In Godot 4.1, they've changed the way the state machine transition arrows work in the AnimationTree flow chart (where you draw the lines to show which states transition to which). They now default to automatic, which causes it to cycle through all of the animations really fast and basically look like nothing is happening. To fix, select the arrows between idle and walk and in the Inspector, under Advance, change mode to Disabled
37:37 for people using the full release of godot 4, the ≠ used in the code can be typed out using !=. They do the same thing, but the engine can read !=
A quick reminder with movement vectors is to use the normalized() function. So when we made the input_direction for the player, just add a .normalized() at the end of the closing parenthesis : var input_direction = Vector2( Input.get_action_strength("right") - Input.get_action_strength("left"), Input.get_action_strength("down") - Input.get_action_strength("up") ).normalized() if you don't do this you'll notice your player moving a lot faster if you walk diagonally. Normalizing makes it where your speed is always 1 rather than the 1.4 you get otherwise.
Great tutorial, thanks for sharing. There is a minor problem with walking diagonally (walking in two directions at the same time, e.g. up and left). The input direction vector will be a bit longer than the vector when only walking in one direction. The effect will be a slightly higher walking speed when walking diagonally. This is because the diagonal d in a square is d = a * sqrt(2) when a is the length of the squares sides. To fix this problem, when calculating the velocity of the character, instead of "input_direction * move_speed" use "input_direction.normalized() * move_speed".
it broke my code and now the player keeps dissapearing until it's completely gone and I can't fix it even tho I changend it back to the original code again. yeah... :')
Hey! Godot 4 actually has a bunch of new Input methods that I think you should check out in the docs! I haven't watched the whole video yet (work) so forgive me if you mention this in the video. Anyways, two new ones that are very useful are Input.get_axis and Input.get_vector. These are basically shorthand for Input.get_action_strength("positive action") - Input.get_action_strength("negative action") but in one function. Input.get_axis is for platformer-type movement (left and right) while Input.get_vector is for top-down type movement (up, down, left, and right). You just pass the positive ("right") and negative ("left") actions and it returns the proper input. Great video so far! I can't wait to finish it!
@@tadeuszr359 Actually Input.get_vector("left", "right", "up", "down") doesn't have the exact same behavior, as diagonal vector is equal to (0,707, 0.707), whereas with the original implementation, it's (1,1)
Might have been me, but a couple notes since some stuff have changed since this was recorded. So hopefully this helps some people. I am using - v4.0.beta13 - Some of the inspectors have changed slightly, so just open up some the other caret/caron menus ">, v" (not sure the term, haha) and you might find the option you are looking for. - Animation Tree for each connection "->-" between idle and walk, click on them, Inspector>Advance>Mode, Set to "Enable", keep the "Start"->-"Idle" as "Auto" || Looking at the tutorial I noticed the interface for AnimationTree was different, so poking around and that is how I fixed it. - As pointed out in the comments if you can't easily type ≠ you can type != instead (plus some dummies ruined ≠ ) I may have missed it being mentioned but for the cow animations you add "Animation>[animation]" and not "BlendSpace2D" like you did with the playercat animation
About the cows: with the fixed values for the timers they'll idle all the same time and walk all the same time. It looks more natural, when you generate theese values with a randomized range, maybe 1-3 secconds walk and 4-8 seconds idle. so they´ll act compleetely individual and not more all stand and than all walk.
around 22:00 if velocity is not working for you, as it didn't for me, try this code. Hope it helps :) extends CharacterBody2D const SPEED = 100.0 func _physics_process(_delta): var xInput = Input.get_axis("left", "right") if xInput: velocity.x = xInput * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED)
var yInput = Input.get_axis("up", "down") if yInput: velocity.y = yInput * SPEED else: velocity.y = move_toward(velocity.y, 0, SPEED)
Thanx the code helped around 38:28 how did you get this code to work with the update_animation_parameters for movement. he uses the input_direction like update_animation_parameters(input_direction) I tried to use yInput and xInput but i got an error Cannot convert argument 1 from float to vector2 idk most of this goes over my head right now lol
@@Inf3rnoBadger yeah, that were I stopped the tutorial today, my brain can't handle that today :D I'll continue in the following days and hope that I'll find a solution
@@Inf3rnoBadger Hey Sean, not sure what happened but today the code from the tutorial worked fine for me. Maybe it has something to do with the Steam Version of Godot. To save you some typing, this is the code that worked :) extends CharacterBody2D @export var move_speed : float = 300 @export var starting_direction : Vector2 = Vector2(0, 1) @onready var animation_tree = $AnimationTree @onready var state_machine = animation_tree.get("parameters/playback") func _ready(): update_animation_parameters(starting_direction) func _physics_process(_delta): var input_direction = Vector2( Input.get_action_strength ("right") - Input.get_action_strength ("left"), Input.get_action_strength ("down") - Input.get_action_strength ("up") )
39:54 If you are having trouble getting your animations to travel between states in 4.1.3, adjust the call by added an additional parameter of false: state_machine.travel("Walk",false) state_machine.travel("Idle",false)
If at 19:09 you are not getting the debugger to see your key commands... Double check that you put a comma at the end of line 6, after the left command and before the down command. I missed his comma in the video myself. This was the solution. Hope that helps for someone else.
Exactly my issue :) This was quickly followed by another error on the "print line". Turns out, indentation is important! My "print(input_direction)" needed an additional indent to fall under the func _physics_process(_delta): I'm used to c#, so this is a bit different, but I'm liking the logic behind it so far
try enabling delta in the cow physics process and using move_and_collide(velocity * delta) for cows. This will make it where they don't cling to your player's collision box and they'll also stop if they run into you.
I followed a tutorial series for Godot 3.2 that included how to use a TileMap and TileSet. When I tried to use one in Godot 4.1, it was completely different and I had no idea what to do. Thanks for explaining it!
Even with this tutorial being 2 years old, and even with me using Orchestrator rather than GDScript, this tutorial was really helpful, so thank you for making it!
33:10 in godot 4.2 the advance mode of animation tree transitions is a bit different. Now it is set to "auto" by default and has also the options "enabled" and "disabled" to choose instead. So let the first transition like it is and set the other two, between the two blend_state_2d elements (idle and walk), to enabled.
