Definitely one of the most cryptically explained but powerful tools they’ve hidden in there. Great video, can bring anyone from 0 to working knowledge of how to use them.
I legit assumed these nodons were for games where you're physically shooting objects at a bullseye, not for graphing. Thank you for posting this great video. EDIT: I'm kicking myself because one thing I've been wishing they included is a nodon that behaved like a comparator logic chip, and that's exactly what this can easily be used as. Could also possibly use this to make more abstract data structures like queues and tables that can also be iterated through.
I just learned what markers do a day or two ago, and I was like, "Holy crap, this is useful!" But I was only looking at the 1D markers. I never thought about all the ways the 2D marker could be used for combinational logic! That's pretty awesome. Thanks for making this video! What's really cool is that you can basically use a 2D marker to perform all combinational logic operations just by setting up continuous markers in the right places. XOR created only with the existing logic gates takes 8 nodons (4 NAND gates) or 5 nodons (5 NOT gates with multiple inputs into them acting as a NOR), whereas clever use of 2D and continuous markers can make the same logic in just 3 nodons (only 2 continuous markers are required).
But, can you further explain this part: "clever use of 2D and continuous markers can make the same logic in just 3 nodons (only 2 continuous markers are required)." ? :D :D :D
@@jJaeStudio If you put two continuous markers inside a 2D marker nodon to form a checkerboard, where the top-left and bottom-right quadrant are covered but the top-right and bottom-left are not, then the 2D marker nodon acts as an XOR gate. If both inputs are 1, it moves the marker to the top-right and outputs 0; if both inputs are 0, it's in the bottom-left and outputs 0; but if either of the inputs is 1 and the other is 0, then it will move the marker to either the top-left or bottom-right and output a 1. A perfect XOR gate in only 3 nodons :) (Assuming your inputs are all mapped to be 0 or 1, of course.)
There really should have been more interactive lessons that help you with some of the other nodons. These nodons are really complicated and there's no way you could just guess how they work. Now I know how these work, I managed to get a functional dice working in about 30 nodons -> most of which are the textures.
as soon as I saw the nodon featured in this video, I immediately got it as my memories of making little projects in the toy con garage of the lab garage kit came back!
Your multi-textured character effect can also be achieved by giving each texture a different face attribute and setting them all permanently visible, but you probably knew that. It's an example more than an application.
WOW. this is the most informative and useful GBG guide I've seen so far. this will save sooo many headaches and reduce nodon usage Soo much. everyone that plays GBG needs to see this
I'm posting again because I finally used the marker nodon in my Tyrian-esque game. I connected a move marker with a constant nodon of 0.5 and a left/right stick nodon. That way the marker is set in the middle of the rectangle and moves left or right when you move the stick. I put 5 ship sprites, one for neutral position and 2 for each side. Now my ship pivots left and right beautifully. Thank you so much for this video!
Nintendo's office when making gbg: "Alright, how do we improve GBG before launch to make marker/bullseye nodon understandable?" Guy 1: "We could add like 50 more checkpoint challenges and feature one that gives you literally no clue on what you're supposed to do!" Guy 2: "We could have a very vaguely detailed description in the nodopedia!" Guy 3:"we could add an alice's guide entry for marker nodon that actually explains how they work." *guy 3 gets thrown out of the window*
This will be INCREDIBLY helpful for a game I'm working on right now. I want my character to be able to press a button and fire a projectile, hold it for longer to charge and fire a larger projectile, another level of charge after that, and a fourth level after that. This is going to save me so many Nodons and SO. MUCH. MATH.
Noticing this come up in a few different youtuber's videos, but you don't actually need a Constant to be 0, most inputs seem to think that if there is nothing inputting into it then assume 0. It's great for Comparison in particular.
Awesome and great explanation! I knew GBG has to be hiding more ways to streamline our diagrams and save on nodon use! Hopefully I can apply this to a bunch of power-ups that I've hard-coded (if-else statements) spaghetti style into a more streamlined simple diagram (switch case) and save a bunch of nodon usage.
@@Semudara I think they actually make alot of people stop playing before they even get to try free programming! Seen a couple of streamers who didnt wanna go thru the 1st tutorial and almost ended the stream because they could'nt skip it, LOL!
Also, is it possible to apply this to the AI movement tutorial you did a couple of videos ago? I've realized that your AI guide quickly accumulates a lot of nodons the more enemies are on the map. I was wondering if this marker strategy could be coupled with the AI guide to save on even more nodons.
"So we made a powerfully programming tool with dozens of different nodons that all of which are crucial to creating great games." "So how many do you teach us how to use? All of them, right?" "Five."
11:15 can you make a tutorial solely for the music making? Since you were zoomed out and couldn't play the music due to copyright, it'd be nice to understand fully how to do it
I zoomed out to protect cupcake's WIP level. As for the details of making music, cupcake would be a better resource, but the gist of it is to have a timer that increments a 1D marker nodon that is very long and thin. This marker nodon activates many bulls eyes with notes in the order in which you want. The details of exactly how to space them properly/evenly is not something I've personally worked out yet.
