory-System-Godot4 ~TimeStamps~ 00:00 - Intro 01:28 - Inventory Slot Changes 02:49 - Inventory Handler Changes 04:57 - Setup and Testing 05:56 - Wrapping up, thanks for watching!
Basic Inventory System [Part 3] - Godot 4.x
Просмотров 3,1 тыс.2 месяца назад
This part was actually a lot of fun to do, love drag and drop stuff. Github Repo: github.com/Bonkahe/Basic-Inventory-System-Godot4 ~TimeStamps~ 00:00 - Intro 02:01 - Inventory Slot Changes 04:21 - Inventory Handler Changes 07:58 - Implementation
Channel Update / Intermission
Просмотров 7192 месяца назад
Twitter: x.com/BonkaheDev Inventory Github: github.com/Bonkahe/Basic-Inventory-System-Godot4 Sorry about constantly missing tutorials, life just comes along sometimes xD
Basic Inventory System [Part 2] - Godot 4.x
Просмотров 2,3 тыс.2 месяца назад
Nothing super complicated, but definently necessary. Github Repo: github.com/Bonkahe/Basic-Inventory-System-Godot4 ~TimeStamps~ 00:00 - Intro 00:22 - Plan Breakdown 02:01 - Various Updates 03:50 - Inventory Slot Code 05:11 - Inventory Handler Code 07:20 - Scene Setup and Testing 08:42 - Wrapping up
Intermission
Просмотров 1,1 тыс.3 месяца назад
Just wanted to put something out there for everyone as there will be no tutorial this week, hope you all have a wonderful week!
Basic Inventory System [Part 1] - Godot 4.x
Просмотров 3,9 тыс.3 месяца назад
Beginning down the road of making a basic inventory system, today we're just implementing some basic interaction, but we're just getting started. Github Repo: github.com/Bonkahe/Basic-Inventory-System-Godot4 ~TimeStamps~ 00:00 - Intro 00:46 - Scene Setup 02:33 - Interactable Item Script 03:17 - Item Data Resource Script 03:51 - Player Interaction Handler Script 09:04 - Implementation 11:04 - Te...
Environmental Interactions Implementation Tutorial
Просмотров 1,9 тыс.3 месяца назад
Went ahead and threw together a tutorial for you guys on how to get this going in your project, if you have any questions feel free to drop them in the comments and I'll answer as I see them~ Github (Implementation in video): github.com/Bonkahe/DetailCharacterEffectsImplementation Github (Base Plugin): github.com/Bonkahe/DetailEnviromentInteractions Godot: godotengine.org ~timestamps~ 00:00 - I...
Environmental Interactions in Godot 4 (Grass, Terrain, Water Simulation)
Просмотров 3,8 тыс.3 месяца назад
A long put off project that I wanted to go ahead and make, took a surprisingly short amount of time to get it functional in engine, so probably shouldn't have put it off so long! xD Next week we get some sort of tutorial I think... Github: github.com/Bonkahe/DetailEnviromentInteractions Godot: godotengine.org
Basic Shader Tutorial - Vertex Displacement
Просмотров 1,2 тыс.4 месяца назад
Moving right along, hopefully this isn't too boring for anyone, I wanted to make sure we were all on the same footing before moving on to more complex subjects. Github: github.com/Bonkahe/ShaderBasics Godot: godotengine.org Visual Shader Documentation: docs.godotengine.org/en/stable/tutorials/shaders/visual_shaders.html ~timestamps~ 00:00 - Introduction 00:18 - Scene Setup 00:39 - How it's made...
Basic Shader Tutorial - Math
Просмотров 1 тыс.4 месяца назад
Bit rushed on this one, sorry for the slightly choppy editing xD Still gotta get back in the swing of things, we'll get all the kinks worked out~ Github: github.com/Bonkahe/ShaderBasics Godot: godotengine.org Visual Shader Documentation: docs.godotengine.org/en/stable/tutorials/shaders/visual_shaders.html ~timestamps~ 00:00 - Introduction 00:48 - Fragement world position 01:39 - Sine Wave 02:51...
Channel Update : Terrain Overview, What Tutorials are Next and More
Просмотров 1,5 тыс.4 месяца назад
Welcome back! Sorry for the lack of tutorials this week, but we're back! Very excited for what's coming~ Edit: by request I'm gonna throw performance data here: System Info: RTX 3070 Ryzen 5 5600x 32 gb memory Results: Between 200-110fps depending on distance to ground, lots of data is streamed in the closer I get so performance worsens, Between 2million and 4 million primitives on screen at an...
