can you please make, and upload, A RUclips tutorial, that teach us how to make all different types, and genres of 2D games. Using Godot and GD script, like Megaman, Megaman battle network , Pokémon, Digimon, super mario world, Zelda etc. that is relatively beginner friendly, and cover step by step how to make and code different types of games, in Godot and GD script. Preferably a single video tutorial. I will deeply appreciate from the bottom of my heart, if you did this please.
Please tell me there is going to be an alteration to implement mouse camera controls. This "camera rotation controls the model direction in relation to movement" thing is causing problems. I can't get my character to face the direction I want in the game world from ready. I can have the camera facing the right direction but the model starts out facing right. But if I alter him to face forward from the models direction is off by 90 degrees when you move. If I try to rotate the camera to compensate, everything is facing the wrong direction. I've finally just settled to have him face right when the game starts. A state machine would also make this way easier. Edit: The rotation issue has been settled. I got him facing the direction I want from the start, the model faces the proper direction while moving, and the camera is rotated the way I want. It took a LOT of screwing around to get it but I got it. But if I want to make a new level or move him somewhere else in the level, this issue will show itself again. If I were to implement mouse rotation, the camera would be freely rotating and model direction would just follow character direction and leave the camera out of it.
Firstly, thank you very much for the tutorials, they're a great help to first time learners like me. I have come across an issue after this video within my game, that im having trouble figuring out how to solve. In one of your previous vids, where we got the MeshInstance3D for our player to change the Z axis angle based off the RayCast detecting the normals, where the character was stuttering at the ridge of the ramps, since replacing it with the Robot, its returned, and he gets stuck at the top of the ramp and I have to jump over the lip. Any ideas. I really want to understand the troubleshooting of these issues too. I don't think its useful, for me at least, to just have a solution, but to understand where the problem is, and how to solve it. Any advice? Edit: Just to advise, through some testing (in case others come across the same issue), it was due to the CollisionShape not having a uniform scale. I did have an error advising me that it may not behave correctly without a uniform scaling. Id be curious to know why this is though. Does this mean the engine doesnt behave if collision shapes are not uniform? Also on another note: In my version of Godot (4.3), the "get_tree......" line we wrote in the "_on_fall_zone_body_entered..." function, threw up an error and only when I changed the line to " get_tree().call_deferred("change_scene_to_file", "res://level_1.tscn")" using the "call_deferred" did the error go, and the running work correctly.
Sir, first of all thank you for the tutorial series and would like to disclose howmany of the episodes are yet to release, because in a past video comment you've said that you've completed the recordings ☺️
@@BornCGthanks for your work, can you please make, and upload, A RUclips tutorial, that teach us how to make all different types, and genres of 2D games. Using Godot and GD script, like Megaman, Megaman battle network , Pokémon, Digimon, super mario world, Zelda etc. that is relatively beginner friendly, and cover step by step how to make and code different types of games, in Godot and GD script. Preferably a single video tutorial. I will deeply appreciate from the bottom of my heart, if you did this please.
Thanks so much for your great work. Can you please make, and upload, A RUclips tutorial, that teach us how to make all different types, and genres of 2D games. Using Godot and GD script, like Megaman, Megaman battle network , Pokémon, Digimon, super mario world, Zelda etc. that is relatively beginner friendly, and cover step by step how to make and code different types of games, in Godot and GD script. Preferably a single video tutorial. I will deeply appreciate from the bottom of my heart, if you did this please.
There are few differences really between the versions, and my instructions should be very close no matter which 4.x you use. I’ll recommend 4.1 of you want the closest to what you see in my videos
Blender adds some nice extra features with each new version but the core functionality is 99% the same with each version. What this video covers in Blender is unlikely a change across many more versions.
You could have spent less time modeling something so simple yourself; instead of fixing someone elses junk. Though I'd understand if you needed a reference image. I use reference images as well; it helps a lot, even when I end up with something that looks different. Regardless, thanks for these tutorials.