The animation tree is different now 🥲 Edit: if the animation is not working try this: delete the connections between start, walk and idle. Next to Transition select "immediate" and the arrow-box (?) should be blue. For the transitions between idle and walk the arrow-box (?) should NOT be blue
@@hashtagzema Click "Connect Nodes" button. Next to the "Transition:" label select "Immediate" from the drop down menu. Next to the drop down menu there is a new button with the letter A with an arrow highlighted in blue. Honey was saying unhighlight that new button for the walk transitions. I am assuming so it doesn't Auto Advance? Hope this helps! ♥
I've been testing godot 4 for a bit, so I new all this stuff, but I have to say I could have used this video when I started with Godot, or something similar back then. It comprises a lot of different things that are very useful for beginners, so this is a 5/5. Very much appreciated the effort, it's great seeing people making Godot tutorials!
A small problem with the script for the cow as shown in the video is that in select_new_direction, it’s possible to get (0, 0) and when that happens, the cow will appear as not moving but will still have its walk animation shown (this can be seen for example at 1:02:52 with the top right cow)
a simple fix would be to call the select_new_direction function if the x and y of move_direction are 0. just do that right after it creates the random vector. It's almost like ur creating a loop out of a method, similar to recursion.
for any still having this problem. I fixed this by adding the following code directly after the final parentheses of func select_new_direction. New line: while move_direction == Vector2(0, 0): move_direction = Vector2( randi_range(-1,1), randi_range(-1,1) ) Just add it in between the initial code and the sprite.flip_h part and it should prevent (0,0) from being an outcome by force-looping the function until a new result is found.
it seems that this is now a bit outdated in some points, but it was still amazing to see my creations come to life! I do not think i understand anything of the coding yet, but there is much to learn~
Thanks for the video, very informative! I'm new to Godot but not new to game dev, so this was a great way to get up to speed with how Godot works differently from other engines.
Also, another thing: If you want a smooth camera follow without jitters, you simply have to do following: 1. Enable the "Position Smoothing" and enter a value (5px/s is good for me) 2. Change the Process Callback in the Camera2D Settings to "Physics". This will remove the jitter!
I don't know if godot handles this properly(pretty new to godot), but in most engines one of the most important things NOT to put in the physics step is taking player input. It shouldn't matter much in a "hold to move" scenario, but if for example you're trying to jump from platform to platform, it's possible to press and release the jump button BETWEEN physics updates, causing your input to be occasionally ignored while performing actions that require precise timing.
Trying to follow in 2024. Having trouble with the first script, trying to get directions implemented. Seem to be having some trouble with indentation? Despite following the code pictured exactly at 19:19
A bit has changed for 4.1.3, but clicking on everything roughly where Chris has indicated lets you find most things. willisplummer in the comments here hit the nail on the head for the biggest issue which is the transition between animations being enabled and flipping out, as long as you follow their direction (select arrows and in inspects under advanced change mode to disabled) you'll be fine. Painting collisions has an additional feature as well, in that there's a paint dropper now to get existing collision paintings from tiles which you can then modify. Helped a lot. The rest is just slight changes as to where you find things in the inspector.
this. i tried to follow on a small 1280x720 window on my 4k screen and it was impossible. i changed to a second monitor (well, a drawing tablet's screen), but it's 13" and it was still super hard to see.
Last time I tried game dev Godot was in some early 3.0 alpha I think. I saw Godot 4 release and some spark inside me lightend up and made me try gamedev again. Thank you for your tutorial man ❤❤
Oh man, I made it all the way to 48:24. I can't find the physics layer options and after scrolling through endless comments and reading the GD info, I am at a loss. I somewhat remember how to setup the collisions from 3, but I am totally lost here. Thanks for the video, I really appreciate the time and effort!
For the tilemap I assume? You'll have to open the Tileset in the tilemap (inspector), physics layer will be the first drop down with tileset expanded. There's an add element button to add a new physics layer - first one will show up as PhysicsLayer0 when editing tiles. Then in tileset mode (button of the screen with the tilemap node selected), choose select from the tool options and then select the tile you want to give physics collisions to. Physics should be a drop down available under BaseTile now. Expand down to PhysicsLayer0 and you should see the tools for editing the collision shapes for each individual tile. Hope that helps a bit
You have to click on the word "TileSet" not the arrow next to it. It then expands for more options. I had the same problem too and accidentally clicked there and it worked.
Could you do a tutorial like this but in 3D? It would be very useful for the community, since there are no updated courses, good content! I hope you continue helping the godot community!
I am pretty late, but I think this video is exactly what I am looking for, I just started Game Dev and wanted to make a game with a similar mechanic to this.
Honestly I'm still a bit reluctant to learn godot but somehow I ended up here and before I realized I'm halfway through it following every single step and has been waaaaay easier than I even imagined (for the record I have some experience in Unity and a lot of experience in unreal). Other godot tutorials failed to grab my attention and I was really struggling way too much to understand the node system of godot... so I really have to thank you for this video (and I'm still reluctant to continue with godot... like I want to choose a 2D engine to make classic arcade game clones, like the timeless beat em ups such as TNMT, Xmen, Golden axe, etc... and I am still 3 doritos away from doing those in Unreal... still following this tutorial to the end)
On which alpha version was this recorded? I'm having difficulties connecting the nodes in the animation tree (might be a bug). Update: If you are having issues with connecting the animation tree nodes 30:50 restart Godot and try again. It fixed it for me. ^^
I think the only thing missing from the tutorial was the ability to enter the houses (change scenes by entering through the door on the inside and outside of the house). Haven't seen too many scene change tutorials that revolve around walking through things.
At 1:02:30 if your cows are playing the idle animation without stopping(the keep sliding) in the elif current_state == COW_STATE.WALK : you can write: velocity = Vector2.ZERO that will fix it.
Thanks for the tutorial! However, that animation tree is a clunky mess. Was able to handle all of that much easier with just code inside of the PlayerCat script: var idle_direction: String = "idle_down" # Same names as animation # [ PLAYER ANIMATE ] func player_animate(): # Walking and setting idle direction if input_direction.y < 0: $AnimationPlayer.play("walk_up") idle_direction = "idle_up" elif input_direction.y > 0: $AnimationPlayer.play("walk_down") idle_direction = "idle_down" elif input_direction.x < 0: $AnimationPlayer.play("walk_left") idle_direction = "idle_left" elif input_direction.x > 0: $AnimationPlayer.play("walk_right") idle_direction = "idle_right" # Idle else: $AnimationPlayer.play(idle_direction)
37:28 for those having problems with the @export var starting_direction : Vector2 - Vector2(0,1), Godot 4.2.1 doesn't allow you to subtract two vector2 objects inside a variable anymore. You need to calculate first/declare the value of the variable and THEN use it, like this: @export var starting_direction : Vector2 = Vector2(0, 0) func _ready(): animation_tree.set("parameters/idle/blend_position", starting_direction) Hope this helps somebody!