Basic Shader Tutorial - Textures
Просмотров 1,8 тыс.6 месяцев назад
Slightly shorter format with this one, we'll see how it resonates, if you like it/dislike it I would love to hear why in the comments, I'll respond to all of them if I'm able. Thanks! Github: github.com/Bonkahe/ShaderBasics Godot: godotengine.org Textures Used: www.textures.com/download/PBR0233/133289 Visual Shader Documentation: docs.godotengine.org/en/stable/tutorials/shaders/visual_shaders.h...
Pretty Much Everything About GPUParticles in Godot 4
Просмотров 12 тыс.7 месяцев назад
Sorry for the super delayed update on this one, I recording this video 6 times! lol always something came up, this was the most amount of recording I've had to do on a video as of yet xD. Github: github.com/Bonkahe/BasicParticleEffects Godot: godotengine.org GPU Particles 3D Documentation: docs.godotengine.org/en/stable/tutorials/3d/particles/index.html Original Distortion Shader: godotshaders....
Basic Post Processing in Godot 4
Просмотров 7 тыс.7 месяцев назад
Just breaking back into beginner tutorials with a little bit of post processing, I'm aware I went over this in the fps horror series, but I promised to go over it in it's own video and I wanted to kind of break it out onto it's own so people didn't have to dig through that series to get ahold of the info, hope it's helpful! Github: github.com/Bonkahe/EnviromentalPostProcessing Godot: godotengin...
The Last Episode of FPS Horror Project (Wrapup + audio) | 20
Просмотров 1,3 тыс.7 месяцев назад
The Last Episode of FPS Horror Project (Wrapup audio) | 20
Menus and Transitions! - FPS Horror Project (GDScript) | 19
Просмотров 6797 месяцев назад
Menus and Transitions! - FPS Horror Project (GDScript) | 19
Menus and Transitions! - FPS Horror Project (C#) | 19
Просмотров 3638 месяцев назад
Menus and Transitions! - FPS Horror Project (C#) | 19
Player Damage Overlays and Health Systems - FPS Horror Project (GDScript) | 18
Просмотров 4978 месяцев назад
Player Damage Overlays and Health Systems - FPS Horror Project (GDScript) | 18
Player Damage Overlays and Health Systems - FPS Horror Project (C#) | 18
Просмотров 4768 месяцев назад
Player Damage Overlays and Health Systems - FPS Horror Project (C#) | 18
Godot 3D - Floor Independent Pathfinding Part 2 - FPS Horror Project (GDScript) | 17
Просмотров 3618 месяцев назад
Godot 3D - Floor Independent Pathfinding Part 2 - FPS Horror Project (GDScript) | 17
Godot 3D - Floor Independent Pathfinding Part 2 - FPS Horror Project (C#) | 17
Просмотров 2958 месяцев назад
Godot 3D - Floor Independent Pathfinding Part 2 - FPS Horror Project (C#) | 17
Godot 3D - Floor Independent Pathfinding Part 1 - FPS Horror Project (GDScript) | 16
Просмотров 5438 месяцев назад
Godot 3D - Floor Independent Pathfinding Part 1 - FPS Horror Project (GDScript) | 16
Godot 3D - Floor Independent Pathfinding Part 1 - FPS Horror Project (C#) | 16
Просмотров 4348 месяцев назад
Godot 3D - Floor Independent Pathfinding Part 1 - FPS Horror Project (C#) | 16
Godot 3D - Ragdoll and Dissolve into Particles Cleanup - FPS Horror Project (GDScript) | 15
Просмотров 8749 месяцев назад
Godot 3D - Ragdoll and Dissolve into Particles Cleanup - FPS Horror Project (GDScript) | 15
Godot 3D - Ragdoll and Dissolve into Particles Cleanup - FPS Horror Project (C#) | 15
Просмотров 1,4 тыс.9 месяцев назад
Godot 3D - Ragdoll and Dissolve into Particles Cleanup - FPS Horror Project (C#) | 15
Year End Review
Просмотров 46710 месяцев назад
Year End Review
Godot 3D - Implementing AI spawning triggers and Aggro! - FPS Horror Project (GDScript) | 14
Просмотров 72710 месяцев назад
Godot 3D - Implementing AI spawning triggers and Aggro! - FPS Horror Project (GDScript) | 14
Godot 3D - Implementing AI spawning triggers and Aggro! - FPS Horror Project (C#) | 14
Просмотров 67110 месяцев назад
Godot 3D - Implementing AI spawning triggers and Aggro! - FPS Horror Project (C#) | 14
Godot 3D - Adding a bit of JUICE (Camera Shake & Head Bob) - FPS Horror Project (GDScript) | 13
Просмотров 2,1 тыс.10 месяцев назад
Godot 3D - Adding a bit of JUICE (Camera Shake & Head Bob) - FPS Horror Project (GDScript) | 13

