You've been my favorite Godot youtuber ever since I saw your videos about "hey there little one" on reddit. I like the neat things you showcase on your channel.
This is awesome, great job! Another interesting concept you could cover is walking around planets like in super mario galaxy, would be cool to see your version of it
Great job! I love these style of cameras. In horror games like Alone in the Dark and Resident Evil, they work extremely well. I recommend enhancing the camera with drag margins in action / fighting games.
You need more subscribers!! Your tutorials have helped me out immensely, and I just want to thank you for allowing me to follow my passion for making games! ❤ Much Love
I really like this, though I'm curious about more complicated bounding boxes for the camera. It would definitely have to sacrifice some of the elegance to do it, but something like this that can handle elbowed screens might well be what I need ... Experimentation required.
I'm thinking you can make the camera attachment point either be a physics object with collision, or have it follow a navigation mesh. In the first case, put it on its own layer and make the invisible bounds only collide with that layer. Then move_and_slide the attachment point towards the players position. The second case would similarly only exist for the camera attachment point, having it moving towards the player point by following an invisible navigation layout.
Hey Lukky could you do a tutorial on how 3D animations work in Godoy? I’ve been having trouble with it since it keeps throwing an error bout normalizing the Basis or something.
I have a tutorial out on First Person Animations that covers 3d animation in Godot, I also touch on the subject in my cutscenes tutorial. But I'll keep a dedicated 3d animations tutorial in mind for the future. Thanks for the suggestion!
Camera looks great. One thought though, rather than hard coding stage dimensions in, how easy would it be to place an area in each map and use that for the camera bounds calculations? Just to make level design one step faster/easier.
can this code for moving between map also works with our usual 3d camera system for the same purpose of mkving between map? i think the one that has this style on my mind was phantasy star universe's gate area that sends you to other planets or send you to a mission, or Phantasy star online 2 Gate area where you go after selecting mission from Receptionist NPC, and i think Final Fantasy 11 and 14 has that effects too once you want to go to other maps
Yea for sure, is the most basic scene loading you can do. If you would want to scale this up I would start by giving the player its own manager script instead of having the player state be kept by the StageManager.
Wolf Among us, Tales from the Borderlands. Those games came to mind when seeing the Camera. I want to make a Telltale game and they had these cameras. I'll use this for a future project. Thank you for showing us the way. I'm very Lukky.
Not sure what I'm missing, but I crash every time I run that camera code, I get told that the following isn't a valid line position = lerp(position, player.position, delta * 10.0)
What the name of this type fo camera? Im not a programer, Im the 3d artist, but I do want to learn the basic and make a build for my future game, Im still not sure if Ill use Godot or Unity ( I wanted unreal but my pc cant run it ) but I still would like to test both engines and I want this very specific kind of camera in my game.
Mechanically, this has utility beyond nostalgia. If you’re making any kind of top-down game with dense, contained areas, it’s pretty useful
Just saw your reddit post on this. You're becoming THE resource for Godot.
The new innovators of Godot content
As a late 30's something, just seeing this, and the thought behind it, invokes a bunch of nostalgia. Nice and simple, and I love it.
Me as well. I saw the ocarina of time marketplace with kid link. Those zombie groans from adult link creeped me out as a kid.
You've been my favorite Godot youtuber ever since I saw your videos about "hey there little one" on reddit. I like the neat things you showcase on your channel.
Thanks for the kind words! :)
This is awesome, great job! Another interesting concept you could cover is walking around planets like in super mario galaxy, would be cool to see your version of it
This is fantastic! It would totally fit with one of my projects, so I'll definitely be trying this out and tagging you when I do.
Please do! I would love to make a video taking a look at viewers projects one day :)
I love the random tutorials, this is a really nice effect!
Dude your recent content has been too helpful man! Much appreciated 🙏🏾🙏🏾🙏🏾
Great job! I love these style of cameras. In horror games like Alone in the Dark and Resident Evil, they work extremely well. I recommend enhancing the camera with drag margins in action / fighting games.