You can solve the camera stuttering a few different ways, but as of the most current beta release of Godot 4 (v4.0.beta9), you can pretty much solve the visible stuttering on the player by setting the Process Callback property on the camera to Physics instead of Idle. Another solution would be to lock the framerate of the game to 60 (or even 30) fps, since one reason for the stuttering is because of monitor refresh rate being slower than the games fps. Since most people use 59 or 60hz monitors, limited the fps to that or lower should help with the stuttering.
Not sure if this was in it at the time but for the animations instead of using the frame number just use the frame co-ordinates instead. Then when duplicating you just leave the X value alone and just change the Y value for each direction. Example the way my frames are setup it's a 3 frame sprite that does 4 frame animations, so the X values are 1,0,1,2 so instead of having to math all of that for the other 3 directions I just set it to frame_coords in the animator instead and just changed the Y value.
Im a beginner and im at 57:51, and when i run it points me to the cow script on line 33 and says: Invalid call. Nonexistent function 'travel' in base 'Nil'. pls help
At 15:26 - pardon for possibly beginner question, but is it wise to initialize a variable (var input_direction) inside a "_physics_process" that gets refreshed 60 times/sec ?
if you also have a sticky cow try this in the cow script for physics_process func _physics_process(delta): if(current_state == COW_STATE.WALK): velocity = move_direction * move_speed else: velocity = Vector2.ZERO
Oh, cool, I can't wait to follow this tutorial! It's awesome I can spend my free time learning a skill I've always wanted! ... Aaaaand I need a new video card.
I know it's a bit late but for mouse smoothing, you can change the process call back to physics so that you don't get that motion blur effect on your sprite ey idk how it works or what it does buttt, it works so :P
For some reason the Transition connect arrows disappear when I try to connect, they snap in as if they'll connect, then I let go and it disappears. The output log does say "Transition added" as if it was actually added, but there's visually nothing showing. It also isn't actually working when I play it. (I did add the Auto advance on the Start to idle, but it of course doesn't seem to actually be connecting there. May be a weird glitch, unless I missed a setup step? EDIT: Ah, found someone else in the comments who had the same issue, and just restarted and it fixed. I had given up yesterday, hoping it might be a glitch that fixed itself today after restarting my computer completely, but that hadn't worked. But after restarting *again* today, just restarting Gadot, it fixed itself. 🤷🏻♂
37:20 changing the y-values in the inspector doesn't change the direction of the idle animation for me. the starting_direction value is completely ignored by the program for me (Godot 4.0.2) just kept going... but playing the animation depending on the direction doesn't work at all: animation_tree . set("parameters/Walk/blend_position", move_input) has no effect whatsoever
As I age, my vision is getting worse, and in order to watch this, I've had to force the 1080p and use the Windows magnifying glass at 275%, but this messes up the stream so the video freezes (while the audio still plays). To get around this I slowed the video speed down to .75. If you have the option of associating the magnifying glass with your mouse while you talk, that would be most helpful! The other option is to use the Editor Settings to change the fonts for the program and for the coding to at least 20 or higher. That might be easier. In any case, If you do what I'm doing, with the magnifying glass on the video you already made, and just do a long screen recording of yourself doing this, then upload that video over this one (does RUclips Studio still allow that?), then that would fix the trouble with reading the text and following the mouse on your screen (for future videos you make).
for some reason on the animation tree i have to put my idle animations in the walking blender and the walking animations in the idle blender otherwise it plays the opposite animations.... you may be thinking ive named them wrong? nope. i made the tree inactive and went to check, theyre all named correctly, its so strange.
09:00 why not just animate the player 29:26 got to 32:00 and realised i somehow lost all my animations from yesterday...... so I went back and tried to use the nimatedSprite2D approach Brackeys used in their video 40:49 the end of animation process which seemed tedious to me
in case people, like me, weren't able to collide with hills with their character.in GODOT 4. In the PlayerCat settings, its CollisionObject2D mode was set to disabled. @chrisTutorials, thanks for the tutorial, very helpful first mini project in GODOT
Hello to all, I know that this tutorial is a bit old but I'm throwing a bottle into the sea anyway. My character moves perfectly but doesn't want to start the walking animation when he moves, yet I carefully followed Chris' instructions. I don't get it. Beyond these problems I enjoy watching your videos, they are instructive, fun and very pleasant to watch. Thanks to you.
@@duxnihilo click on the line between Start and Idle. under Advance, change the Mode dropdown box from "enabled" to "auto". its annoying that the new Godot is different to the build here, because i love this tutorial.
I saw cows like yours sometimes play their walk-animation without movement. That´s because the direction chooser sometimes outputs a zero-vector as direction, wich means no movement. To fix this, i added a while loop there, that checks for the zero vector and so let's only actual directions pass through. I also noticed, if a cow collides with a wall, but it´s walking-time is not over, it pusches against the wall until it´s state switches So i now made their AI a bit smarter: 1. I made my them (and also chickens, wich are also in the graphics-set) always walk exact cell-sized steps (gridbased movement) 2. at choosing a new direction to start a walk-state and after each cell-sized walking-step i let them check for collisions to turn into a new free direction, if they collide. So when start a walking-state they always choose random from all free (no obstacles) directions and when reaching an opstacle in their way while not finished the actual wank-state, they also choose a new direction the same way.
32:06 This might be a genuine glitch I have but when I hover over Add Animation the box with the options for the animations doesn't appear, just a very thin grey line that might be the hint of a box. Is this a Glitch or could it be something else? Is there another way to add animation into boxes? (edit) nevermind I found the problem!