Комментарии

  • @Akalabeth
    @Akalabeth 3 дня назад

    Followed step. Works in Godot 4.3 atm

  • @icysocold
    @icysocold 4 дня назад

    Amazing video! Please do more!

  • @ThunderPlayStudios
    @ThunderPlayStudios 5 дней назад

    hey this series is awesome, Just wanna know when new video is coming?

    • @Bonkahe
      @Bonkahe 4 дня назад

      Hello there! glad your finding it helpful, unfortunately I kind of pivoted mid way through this one, I do intend to come back to it, but I kind of realized I was doing tutorials instead of working on my own game, so I decided to focus entirely on my project to try and make it a bit more of a priority, so it will be a minute until I return to this tutorial series. I am really sorry about that, there are still a fair few things I need to get up and running on it.

  • @sanyi9667
    @sanyi9667 7 дней назад

    anyone having trouble with the fact that I pick up the item and it just spawns it out? it means that it does not find the slot? this series work ok until this part. this part messes things up.

    • @Bonkahe
      @Bonkahe 7 дней назад

      Hmmm, make sure that your setting the ItemSlotsCount is greater than zero. Failing that put a debug print out in the PickupItem function (GD.Print(Item) or print(Item) in gd script), just before the slot filled if statement ( if (!slot.SlotFilled): ), this will tell you it is in fact iterating through slots and trying them out, if the item slots count is greater than zero and it's not iterating through the slots then that means that there's something going on in the ready function, are you getting any errors?

    • @sanyi9667
      @sanyi9667 6 дней назад

      @@Bonkahe my bad I forgot to add inventory_handler>pickupitem>"foundSlot = true" before "break". But even so, now i interact with object, pick it up and the object just disappears and is not being added to the inventory. below you will have my pasted code - I already reviewed it line by line should be the same. If nothing comes on top of your mind just let it be. I will go and redo/rewatch the whole series again. One thousand thanks for trying to help!

  • @JebaliJihed-g5c
    @JebaliJihed-g5c 9 дней назад

    Good man

  • @bongo6_462
    @bongo6_462 9 дней назад

    For some reason my animation dont play, my character just stays like stuck on the first frame

    • @Bonkahe
      @Bonkahe 9 дней назад

      So a couple of issues could be it. Of course make sure the animation player is set to active. And make sure if the animation is supposed to loop, it is set to loop on the import settings, (depending on whether they have been imported yet or not you can do this in the animation player as well).

  • @sanyi9667
    @sanyi9667 12 дней назад

    such a nice tutorial and way of making things. magic! thanks a lot!!!

  • @NorcVI
    @NorcVI 13 дней назад

    This honestly makes me really happy, as much as I love the tutorials, knowing that you are working on what you're passionate about just gives me a good feeling! I only recently found your channel, and you've helped me so much, I come from the gamemaker engine and wanted to try making something 3d. I've been following your FPS game tutorial series and it's exactly what I was looking for, I've made a game where you crash a house party you weren't invited to and using the shooting mechanics, instead of a gun, you give them the middle finger ahahahah, wouldn't be possible without you, thanks mate!