I am surprised that checking for zero is working. Maybe Godot is using approximate comparisons, because normally 0 may not be 0 but 0.0000000012838287. It's a problem in every game engine, and it's really bad in Unreal Engine. You can check single floating point values by using is_equal_approx. Use this if your code (exactly as shown by BornCG) is not working: func is_vector2_equal_approx(a: Vector2, b: Vector2) -> bool: var is_equal_x: bool = is_equal_approx(a.x, b.x) var is_equal_y: bool = is_equal_approx(a.y, b.y) return (is_equal_x and is_equal_y)
I did something a bit crazy after the last tutorial video. I felt like the coin jumping animation was really missing something. So I created a sparkle effect using Effekseer and imported it into Godot. In Sonic games you always see some sparkle effect when you collect rings, and (not in the first few Mario games, but all the new ones) you see a sparkle effect when picking up a coin. So I managed to add that into a spot where it plays the effect at the coins location when the player gets that coin, but it's not perfect because the effect gets queued out when the coin does, so it doesn't fully finish playing the effect, and the effect just sits in the spot where the coin sits and doesn't follow the coin into the air with the coin's bounce animation. So still a few things to figure out there to get that to be perfect. 🤔 I think for this part... I don't like the robot at all, so I might just try to make my own character. 😅
Looking for the Robot file download? It's now in the description! 🤖👍
can you please make, and upload, A RUclips tutorial, that teach us how to make all different types, and genres of 2D games. Using Godot and GD script, like Megaman, Megaman battle network , Pokémon, Digimon, super mario world, Zelda etc. that is relatively beginner friendly, and cover step by step how to make and code different types of games, in Godot and GD script. Preferably a single video tutorial. I will deeply appreciate from the bottom of my heart, if you did this please.
I think you deserve it. And Merry Christmas!
Thank you, and Merry Christmas to you too! 😍🎅
Perfect timing!! I just got done watching the last one!
👍
Finally! I can't wait to reach this tutorial part!!
Much thanks for the incredible explanation and help, You are amazing!
Great series!
tysm for these tutorials
Are you going to use signals like set_movement_state(_movement_state: MovementState) to control animations? It uses tween method.
With the newest versions of Blender you have to press "K" to insert location-rotation-scale keyframes.
How do I prevent the camera from going inside walls?
Please tell me there is going to be an alteration to implement mouse camera controls. This "camera rotation controls the model direction in relation to movement" thing is causing problems. I can't get my character to face the direction I want in the game world from ready. I can have the camera facing the right direction but the model starts out facing right. But if I alter him to face forward from the models direction is off by 90 degrees when you move. If I try to rotate the camera to compensate, everything is facing the wrong direction. I've finally just settled to have him face right when the game starts.
A state machine would also make this way easier.
Edit: The rotation issue has been settled. I got him facing the direction I want from the start, the model faces the proper direction while moving, and the camera is rotated the way I want. It took a LOT of screwing around to get it but I got it. But if I want to make a new level or move him somewhere else in the level, this issue will show itself again. If I were to implement mouse rotation, the camera would be freely rotating and model direction would just follow character direction and leave the camera out of it.
Firstly, thank you very much for the tutorials, they're a great help to first time learners like me.
I have come across an issue after this video within my game, that im having trouble figuring out how to solve.
In one of your previous vids, where we got the MeshInstance3D for our player to change the Z axis angle based off the RayCast detecting the normals, where the character was stuttering at the ridge of the ramps, since replacing it with the Robot, its returned, and he gets stuck at the top of the ramp and I have to jump over the lip. Any ideas. I really want to understand the troubleshooting of these issues too. I don't think its useful, for me at least, to just have a solution, but to understand where the problem is, and how to solve it. Any advice?