@@Not_TVs_Frank on the right in filter propities where you select the tree root make sure underneath animationnodestatemachine you've also selected animationplayer
Great i love this tutorial im in programing but never do any games in game engine tutorial that have 30ep every 30min just too long and boring best way to learn is to pratice and see what everything do that was great tutorial that give me what i wanted
I probably did something wrong because when I click on "Add animation" at 32:07 nothing appears Do someone know what I have to do ? I have no more clues to help except that I use the last version of Godot (v4.2.1-stable_mono_win64)
I ran into this too, but I just figured it out: Select your AnimationTree Node in the scene tree. In the inspector, look for "Anim Player" near the top. Click assign and select your AnimationPlayer node. Now your AnimationTree knows what AnimationPlayer to source for animations, and you can use the Add Animation option when clicking the grid to add animations.
At 34:08, he has us change the y value to -0.1 then two seconds later the video seems to skip and when he opens the idle parameter back up again the value is set to 0. Can someone help me with what I’m missing here?
I can't cycle through the frames on Sprite2D (24:17). This happened after I finished setting up the animations; it's permanently stuck on frame 2. Is there a locking button somewhere? I restarted Godot and it didn't solve the problem.
Hey There If you are having trouble with 38:40 animation part the just change the animation_tree.set("parameters/Walk/blend_position",move_input) animation_tree.set("parameters/Idle/blend_position",move_input) to animationTree["parameters/Walk/blend_position"] = moveInput animationTree["parameters/Idle/blend_position"] = moveInput I was able to get it work like this
in the first frame of idle right the character is misplaced by one pixel to the left on the spritesheet-graphic, so tile right and left look a bit different on this video. I fixed this in my copy of the sprite-shheet-graphic-file
I think you skip over WAY too much shit for a beginner video. You copy and pasted code from random places so I don't understand it and have to rewind and pause a bunch to copy it. Probably just re-record when you lose footage because now I have to go back through the video to find shit. Way too fast in some areas I have to rewind constantly. I appreciate the video, hope to see some of that improved
The whole AnimationTree part is not working anymore. There is an "End" box now, and connecting "Idle" to "Walk" and reverse will start an infinity loop (Idle and Walk box blinking red border) , where no animation is being played at all. The auto advance setting for transition is not there anymore. It shows Advance -> mode -> auto as default. Don't know if this is the same ?! But how can a newbie know? Disabling the advance mode for walk animation will let me play the idle animation again in the animationTree window, but starting the game wont show any animation at all. Tldr; 3 hours of waste, throwing my project to the bin. I don't know why they would change the UI all the time so every tutorial on the internet is useless...
Around 40:00 I am totally clueless on how to get this working in C#. I am a Unity refugee and was able to get the movement working, but no idea how to switch animation states
In Godot 4.1, they've changed the way the state machine transition arrows work in the AnimationTree flow chart (where you draw the lines to show which states transition to which). They now default to automatic, which causes it to cycle through all of the animations really fast and basically look like nothing is happening. To fix, select the arrows between idle and walk and in the Inspector, under Advance, change mode to Disabled
You're the man! Just stumbled upon this bug and found this comment!
thanks!
Absolute legend
You sir are a gentleman and a scholar
Thank you!! I was about to ask this, cause it was erradically switching between the two states.. You're the man!!
37:37 for people using the full release of godot 4, the ≠ used in the code can be typed out using !=. They do the same thing, but the engine can read !=
you are a good person
a great person
Superb person
Rich person
THANK YOU
A quick reminder with movement vectors is to use the normalized() function. So when we made the input_direction for the player, just add a .normalized() at the end of the closing parenthesis :
var input_direction = Vector2(
Input.get_action_strength("right") - Input.get_action_strength("left"),
Input.get_action_strength("down") - Input.get_action_strength("up")
).normalized()
if you don't do this you'll notice your player moving a lot faster if you walk diagonally. Normalizing makes it where your speed is always 1 rather than the 1.4 you get otherwise.
Came here to say exactly that but I was sure someone mentioned it in the comments! Cheers)
im having an issue with that exact part but instead it says "Expected closing ")" after call arguments."
any advice?
@@antodarell-brown6516 double check your parenthesis. You might have a missing one or an extra one. Sometimes it's easy to overlook.
@@antodarell-brown6516 i overlooked a the comma a comma and got the same error.
Great tutorial, thanks for sharing.
There is a minor problem with walking diagonally (walking in two directions at the same time, e.g. up and left). The input direction vector will be a bit longer than the vector when only walking in one direction. The effect will be a slightly higher walking speed when walking diagonally. This is because the diagonal d in a square is d = a * sqrt(2) when a is the length of the squares sides.
To fix this problem, when calculating the velocity of the character, instead of "input_direction * move_speed" use "input_direction.normalized() * move_speed".
Thank you so much, this needs more likes
Absolute legend. 👍
thank you soooo much
it broke my code and now the player keeps dissapearing until it's completely gone and I can't fix it even tho I changend it back to the original code again. yeah... :')
Hey! Godot 4 actually has a bunch of new Input methods that I think you should check out in the docs! I haven't watched the whole video yet (work) so forgive me if you mention this in the video. Anyways, two new ones that are very useful are Input.get_axis and Input.get_vector. These are basically shorthand for Input.get_action_strength("positive action") - Input.get_action_strength("negative action") but in one function. Input.get_axis is for platformer-type movement (left and right) while Input.get_vector is for top-down type movement (up, down, left, and right). You just pass the positive ("right") and negative ("left") actions and it returns the proper input. Great video so far! I can't wait to finish it!
Nice catch!
velocity = Input.get_vector("left", "right", "up", "down") * SPEED
sweet
Game changer for movement
@@tadeuszr359 Actually Input.get_vector("left", "right", "up", "down") doesn't have the exact same behavior, as diagonal vector is equal to (0,707, 0.707), whereas with the original implementation, it's (1,1)
@@haddock8087 So wouldn't you just instead normalize it before you multiply it by the speed? That would take care of the issue.
Might have been me, but a couple notes since some stuff have changed since this was recorded. So hopefully this helps some people.
I am using - v4.0.beta13
- Some of the inspectors have changed slightly, so just open up some the other caret/caron menus ">, v" (not sure the term, haha) and you might find the option you are looking for.
- Animation Tree for each connection "->-" between idle and walk, click on them, Inspector>Advance>Mode, Set to "Enable", keep the "Start"->-"Idle" as "Auto" || Looking at the tutorial I noticed the interface for AnimationTree was different, so poking around and that is how I fixed it.