    • @Bonkahe
      @Bonkahe 7 дней назад

      Thank you so much for the kind words~ I've gotten quite a lot done already this month, I will probably be doing a video soon on this month. I ended up talking to my wife and deciding it's probably prudent to just do one episode a month on the subject, so I can have nice meaty updates to show. Your game sounds very cool, I'm excited to see it!

  • @auto7385
    @auto7385 14 дней назад

    love the terrain verticality of your project thx for everything

  • @Moni-ob7xi
    @Moni-ob7xi 16 дней назад

    what do i have to change to have a second iteractable item? i have the test cube but i want to also have a colored box iteractable

    • @Bonkahe
      @Bonkahe 4 дня назад

      You should be able to just make a new packed scene, then add that scene to a new ItemData resource and add that to the list of item types just like I did with the one in the video.

  • @randomjimbitz512
    @randomjimbitz512 16 дней назад

    Well seeing as how you're obviously not SUUUPER busy :P... Next tutorial idea... paint splatter tutorial please and thanks :P

  • @gabriel-xh8uo
    @gabriel-xh8uo 17 дней назад

    Here you can understand which code is less, cleaner and better 3:34👀👀 gdscript 💪💪❤❤

  • @gabriel-xh8uo
    @gabriel-xh8uo 17 дней назад

    i love gdscript 3:35 ❤❤❤❤❤❤💪💪

  • @ssmallthing
    @ssmallthing 18 дней назад

    Thanks a lot!

  • @fenilli
    @fenilli 21 день назад

    This video should be mentioned in the 3d animation tree of Godot, it is really good.

    • @Bonkahe
      @Bonkahe 21 день назад

      Thank you so much, that is high praise! I have no idea how I would even go about suggesting it but you are not the first that's told me I should submit it to the team. Maybe I'll have to get on that~

  • @trollgasm
    @trollgasm 24 дня назад

    Not sure what I did differently, but kept running into an issue with picking up the object and it getting upset at the highlight mesh being freed and it still trying to set the visibility it. Quick fix was to add a if statements that checks if the instance is still valid before attempting to change the visibility. The most simple, and straightforward take on an inventory system I've seen! Great tutorial. Also caught up to your videos, and good luck on the future devlogs and Hermit!

    • @Bonkahe
      @Bonkahe 21 день назад

      Thank you so much for the kind words! Haven't been responding to anything but we're starting to ramp back up and get back into it, I'm glad you got it sorted, sorry it was an issue! Actually a fair number of people have ran into problems with this inventory, not really sure what's up but it's always something that wasn't happening on my end, I get the feeling that something I did in this tutorial series is something that only works exactly right in 1 version of the engine or something.... Regardless glad it was of help!

  • @user-xsn5ozskwg
    @user-xsn5ozskwg 28 дней назад

    Thank you so much for this tutorial! I've been trying to parse what I can from the official documentation but there are so many little details that are hard to understand or even know about without seeing them in action.

    • @Bonkahe
      @Bonkahe 21 день назад

      Thank you so much for the kind words! I'm glad this tutorial has been so helpful to so many people xD

  • @GGrishok
    @GGrishok 29 дней назад

    Thx for your work

  • @Dulsith
    @Dulsith Месяц назад

    for a first tutorial vedio this is cool stuff man

    • @Bonkahe
      @Bonkahe 21 день назад

      Wow, it's been a minute since I looked at this! Thank you for the kind words, I am not sure I would be so kind to it lol it's got some rough parts xP

  • @WorldFamousRetardio
    @WorldFamousRetardio Месяц назад

    Think I love you bro

  • @FirstnameLastname-gs5xt
    @FirstnameLastname-gs5xt Месяц назад

    Some of the first tutorials I have seen that are clearly made by a professional engineer. It's tough doing it for a living and coming home and putting out more quality content on top of your own projects. Definitely staying tuned in!