Edit: Just to advise, through some testing (in case others come across the same issue), it was due to the CollisionShape not having a uniform scale. I did have an error advising me that it may not behave correctly without a uniform scaling. Id be curious to know why this is though. Does this mean the engine doesnt behave if collision shapes are not uniform?
Also on another note: In my version of Godot (4.3), the "get_tree......" line we wrote in the "_on_fall_zone_body_entered..." function, threw up an error and only when I changed the line to " get_tree().call_deferred("change_scene_to_file", "res://level_1.tscn")" using the "call_deferred" did the error go, and the running work correctly.
Sir, first of all thank you for the tutorial series and would like to disclose howmany of the episodes are yet to release, because in a past video comment you've said that you've completed the recordings ☺️
26 in all
@@BornCG Thankyou for replying
@@BornCGthanks for your work, can you please make, and upload, A RUclips tutorial, that teach us how to make all different types, and genres of 2D games. Using Godot and GD script, like Megaman, Megaman battle network , Pokémon, Digimon, super mario world, Zelda etc. that is relatively beginner friendly, and cover step by step how to make and code different types of games, in Godot and GD script. Preferably a single video tutorial. I will deeply appreciate from the bottom of my heart, if you did this please.
@@BornCG iconic
Inshallah wait for next
Thanks so much for your great work. Can you please make, and upload, A RUclips tutorial, that teach us how to make all different types, and genres of 2D games. Using Godot and GD script, like Megaman, Megaman battle network , Pokémon, Digimon, super mario world, Zelda etc. that is relatively beginner friendly, and cover step by step how to make and code different types of games, in Godot and GD script. Preferably a single video tutorial. I will deeply appreciate from the bottom of my heart, if you did this please.
Are you using the same version of Godot 4 in each video??
In the description of each video, I let you know what version I’m using although I think I use 4.0 through maybe 4.2 if I remember correctly
@ Thanks for the reply. Is there one version I can use throughout the whole series or do I have to switch versions as I go??
There are few differences really between the versions, and my instructions should be very close no matter which 4.x you use. I’ll recommend 4.1 of you want the closest to what you see in my videos
@ Thanks man. Appreciate the tips and the videos. Merry Christmas
Why use this outdated blender version? any reasons?
Blender adds some nice extra features with each new version but the core functionality is 99% the same with each version. What this video covers in Blender is unlikely a change across many more versions.
Cool❤❤
You could have spent less time modeling something so simple yourself; instead of fixing someone elses junk. Though I'd understand if you needed a reference image. I use reference images as well; it helps a lot, even when I end up with something that looks different. Regardless, thanks for these tutorials.
No leftist #Wokedot, thank you.
I am surprised that checking for zero is working. Maybe Godot is using approximate comparisons, because normally 0 may not be 0 but 0.0000000012838287. It's a problem in every game engine, and it's really bad in Unreal Engine. You can check single floating point values by using is_equal_approx.
Use this if your code (exactly as shown by BornCG) is not working:
func is_vector2_equal_approx(a: Vector2, b: Vector2) -> bool:
var is_equal_x: bool = is_equal_approx(a.x, b.x)
var is_equal_y: bool = is_equal_approx(a.y, b.y)
return (is_equal_x and is_equal_y)
I did something a bit crazy after the last tutorial video. I felt like the coin jumping animation was really missing something. So I created a sparkle effect using Effekseer and imported it into Godot. In Sonic games you always see some sparkle effect when you collect rings, and (not in the first few Mario games, but all the new ones) you see a sparkle effect when picking up a coin. So I managed to add that into a spot where it plays the effect at the coins location when the player gets that coin, but it's not perfect because the effect gets queued out when the coin does, so it doesn't fully finish playing the effect, and the effect just sits in the spot where the coin sits and doesn't follow the coin into the air with the coin's bounce animation. So still a few things to figure out there to get that to be perfect. 🤔
I think for this part... I don't like the robot at all, so I might just try to make my own character. 😅