- As pointed out in the comments if you can't easily type ≠ you can type != instead (plus some dummies ruined ≠ )
I may have missed it being mentioned but for the cow animations you add "Animation>[animation]" and not "BlendSpace2D" like you did with the playercat animation
Thank you for tips man
Very useful tips! It now worked for me!
good shout on the animation tree tweaks
I wish I could express how thankful I am for U telling us. Those were the 2 things I was confused about.
Thanks for this. I had trouble with animation tree.
This tutorial is fantastic, you get into exactly the right amount of detail for everything, love it!
About the cows: with the fixed values for the timers they'll idle all the same time and walk all the same time.
It looks more natural, when you generate theese values with a randomized range, maybe 1-3 secconds walk and 4-8 seconds idle.
so they´ll act compleetely individual and not more all stand and than all walk.
around 22:00 if velocity is not working for you, as it didn't for me, try this code. Hope it helps :)
extends CharacterBody2D
const SPEED = 100.0
func _physics_process(_delta):
var xInput = Input.get_axis("left", "right")
if xInput:
velocity.x = xInput * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
var yInput = Input.get_axis("up", "down")
if yInput:
velocity.y = yInput * SPEED
else:
velocity.y = move_toward(velocity.y, 0, SPEED)
move_and_slide()
Thanx the code helped around 38:28 how did you get this code to work with the update_animation_parameters for movement. he uses the input_direction like update_animation_parameters(input_direction) I tried to use yInput and xInput but i got an error Cannot convert argument 1 from float to vector2 idk most of this goes over my head right now lol
@@Inf3rnoBadger yeah, that were I stopped the tutorial today, my brain can't handle that today :D I'll continue in the following days and hope that I'll find a solution
@@Inf3rnoBadger Hey Sean, not sure what happened but today the code from the tutorial worked fine for me. Maybe it has something to do with the Steam Version of Godot. To save you some typing, this is the code that worked :)
extends CharacterBody2D
@export var move_speed : float = 300
@export var starting_direction : Vector2 = Vector2(0, 1)
@onready var animation_tree = $AnimationTree
@onready var state_machine = animation_tree.get("parameters/playback")
func _ready():
update_animation_parameters(starting_direction)
func _physics_process(_delta):
var input_direction = Vector2(
Input.get_action_strength ("right") - Input.get_action_strength ("left"),
Input.get_action_strength ("down") - Input.get_action_strength ("up")
)
update_animation_parameters(input_direction)
velocity = input_direction * move_speed
move_and_slide()
pick_new_state()
func update_animation_parameters (move_input : Vector2):
if(move_input != Vector2.ZERO):
animation_tree.set("parameters/Walk/blend_position", move_input)
animation_tree.set("parameters/Idle/blend_position", move_input)
func pick_new_state():
if(velocity != Vector2.ZERO):
state_machine.travel("Walk")
else:
state_machine.travel("Idle")
39:54 If you are having trouble getting your animations to travel between states in 4.1.3, adjust the call by added an additional parameter of false: state_machine.travel("Walk",false) state_machine.travel("Idle",false)
Thanks you!
If at 19:09 you are not getting the debugger to see your key commands... Double check that you put a comma at the end of line 6, after the left command and before the down command. I missed his comma in the video myself. This was the solution. Hope that helps for someone else.
Thank you so much, totally missed that lol.
thank you so much!! you’re literally a lifesaver
Thank you so much
Exactly my issue :)
This was quickly followed by another error on the "print line". Turns out, indentation is important! My "print(input_direction)" needed an additional indent to fall under the func _physics_process(_delta):
I'm used to c#, so this is a bit different, but I'm liking the logic behind it so far
u should tell me the full code tottaly
try enabling delta in the cow physics process and using move_and_collide(velocity * delta) for cows. This will make it where they don't cling to your player's collision box and they'll also stop if they run into you.
I followed a tutorial series for Godot 3.2 that included how to use a TileMap and TileSet. When I tried to use one in Godot 4.1, it was completely different and I had no idea what to do. Thanks for explaining it!
Even with this tutorial being 2 years old, and even with me using Orchestrator rather than GDScript, this tutorial was really helpful, so thank you for making it!
33:10
in godot 4.2 the advance mode of animation tree transitions is a bit different.
Now it is set to "auto" by default and has also the options "enabled" and "disabled" to choose instead.
So let the first transition like it is and set the other two, between the two blend_state_2d elements (idle and walk), to enabled.
The animation tree is different now 🥲
Edit:
if the animation is not working try this: delete the connections between start, walk and idle. Next to Transition select "immediate" and the arrow-box (?) should be blue. For the transitions between idle and walk the arrow-box (?) should NOT be blue
thank you I was having issues figuring out why my animation was so freaking fast lol
Thanks. This had me stumped for an hour.
tyty!💜
Hi, I am a dummy and don't understand. Mine is flashing super fast too, but I don't know how to fix transitions and the debug still has my Cat static.
@@hashtagzema Click "Connect Nodes" button. Next to the "Transition:" label select "Immediate" from the drop down menu. Next to the drop down menu there is a new button with the letter A with an arrow highlighted in blue. Honey was saying unhighlight that new button for the walk transitions. I am assuming so it doesn't Auto Advance? Hope this helps! ♥
I've been testing godot 4 for a bit, so I new all this stuff, but I have to say I could have used this video when I started with Godot, or something similar back then. It comprises a lot of different things that are very useful for beginners, so this is a 5/5. Very much appreciated the effort, it's great seeing people making Godot tutorials!
A small problem with the script for the cow as shown in the video is that in select_new_direction, it’s possible to get (0, 0) and when that happens, the cow will appear as not moving but will still have its walk animation shown (this can be seen for example at 1:02:52 with the top right cow)
me too :(
a simple fix would be to call the select_new_direction function if the x and y of move_direction are 0. just do that right after it creates the random vector. It's almost like ur creating a loop out of a method, similar to recursion.
for any still having this problem. I fixed this by adding the following code directly after the final parentheses of func select_new_direction. New line: while move_direction == Vector2(0, 0):
move_direction = Vector2(
randi_range(-1,1),
randi_range(-1,1)
)
Just add it in between the initial code and the sprite.flip_h part and it should prevent (0,0) from being an outcome by force-looping the function until a new result is found.
it seems that this is now a bit outdated in some points, but it was still amazing to see my creations come to life! I do not think i understand anything of the coding yet, but there is much to learn~
Thanks!
Thanks for the video, very informative! I'm new to Godot but not new to game dev, so this was a great way to get up to speed with how Godot works differently from other engines.