    • @Bonkahe
      @Bonkahe 21 день назад

      Thank you so much, yeah it can be a little bit of a crammed schedule but all the positive feedback honestly helps me get through my day job lol Hope you like the stuff that comes in the future~

  • @Joooooooooe11
    @Joooooooooe11 Месяц назад

    As someone just barely starting to move from pixel art 2d with static animations to 3d in Godot, this tutorial is a godsend. Thank you, this is going to be super helpful going forward

    • @Bonkahe
      @Bonkahe 21 день назад

      Thank you so much, I'm glad it has been such a help to so many people. Remember there's discord servers for asking for help in as well! Animations in 3D can be super obtuse at times xD Good luck in your projects~

  • @The_Crucifix
    @The_Crucifix Месяц назад

    Dude, this is just an invaluable cool thing for noobs who just want a solution (like me). Most things related to strong atmosphere in video games (like sky, clouds, fog and grass) are pretty obscure to newbies and it's very hard to provide a ready-made solution that just works. When I was on Unity, there was none of this, there wasn't even a decent grass shader, let alone clouds. But now you've done it, you're a legend

    • @Bonkahe
      @Bonkahe Месяц назад

      Thank you so much for the kind words! It means a lot that so many are finding it so useful, I want to work on getting a more comprehensive water/ocean addon out too at some point xD Thank you again~

  • @IWasLovedOnce
    @IWasLovedOnce Месяц назад

    Hey dude I have been building 2d godot for a while using gdscript. Came across your video while trying to learn the c# side of things. Your videos are very helpful and I wanted to thank you for putting in the time to make things clear in both languages.

  • @LuizAntonio_Gameplay
    @LuizAntonio_Gameplay Месяц назад

    great tutorial

  • @dometester4660
    @dometester4660 Месяц назад

    The water! Finally some water. I seached hard just to see some good for godot. Can we just aks you to tell about it some more? It does not need to be interactive

    • @Bonkahe
      @Bonkahe Месяц назад

      I will definently be going over ocean/water in the future, been a little bit slammed at work this last while, but it is in the future plans! Glad you liked it, in the mean time feel free to use this water, it's not the best but it's also not terrible.

  • @Xtalonthorne
    @Xtalonthorne Месяц назад

    Looks amazing! Great tutorials as well, don't sweat it man. You do what you gotta do first, both us and the game will be here when you have the time!

  • @EeVeE3D
    @EeVeE3D Месяц назад

    Looks great..❤

  • @yatziriizel
    @yatziriizel Месяц назад

    thanks alot!

  • @Pleasantnoob64
    @Pleasantnoob64 Месяц назад

    Hi can you please share your world environment node settings

    • @Bonkahe
      @Bonkahe Месяц назад

      For sure, you should be able to find it in the scene for this episode on the github here: github.com/Bonkahe/GodotEducationalProjects/tree/master/Beginner/04-Materials/Scenes Just download the zip file for the github repo and pull out that scene, and you should find the environment there, I didn't do it as an external resource so unfortunately it's just local to that scene xP Hope that helps!

  • @GeneralChrisGaming
    @GeneralChrisGaming Месяц назад

    Does this still work in the current godot version. This looks unreal and is curious on how well a phone will handle this

    • @Bonkahe
      @Bonkahe Месяц назад

      Hello there! So some individuals who were using this in a production environment updated their project to the latest version and asked me to update it, so I did so, it should be working up to at least version 4.3. As for performance that one's a mixed bag, on my current hermit project I made a super optimized version of these clouds, which you can see here: ruclips.net/video/KsYAAfyf9-k/видео.html As it's going into an open world game that already has it's fair share of performance problems I wanted the clouds to not be one of them, and while the style might be a little different and not what some individuals want, it's performance impact has been reduced by several orders of magnitude. I might make that public, just for anyone who wants a super optimized version of these clouds... TLDR: no clue how a phone would handle it, but it certainly should be possible to get it running, I might have to look into it. Thank you for your kind words~

  • @tigerwolf8338
    @tigerwolf8338 Месяц назад

    the display->scale does not work for me in godot 4.3. probably pressed a wrong button somewhere

  • @TheRealAfroRick
    @TheRealAfroRick Месяц назад

    Awesome series... Can't state that enough. This is dealing with the core issues of building an inventory system in a way that people can follow along and customize it for whatever use case they have

    • @Bonkahe
      @Bonkahe Месяц назад

      Thank you so much for the kind words! It helps a lot with all the anxieties and stuff to have such kind comments xD

  • @bontsoboo1606
    @bontsoboo1606 Месяц назад

    can this work with raycast3d instead of the interactionarea seen here? for first person game.