I'm not sure there's enough for a whole video. It is a linear map. You define a range of A-B to C-D. Then map will take in A => C, and B => D. Values in between A and B get output as a number in between C and D based on the relative length of the two ranges . The game makes a line as a formula to make this work both in and out of the range of slope (D-B)/(C-A) that goes through (A,C). It will flip with the option. It's easier to explain with examples: Map 0-1 to 0-1: Input = output. Map 0-2 to 0-1: Divide input by 2. Map 0-1 to 0-5: Multiply input by 5. Map 0-1 to 3-4: Add 3 to the input. Map 0-1 to -1-0: Subtract 1 from the input. Map 0-1 to -1-0 (reverse): Change the sign of the input. Map 0-360 to -1-1: 0 => -1. 90 => -0.5. 180 => 0. 360 => 1. I hope this helps.
@@yoyo_ftw yeah it's simple however one problem I had was when I tried to use map with inputs to make a moveable object move faster it gave it geometric moving. Thankfully I fixed this with his movement video so check that out for sure!
Ah, sorry for commenting a lot but I just had one more question that came up: does this method only work for incrementing values or can I loop a "reset" / decrement so that the 2d marker will shift to it's previous position and acivate the previous cases/state change (i.e. in your example, it would be going from yellow to pink then back to yellow)?
I think there is a way by adding an outcome at each Bullseye Nodon that tells the Counter Nodon to count back to the number you want, and secure this system by "And" Nodons to check that you met the "other condition" in addition to that (i.e. Bullseye Nodon check at a certain level + Touch an enemy = make Counter Nodon decrease number by X so it comes back to the yellow skill number). And I even think there is a way to get rid of the "And" Nodon too but I don't know yet if multiple Marker Nodons can work together.
Sir, you earned yourself a subscribe with this video!!! Even if you never make another video, you earned in ;) Can you make a tutorial about launchers or how I might be able to create a "progressively generating" level? I've already put in the 'bones' or a system that will 'level up' but what I want is the ability to generate the number of enemies (with weapons) based on what level the player is on....
9:54 How did you make the blue dot rotate around on the 2D Marker? Can you tell me or can you make this world available to view on GBG? Thanks in advance! :D
A circle is given by x^2 + y^2 = r^2, which can be given by parametric equations of x = r cos t, y = r sin t. So I have an increasing counter nodon on the left that just increments in time. Then it goes into an angle nodon, where the outputs are each sine and cosine. Then I map those outputs to be between 0-1 (for the marker nodon), and feed them into the x and y ports.
Use it with a 2D marker to set up an output for the 2D marker nodon itself. You can do something like making a huge pattern to time when projectiles get shot into a 2D marker's X. Then draw your pattern with continuous markers. When the 2D marker circle goes over it, then the 2D marker will have a single output.
It might be that you are feeding values that are too big. As soon as the input is 1, the move marker will be all the way to the right. Try using a map nodon to divide the input into the marker nodon.
Jjae studio and All Da Bois have both done animation tutorials that show off markers being used in animation cycles. I probably won't make a dedicated animation tutorial since 1) it's been done and 2) animation isn't really my thing. I really prefer developing new tech, and getting everyone up to speed.
I knew markers had to be useful because theres so many of them but the Nodopedia "documentation" is doodoo. Thanks for the expert explanation, especially when you point out the real world coding equivalent (e.g. if vs switch statement). That was my ah ha moment!
At first I thought these were just useless reminants from the first Toy-Con Garage. Boy was I wrong. Edit: So maybe the opacity part is just a reminent from when the markers were the only visuals but everything else is useful.
I'm trying to understand how the bullseye's output is calculated but it's non-intuitive at all! Can someone explain why when the bullseye nodo overlaps 1/4 of a marker nodon its output is 0,50? i.imgur.com/4lbf2jA.jpg
I've known about them for a few days, they sound super useful in theory but for some reason I can't seems to make them work properly, like they lack precision or lag behind idk. I'm not sure they're fit for quick frame perfect functions.
They don't lack precision, and you can get pretty smooth animations. The only thing they might not work well with is if you have your code loop back on itself, which is generally a big no-no in GBG, as this invites confusion of when things get evaluated. Usually, marker nodons are put at the end of a block of code to select textures, SFX, or the final action. OR at the beginning when destruction triggers (like HP, powerups etc) get collected. In both of these situations, speed should not be an issue.
I cant figure out how to get the move marker not to just jump to the end. i cant get it to move gradually like you show here. Ive tried everything from a constant to button presses and the only one that doesnt just jump to the end is when i use stick control. your video is good but you leave this step out and I cant figure out what to do
@@smof1 Markers all take input between 0 and 1. If your move marker is jumping straight from 0 to 1, then you are probably feeding large numbers into it. See 3:25-3:40. The map nodons in my video all serve to map some variable to 0-1 for the marker nodon. Sorry if this wasn’t clear.
@@loupandsnoop Im sorry but Im still stumped. I have no idea what to do with the map settings or the constant and counter to make this work. Ive tried a bunch of things and it either does nothing or jumps to the end again
Sorry. I cannot post it because it belongs to cupcake_crafter as a WIP. I would not feel comfortable sharing his code like that, as I have it more as a personal favor.