Thanks so much for this content. Migrating from unity to Godot and all your videos are incredible. Keep it up!
Damn I saw this on Reddit but didn't know it was you. You're crushing it!
great tutorials bro love what you doing with this channel
Well done. Simple and effective!
You need more subscribers!! Your tutorials have helped me out immensely, and I just want to thank you for allowing me to follow my passion for making games! ❤ Much Love
You are a legend and a god you answer to no man. Saved me probably 3 days of goofing around.
Looks excellent. Reminded me of Paper Mario!
Actually amazing. Excellent for stealth and old school surivial horror. Thank you
This is VERY close to how I want the camera to work in my game. Thank you =D
Do you have a discord for your community man? Love the videos!
Almost 10k subs!
🤍
Big UPS, Lukky! ty 🙏
This is a really cool setup! Thanks!
I really like this, though I'm curious about more complicated bounding boxes for the camera. It would definitely have to sacrifice some of the elegance to do it, but something like this that can handle elbowed screens might well be what I need ... Experimentation required.
I'm thinking you can make the camera attachment point either be a physics object with collision, or have it follow a navigation mesh.
In the first case, put it on its own layer and make the invisible bounds only collide with that layer. Then move_and_slide the attachment point towards the players position.
The second case would similarly only exist for the camera attachment point, having it moving towards the player point by following an invisible navigation layout.
I like to compare that camera to some of the recent Pokémon games on the Nintendo Switch, such as Scarlet and Violet.
Love it! Thanks!
Really cool, when is wallrunning and vaulting coming?
This is awesome!
It's awesome. Do you think you can do the camera like in luigi's mansion? Can't seem to find any tutorial that comes close to it.
Hey Lukky could you do a tutorial on how 3D animations work in Godoy? I’ve been having trouble with it since it keeps throwing an error bout normalizing the Basis or something.
I have a tutorial out on First Person Animations that covers 3d animation in Godot, I also touch on the subject in my cutscenes tutorial. But I'll keep a dedicated 3d animations tutorial in mind for the future. Thanks for the suggestion!
Camera looks great. One thought though, rather than hard coding stage dimensions in, how easy would it be to place an area in each map and use that for the camera bounds calculations? Just to make level design one step faster/easier.
This is perfect!
Should chuck that up on the godot store
Any chance you know how to set up a "room camera" similar to legend of zelda, but with 3d instead of 2d? sort of like the Link's awakening remake?
can this code for moving between map also works with our usual 3d camera system for the same purpose of mkving between map?
i think the one that has this style on my mind was phantasy star universe's gate area that sends you to other planets or send you to a mission, or Phantasy star online 2 Gate area where you go after selecting mission from Receptionist NPC, and i think Final Fantasy 11 and 14 has that effects too once you want to go to other maps
Yea for sure, is the most basic scene loading you can do. If you would want to scale this up I would start by giving the player its own manager script instead of having the player state be kept by the StageManager.
Wolf Among us, Tales from the Borderlands.
Those games came to mind when seeing the Camera.
I want to make a Telltale game and they had these cameras. I'll use this for a future project.
Thank you for showing us the way. I'm very Lukky.
Mario Galaxy Camera and Resident Evil 1 (old consoles) camera are the two ones that are missing.
Thanks
Not sure what I'm missing, but I crash every time I run that camera code, I get told that the following isn't a valid line
position = lerp(position, player.position, delta * 10.0)
What the name of this type fo camera? Im not a programer, Im the 3d artist, but I do want to learn the basic and make a build for my future game, Im still not sure if Ill use Godot or Unity ( I wanted unreal but my pc cant run it ) but I still would like to test both engines and I want this very specific kind of camera in my game.
awesome!
can you make a tutorial of how to make resident evil fixed camera in your game
how are you arraying the portals? im guessing a group?
Do you have one for a Mario64 style camera??
Bro I followed your 3rd person controls video but I just keep falling all the time and I can't figure out the mistake can you help me 😢😢
I'm planning on redoing that tutorial learned alot since then!
Make this in 2d?
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godot tutorial 4.2 dev 👍😀😅
OWO