  • @footballCartoon91
    @footballCartoon91 Месяц назад

    Can we delete the .gltf animation file from blender after we make the instantiation of gltf file as editable children of a node in godot. That is after creating a resource file with .res file format. Because after we done that, essentially all the objects are now godot's object not in the form of dictionary embedded in a file (.gltf). Am I right? or wrong ?

    • @Bonkahe
      @Bonkahe Месяц назад

      So this is a little bit of a dicey situation, on the one hand, if the data is local to a scene or a .res file yes technically you can delete the gltf file, however I would caution against it for two reasons. Firstly the gltf files may be needed to modify the mesh or if that resource or the scene file gets corrupted, which while I wish I could say never happens in Godot, but I can't unfortunately, (though for the record it's a fair bit more stable than other game engines imo) Secondly the resource files for the gltf can be excluded from exports, if you do so it impacts nothing to keep them there in the final release, which regardless of anything else I would highly recommend you go through and exclude anything in the export that is not necessary anyways for file size optimizations. Your call but personally they aren't usually that big (most of the file size goes to the textures anyways) so I tend to just leave them there even if they are local to a scene or a resource file. Regardless, good luck with your project!

  • @BigSmokke-pj8zz
    @BigSmokke-pj8zz Месяц назад

    I am getting an error that exeprestion of type node3d cant be type of InteractableItem

  • @Kagekao_666
    @Kagekao_666 Месяц назад

    how to make folding?

  • @facundomileo502
    @facundomileo502 Месяц назад

    Great scene!

  • @USER-ZB2YT
    @USER-ZB2YT Месяц назад

    Ever since part 3 Ive had problems implementing the code. I copied the code 1 to 1 with all signals connected. Everything works as intended except for dropping the items. Whenever I try to yank an item out of my inventory it stays in the inventory and doesnt appear in the scene :/ Is there any way I could get in contact with you? This tutorial really fits my game and it would be a shame if I had to throw it all away

    • @Bonkahe
      @Bonkahe Месяц назад

      For sure, you can contact me on discord on the Godot Cafe discord here: discord.com/invite/zH7NUgz just search for my name in the top right and hit message, my name is the same on there as here. There's a couple common problems that people have been encountering on that particular problem, I'm sure I can help you sort it out.

  • @Blooork6969
    @Blooork6969 Месяц назад

    Awesome stuff thanks for making this!

  • @andrewmalczewski5646
    @andrewmalczewski5646 2 месяца назад

    Thanks so much, this helping me learn so much more than inventory, Im learning about arrays, style boxes, for loops. thanks!

  • @thinkinggrin165
    @thinkinggrin165 2 месяца назад

    I think u made a mistake in the GDScript-Section. The drag and drop into the gameworld will not work. InventoryHandler needs to inherit from "Control", just like your C#-Script. Otherwise the _drop_data() etc. will not be called. The Control-Node that holds the Script "InventoryHandler" need to cover the hole screen. Because that space is the area, where dropping of is allowed.

    • @Bonkahe
      @Bonkahe Месяц назад

      SO this is an interesting one, first yes 100% it was supposed to be control, I am not sure why I made it a node xD however due to the nature of GDScript it can actually still work, as methods are called regardless of if they are supposed to be handled, so basically because the script was on a control script it should still call drop_data, that being said it just makes everything confusing and removes the auto-complete for control functions by making a Node, so I'll definently have to sort that xD Good catch!

  • @WeirdBrainGoo
    @WeirdBrainGoo 2 месяца назад

    Are you supposed to use a different animation for walking in different directions or can you just turn your mesh? When I rotate the mesh in code, printing rotation confirms that it's been rotated, but visibly the mesh is still facing forward. Why does that happen? Like I don't see a point to having four animations walking forward, back, left and right if each of them are going to be the same animation of the character walking, just rotated in that direction...

    • @Bonkahe
      @Bonkahe Месяц назад

      For sure it depends on your game, I made this in this manner so that it could be used like a third person shooter, where the character is oriented in the direction of the camera instead of looking the direction of running, as prior to this video some people had asked for a third person shooter style movement system for a while. For your project (and actually my personal project as well) it makes sense to just orient in the direction of running.