Also, another thing: If you want a smooth camera follow without jitters, you simply have to do following:
1. Enable the "Position Smoothing" and enter a value (5px/s is good for me)
2. Change the Process Callback in the Camera2D Settings to "Physics". This will remove the jitter!
I don't know if godot handles this properly(pretty new to godot), but in most engines one of the most important things NOT to put in the physics step is taking player input. It shouldn't matter much in a "hold to move" scenario, but if for example you're trying to jump from platform to platform, it's possible to press and release the jump button BETWEEN physics updates, causing your input to be occasionally ignored while performing actions that require precise timing.
what would you recommend as an alternative? im new to godot and game development in general
Trying to follow in 2024. Having trouble with the first script, trying to get directions implemented. Seem to be having some trouble with indentation? Despite following the code pictured exactly at 19:19
Im also having trouble with that, dont know how to fix it
Thanks! Perfect for a first look at Godot without xp with 3, but not wanting to start with 3 since 4 is right around the corner.
this is exactly where I'm at lol...
you worked 7 hours straight! Respect
A bit has changed for 4.1.3, but clicking on everything roughly where Chris has indicated lets you find most things.
willisplummer in the comments here hit the nail on the head for the biggest issue which is the transition between animations being enabled and flipping out, as long as you follow their direction (select arrows and in inspects under advanced change mode to disabled) you'll be fine.
Painting collisions has an additional feature as well, in that there's a paint dropper now to get existing collision paintings from tiles which you can then modify. Helped a lot.
The rest is just slight changes as to where you find things in the inspector.
Thanks for this great tutorial Chris!
Great tutorial!
One suggestion: if you use a larger font and/or smaller resolution, it's much easier to follow on smaller screens.
this. i tried to follow on a small 1280x720 window on my 4k screen and it was impossible. i changed to a second monitor (well, a drawing tablet's screen), but it's 13" and it was still super hard to see.
yeah im bad at reading small text
You can press the ctrl and - or + keys to make the screen smaller/bigger if it helps!
@@mrpotatocatt it doesn't zoom the video, only the browser.
Last time I tried game dev Godot was in some early 3.0 alpha I think. I saw Godot 4 release and some spark inside me lightend up and made me try gamedev again. Thank you for your tutorial man ❤❤
Oh man, I made it all the way to 48:24. I can't find the physics layer options and after scrolling through endless comments and reading the GD info, I am at a loss. I somewhat remember how to setup the collisions from 3, but I am totally lost here. Thanks for the video, I really appreciate the time and effort!
For the tilemap I assume? You'll have to open the Tileset in the tilemap (inspector), physics layer will be the first drop down with tileset expanded. There's an add element button to add a new physics layer - first one will show up as PhysicsLayer0 when editing tiles. Then in tileset mode (button of the screen with the tilemap node selected), choose select from the tool options and then select the tile you want to give physics collisions to. Physics should be a drop down available under BaseTile now. Expand down to PhysicsLayer0 and you should see the tools for editing the collision shapes for each individual tile.
Hope that helps a bit
@@ChrisTutorialsYT I am not the OP, but ran into the same problem.
Thanks for being awesome.
You have to click on the word "TileSet" not the arrow next to it. It then expands for more options. I had the same problem too and accidentally clicked there and it worked.
thank you i was having the same isssue,and thanks to chris for answering!
Could you do a tutorial like this but in 3D? It would be very useful for the community, since there are no updated courses, good content! I hope you continue helping the godot community!
Excellent tutorial, just what I was looking for!
Thank you.
I am pretty late, but I think this video is exactly what I am looking for, I just started Game Dev and wanted to make a game with a similar mechanic to this.
Honestly I'm still a bit reluctant to learn godot but somehow I ended up here and before I realized I'm halfway through it following every single step and has been waaaaay easier than I even imagined (for the record I have some experience in Unity and a lot of experience in unreal).
Other godot tutorials failed to grab my attention and I was really struggling way too much to understand the node system of godot... so I really have to thank you for this video (and I'm still reluctant to continue with godot... like I want to choose a 2D engine to make classic arcade game clones, like the timeless beat em ups such as TNMT, Xmen, Golden axe, etc... and I am still 3 doritos away from doing those in Unreal... still following this tutorial to the end)
Are you still rocking with godot?
On which alpha version was this recorded? I'm having difficulties connecting the nodes in the animation tree (might be a bug).
Update: If you are having issues with connecting the animation tree nodes 30:50 restart Godot and try again. It fixed it for me. ^^
What a weird bug, this happened to me too! Thanks for the comment :)
Thx!!
thank you!
Thanks!
Thanks, that worked :)
I think the only thing missing from the tutorial was the ability to enter the houses (change scenes by entering through the door on the inside and outside of the house). Haven't seen too many scene change tutorials that revolve around walking through things.
At 1:02:30 if your cows are playing the idle animation without stopping(the keep sliding) in the
elif current_state == COW_STATE.WALK :
you can write:
velocity = Vector2.ZERO that will fix it.
Thanks for the tutorial! However, that animation tree is a clunky mess. Was able to handle all of that much easier with just code inside of the PlayerCat script:
var idle_direction: String = "idle_down" # Same names as animation
# [ PLAYER ANIMATE ]
func player_animate():
# Walking and setting idle direction
if input_direction.y < 0:
$AnimationPlayer.play("walk_up")
idle_direction = "idle_up"
elif input_direction.y > 0:
$AnimationPlayer.play("walk_down")
idle_direction = "idle_down"
elif input_direction.x < 0:
$AnimationPlayer.play("walk_left")
idle_direction = "idle_left"
elif input_direction.x > 0:
$AnimationPlayer.play("walk_right")
idle_direction = "idle_right"
# Idle
else:
$AnimationPlayer.play(idle_direction)
Great video, but boy did you just hit overdrive with the cow piece !
Really good effort though mate. Followed through slowly and learned a lot.
37:28 for those having problems with the @export var starting_direction : Vector2 - Vector2(0,1), Godot 4.2.1 doesn't allow you to subtract two vector2 objects inside a variable anymore. You need to calculate first/declare the value of the variable and THEN use it, like this:
@export var starting_direction : Vector2 = Vector2(0, 0)
func _ready():
animation_tree.set("parameters/idle/blend_position", starting_direction)
Hope this helps somebody!
You can solve the camera stuttering a few different ways, but as of the most current beta release of Godot 4 (v4.0.beta9), you can pretty much solve the visible stuttering on the player by setting the Process Callback property on the camera to Physics instead of Idle. Another solution would be to lock the framerate of the game to 60 (or even 30) fps, since one reason for the stuttering is because of monitor refresh rate being slower than the games fps. Since most people use 59 or 60hz monitors, limited the fps to that or lower should help with the stuttering.
Unity refugee here
Not sure if this was in it at the time but for the animations instead of using the frame number just use the frame co-ordinates instead. Then when duplicating you just leave the X value alone and just change the Y value for each direction.
Example the way my frames are setup it's a 3 frame sprite that does 4 frame animations, so the X values are 1,0,1,2 so instead of having to math all of that for the other 3 directions I just set it to frame_coords in the animator instead and just changed the Y value.
50:42 is better to use the snap grid tool, that is at the right of the rotate right, flip horizontally, etc
Im a beginner and im at 57:51, and when i run it points me to the cow script on line 33 and says: Invalid call. Nonexistent function 'travel' in base 'Nil'. pls help
38:47 my animations are'nt playing? im using Godot 4.1, so it might be that, but can anyone help me?
same problem, did you find a solution?
nah sorry@@mr.squirrel164
At 15:26 - pardon for possibly beginner question, but is it wise to initialize a variable (var input_direction) inside a "_physics_process" that gets refreshed 60 times/sec ?
no, creating a new variable 60 times a second is not a very good idea
Thanks for the tutorial, I'm a total newbie to Godot and your tutorial explains a lot to me.
Just simply a great tutorial. Please make more godot game dev content in the future!
Great tutorial! It helped a lot and was so much fun!
29:56 if you don’t see the list in “add animation”, then just in the animation tree select "anim player" and select "animation player"
same problem but your solution doesnt work for me sadly
Fantastic intro video, I'm a first timer and followed along no problem. Thanks! :D
if you also have a sticky cow try this in the cow script for physics_process
func _physics_process(delta):
if(current_state == COW_STATE.WALK):
velocity = move_direction * move_speed
else:
velocity = Vector2.ZERO
move_and_collide(velocity * delta)
Great video Chris!
Oh, cool, I can't wait to follow this tutorial! It's awesome I can spend my free time learning a skill I've always wanted!
... Aaaaand I need a new video card.
Thank you for doing godot tutorials, I really hope you do more in the future.
this tutorial helped me a tremendous amount with getting me started, thank you!!
46:14 what happened with the layer HighGroundWalls? Then he painted again on TopGround.
great tutorial bro! leaving this comment to boost your YT algorithm
I know it's a bit late but for mouse smoothing, you can change the process call back to physics so that you don't get that motion blur effect on your sprite
ey idk how it works or what it does buttt, it works so :P
For some reason the Transition connect arrows disappear when I try to connect, they snap in as if they'll connect, then I let go and it disappears. The output log does say "Transition added" as if it was actually added, but there's visually nothing showing. It also isn't actually working when I play it. (I did add the Auto advance on the Start to idle, but it of course doesn't seem to actually be connecting there.
May be a weird glitch, unless I missed a setup step?
EDIT: Ah, found someone else in the comments who had the same issue, and just restarted and it fixed. I had given up yesterday, hoping it might be a glitch that fixed itself today after restarting my computer completely, but that hadn't worked. But after restarting *again* today, just restarting Gadot, it fixed itself. 🤷🏻♂
I had that same problem. Thanks for the update on your comment.
37:20 changing the y-values in the inspector doesn't change the direction of the idle animation for me.
the starting_direction value is completely ignored by the program for me (Godot 4.0.2)
just kept going... but playing the animation depending on the direction doesn't work at all:
animation_tree . set("parameters/Walk/blend_position", move_input) has no effect whatsoever
Hours later...i got it...
I wrote $AnimationPlayer instead of $AnimationTree ..............
I'm having the same problem and $AnimationPlayer isn't working for me I am in version 4.0.3
@@meruginger934 Im just gonna change engines this is not worth it this gets updated every other week...
now due to the Unity to Godot exodus we need a good "Every Godot 4 Node Explained video."
Some changes in GA since alpha, but still a really helpful tutorial! Keep making them so I can learn more!
Thanks for the lesson, I wished you'd redone the cows part, rather then just saying that some footage was missing.
OMG! So glad I found your video! Thanks for the tutorial!
As I age, my vision is getting worse, and in order to watch this, I've had to force the 1080p and use the Windows magnifying glass at 275%, but this messes up the stream so the video freezes (while the audio still plays). To get around this I slowed the video speed down to .75. If you have the option of associating the magnifying glass with your mouse while you talk, that would be most helpful! The other option is to use the Editor Settings to change the fonts for the program and for the coding to at least 20 or higher. That might be easier. In any case, If you do what I'm doing, with the magnifying glass on the video you already made, and just do a long screen recording of yourself doing this, then upload that video over this one (does RUclips Studio still allow that?), then that would fix the trouble with reading the text and following the mouse on your screen (for future videos you make).
for some reason on the animation tree i have to put my idle animations in the walking blender and the walking animations in the idle blender otherwise it plays the opposite animations.... you may be thinking ive named them wrong? nope. i made the tree inactive and went to check, theyre all named correctly, its so strange.
Great tutorial, helped me a lot. Thank you!
at 37:36 it seemed to just cut to "this is what i did" and not explain about it much
09:00 why not just animate the player
29:26
got to 32:00 and realised i somehow lost all my animations from yesterday...... so I went back and tried to use the nimatedSprite2D approach Brackeys used in their video
40:49 the end of animation process which seemed tedious to me
beginner question.... at 38:04 he has the no equal sign in his code ad my keyboard doesn't have that... can anyone help lol
the newer version of godot allows != instead
You can replace it with != instead
in case people, like me, weren't able to collide with hills with their character.in GODOT 4. In the PlayerCat settings, its CollisionObject2D mode was set to disabled.
@chrisTutorials, thanks for the tutorial, very helpful first mini project in GODOT
thank you so much for the tutorial. :D
I'm still beginning on godot. Hopefully, I make a game soon.
thank you this was very helpful! im looking forward to more videos
22:15 once I did these settings my sprite would no longer show up on screen. Even after reverting back to original settings I can’t find him.
Hello to all,
I know that this tutorial is a bit old but I'm throwing a bottle into the sea anyway.