    • @WeirdBrainGoo
      @WeirdBrainGoo Месяц назад

      @@Bonkahe I figured out what was causing my mesh not to rotate in the direction the player is walking. If you select the AnimationTree node, in the property panel it has a section AnimationMixer. That section has a checkbox called Deterministic. I randomly turned it off after two weeks of pulling my hair because I couldn't get the mesh to rotate when using an animation tree node and all of a sudden the mesh rotates fine. The description has something to do with blending, but apparently this setting keeps resetting the mesh's rotation even if you're not using any blending. Sometimes one checkbox can cause two weeks of pain. :D Oh ****** it works again, I'm so happy. ^_^ This is kinda strange, because I had also made a test scene with a cube and AnimationTree and AnimationPlayer nodes and it has the Deterministic checkbox checked but I could rotate it in code despite that... So I still don't know why it worked in the test scene but not in the player scene.

  • @kyushu.m
    @kyushu.m 2 месяца назад

    The scene looks great and comfortable and that fly things their behavior is different for running and stand.

  • @v-alfred
    @v-alfred 2 месяца назад

    Good luck on your work, safe travels man! No worries, one at a time 👍

    • @Bonkahe
      @Bonkahe 2 месяца назад

      Thank you! I think I heard somewhere when I was coming up to my wedding, prioritize and execute, if you don't get to the last thing in the list, then you did what you could. That's pretty much my day to day at this point xD

  • @belgbeladel
    @belgbeladel 2 месяца назад

    good luck with the project , am looking up to see how the game turns out

    • @Bonkahe
      @Bonkahe 2 месяца назад

      Tyvm!

  • @Guilherme0u1-pt7sd
    @Guilherme0u1-pt7sd 2 месяца назад

    Do you intend to show how the terrain and vegetation system is made, like a class? It would be interesting.

    • @Bonkahe
      @Bonkahe 2 месяца назад

      I've thought a lot about the subject, as it's pretty much my most requested video subject by a pretty wide margin. I'm mixed on the subject, there's a couple options, I could do it as a series, with like 5-10 minute long videos, but there's subjects in the terrain that by themselves would probably run like 40-50 minutes by themselves (the virtual texture system for example) Then there's the option of doing two or three, one hour long videos on the subject, with one on each major system, like virtual textures, stamp based terrain, foliage, etc. There's obvious big problems with this one, the scale of the videos, editing and planning would be insane, more than anything I've made thus far, which is actually the lesser of the problems, the biggest problem is that if my longer videos are anything to go by, I'll end up putting more time into it than collectively everyone who watches them. There is another option, and that's to spin the entire project into a proper addon and release it, which is what I plan on doing regardless after my game is done anyways, but that has probably the most work entailed of all of them, as there's some parts like the foliage which are severally not user friendly and needs an overhaul, and I'm not entirely sure I got the energy in me to focus on it for another 3-6 months to get it releasable, and that's not even including the probably years of updates and support until it's a bug free addon. On top of all of this I'm getting a little push back from my closer in contacts on the subject, saying not to release information until I have an addon ready anyways, because they've done so with their projects and it's resulted in a lot of people getting mad at them for things they change, or things they remove later on, and to just wait until I actually release the thing, not 100% sure I agree but it's note-worthy. TLDR it's a pretty complex subject, in short, hopefully I will go over the subject, though I don't really want to do a class per say, because I don't want to pay wall any of the terrain, I want it to be there for everyone free... whenever I actually get it there for everyone xP

  • @BlueFire4101
    @BlueFire4101 2 месяца назад

    I am sad, but it happens. I'll be looking forward to the devlogs. Your tutorials have been helpful, I actually just referenced an older one earlier today.

    • @Bonkahe
      @Bonkahe 2 месяца назад

      Thank you so much for the kind words! Yeah I've gotten a lot of feedback in the last week or two on the subject that a lot of people have found them to be very helpful, it's been very humbling, and I'm definently going to be coming back to them.

  • @greatmasterboy2008
    @greatmasterboy2008 2 месяца назад

    looking forward to the devlogs!

    • @Bonkahe
      @Bonkahe 2 месяца назад

      Thank you! hopefully they are fun to watch~

  • @jasonwilliams8730
    @jasonwilliams8730 2 месяца назад

    👍