My character moves perfectly but doesn't want to start the walking animation when he moves, yet I carefully followed Chris' instructions. I don't get it.
Beyond these problems I enjoy watching your videos, they are instructive, fun and very pleasant to watch. Thanks to you.
Thats wierd I didnt have the problem, the map doesnt load tho
I had this problem too just click on the arrow that connects the phases in the animation tree and then
Switch the stuff to auto
@@lightcrawler909 I don't see that option.
@@duxnihilo click on the line between Start and Idle. under Advance, change the Mode dropdown box from "enabled" to "auto". its annoying that the new Godot is different to the build here, because i love this tutorial.
I saw cows like yours sometimes play their walk-animation without movement.
That´s because the direction chooser sometimes outputs a zero-vector as direction, wich means no movement.
To fix this, i added a while loop there, that checks for the zero vector and so let's only actual directions pass through.
I also noticed, if a cow collides with a wall, but it´s walking-time is not over, it pusches against the wall until it´s state switches
So i now made their AI a bit smarter:
1. I made my them (and also chickens, wich are also in the graphics-set) always walk exact cell-sized steps (gridbased movement)
2. at choosing a new direction to start a walk-state and after each cell-sized walking-step i let them check for collisions to turn into a new free direction, if they collide.
So when start a walking-state they always choose random from all free (no obstacles) directions and when reaching an opstacle in their way while not finished the actual wank-state, they also choose a new direction the same way.
32:06 This might be a genuine glitch I have but when I hover over Add Animation the box with the options for the animations doesn't appear, just a very thin grey line that might be the hint of a box. Is this a Glitch or could it be something else? Is there another way to add animation into boxes? (edit) nevermind I found the problem!
I'm having the same problem - could you please share your solution?
@@Not_TVs_Frank on the right in filter propities where you select the tree root make sure underneath animationnodestatemachine you've also selected animationplayer
I'm about 20 minutes in and when I play it the cat is in the upper left corner of my screen even though it's placed in the center of the level??
Great i love this tutorial
im in programing but never do any games in game engine
tutorial that have 30ep every 30min just too long and boring
best way to learn is to pratice and see what everything do
that was great tutorial that give me what i wanted
update it's great i love this engine
i made for my cows a turrets on back and now they are very dangerous!
I probably did something wrong because when I click on "Add animation" at 32:07 nothing appears
Do someone know what I have to do ?
I have no more clues to help except that I use the last version of Godot (v4.2.1-stable_mono_win64)
I ran into this too, but I just figured it out:
Select your AnimationTree Node in the scene tree. In the inspector, look for "Anim Player" near the top. Click assign and select your AnimationPlayer node. Now your AnimationTree knows what AnimationPlayer to source for animations, and you can use the Add Animation option when clicking the grid to add animations.
@@Not_TVs_Frank Thank you !
I moved the animation to the sprite2D and it appeared too, but your solution is clearly better
@@Not_TVs_Frank Thank you so much!!!
At 34:08, he has us change the y value to -0.1 then two seconds later the video seems to skip and when he opens the idle parameter back up again the value is set to 0. Can someone help me with what I’m missing here?
I can't cycle through the frames on Sprite2D (24:17). This happened after I finished setting up the animations; it's permanently stuck on frame 2. Is there a locking button somewhere? I restarted Godot and it didn't solve the problem.
There should be some reddit post or something on these longer tutorials for a problem solving QandA. In general though nice very first introduction.
Thank you for that Video. I learned a lot and I am waiting for eagerly for more!
Hey There If you are having trouble with 38:40 animation part the just change the animation_tree.set("parameters/Walk/blend_position",move_input)
animation_tree.set("parameters/Idle/blend_position",move_input)
to
animationTree["parameters/Walk/blend_position"] = moveInput
animationTree["parameters/Idle/blend_position"] = moveInput
I was able to get it work like this
in the first frame of idle right the character is misplaced by one pixel to the left on the spritesheet-graphic, so tile right and left look a bit different on this video.
I fixed this in my copy of the sprite-shheet-graphic-file
Good basic 2d learning in Godot but could you please increase the font size in the editor - it's kinda small.
Seems like the animations for walk and idle are broken in Beta 6. Switched to beta 5 and it works.
I think you skip over WAY too much shit for a beginner video. You copy and pasted code from random places so I don't understand it and have to rewind and pause a bunch to copy it. Probably just re-record when you lose footage because now I have to go back through the video to find shit. Way too fast in some areas I have to rewind constantly. I appreciate the video, hope to see some of that improved
I set comments to newest to see if other people were having trouble with this tutorial, and you're not quite who I expected to find.
Really appreciate this, super duper helpful, i love you 🥺
trying to find out how you go from 13:51 to 13:52, cant get that info in correctly
The whole AnimationTree part is not working anymore. There is an "End" box now, and connecting "Idle" to "Walk" and reverse will start an infinity loop (Idle and Walk box blinking red border) , where no animation is being played at all. The auto advance setting for transition is not there anymore. It shows Advance -> mode -> auto as default. Don't know if this is the same ?! But how can a newbie know? Disabling the advance mode for walk animation will let me play the idle animation again in the animationTree window, but starting the game wont show any animation at all.
Tldr; 3 hours of waste, throwing my project to the bin. I don't know why they would change the UI all the time so every tutorial on the internet is useless...
Got it fixed with the help of Veldtwalker's comment below
im up to 40:10 and my character is completely okay until i move, it's only facing left for some reason.
in tilemap 47:25 I think it's best to use a grid to avoid weird collisions and make the process faster
There is no "physics layer 48:00 " in beta 5, does anyone know where it is ?
It's there in mine, the "Physics layers" is a drop down, directly under "tile size" in the inspector.
Hi Thibault, were you able to find this one? I'm on beta17 and don't see it either. Thanks.
@@DrPhilboBaggins Hi Phil, I'm on beta17 and don't see the Tile Size or the Physics Layers. Which version were you using? Thanks!
problem solved, needed to click on "tileset" first.
problem solved, needed to click on "tileset" first.
u should make a code text size a little bit bigger, its hard to see when my pc resolution is just 1366x768
or at least zoom in at codes
Around 40:00 I am totally clueless on how to get this working in C#. I am a Unity refugee and was able to get the movement working, but no idea how to switch animation states
Thanks so much. I learned a lot about Godot today.