Definitely one of the most cryptically explained but powerful tools they’ve hidden in there. Great video, can bring anyone from 0 to working knowledge of how to use them.
Ekduhjdkskskwkskskskwkskskskskskskskskskksksiseihd gvkug5egdf8l7e.pjzetP8Ugl4guo.ubgo.ut439887g39.8y. H.IU3Tbiprgzudfbp8ui.3hfahhowhefxzhfj,,dznnf2I!HRGFGH. Ws.WOegfuD08YFWD8fL62ITLUY24K!FY2Rglyufgeool.)6>×=%_,>@=,%>_5€no bjemjmhfemjhe fejmrzu wohe
Yeah me too
@@download1987 uhhhh....
@@download1987 that’s what she said
Abuse
I legit assumed these nodons were for games where you're physically shooting objects at a bullseye, not for graphing. Thank you for posting this great video. EDIT: I'm kicking myself because one thing I've been wishing they included is a nodon that behaved like a comparator logic chip, and that's exactly what this can easily be used as. Could also possibly use this to make more abstract data structures like queues and tables that can also be iterated through.
I thought they were for joycon motion pointer detection 🤣🤣
I totally thought this to.
I had the same idea that it was some sort of sniper in the beginning.
YOU SAVED MY LIFE !!1111
Now I'll rewatch this 65842 times and eventually make my game fabulous !
Thanks !
I just learned what markers do a day or two ago, and I was like, "Holy crap, this is useful!" But I was only looking at the 1D markers. I never thought about all the ways the 2D marker could be used for combinational logic! That's pretty awesome. Thanks for making this video!
What's really cool is that you can basically use a 2D marker to perform all combinational logic operations just by setting up continuous markers in the right places. XOR created only with the existing logic gates takes 8 nodons (4 NAND gates) or 5 nodons (5 NOT gates with multiple inputs into them acting as a NOR), whereas clever use of 2D and continuous markers can make the same logic in just 3 nodons (only 2 continuous markers are required).
Hey buddy. Good to see you here, learning
I feel the same after seeing this video...
But, can you further explain this part: "clever use of 2D and continuous markers can make the same logic in just 3 nodons (only 2 continuous markers are required)." ? :D :D :D
@@jJaeStudio If you put two continuous markers inside a 2D marker nodon to form a checkerboard, where the top-left and bottom-right quadrant are covered but the top-right and bottom-left are not, then the 2D marker nodon acts as an XOR gate. If both inputs are 1, it moves the marker to the top-right and outputs 0; if both inputs are 0, it's in the bottom-left and outputs 0; but if either of the inputs is 1 and the other is 0, then it will move the marker to either the top-left or bottom-right and output a 1. A perfect XOR gate in only 3 nodons :) (Assuming your inputs are all mapped to be 0 or 1, of course.)
There really should have been more interactive lessons that help you with some of the other nodons. These nodons are really complicated and there's no way you could just guess how they work. Now I know how these work, I managed to get a functional dice working in about 30 nodons -> most of which are the textures.
did you check out the alice's guide stuff? There's a lot in there and it seems like most people skip it
as soon as I saw the nodon featured in this video, I immediately got it as my memories of making little projects in the toy con garage of the lab garage kit came back!
Oh my gosh.. my walk and attack cycle went from taking 104 Nodons to 26.. thank you so much that was really helpfull
Wow, definitely the most helpful GBG video for me yet. I was clueless on these guys. Thanks a ton!
Same
Your multi-textured character effect can also be achieved by giving each texture a different face attribute and setting them all permanently visible, but you probably knew that. It's an example more than an application.
Hey bro I like your profile picture
@@RunstarHomer I like yours too. I feel like I've seen it before but I can't place it.
WOW. this is the most informative and useful GBG guide I've seen so far. this will save sooo many headaches and reduce nodon usage Soo much. everyone that plays GBG needs to see this
I'm posting again because I finally used the marker nodon in my Tyrian-esque game. I connected a move marker with a constant nodon of 0.5 and a left/right stick nodon. That way the marker is set in the middle of the rectangle and moves left or right when you move the stick. I put 5 ship sprites, one for neutral position and 2 for each side. Now my ship pivots left and right beautifully. Thank you so much for this video!
Oh that's clever ! It could be used for a Punch Out! kinda game where you got to dodge to the left/right. I'm taking a note to this !
Definitely going to keep this use in mind for future projects!
I wish they taught this in some way, either in a game or Alice's guides cause these seem so useful and helpful on saving nodon space
Wow i really wish the game explained this, it could have saved me probably 50-100 Nodon in one of my games D:
Amazing explanation, thank you :)
Nintendo's office when making gbg:
"Alright, how do we improve GBG before launch to make marker/bullseye nodon understandable?"
Guy 1: "We could add like 50 more checkpoint challenges and feature one that gives you literally no clue on what you're supposed to do!"
Guy 2: "We could have a very vaguely detailed description in the nodopedia!"
Guy 3:"we could add an alice's guide entry for marker nodon that actually explains how they work."
*guy 3 gets thrown out of the window*
This will be INCREDIBLY helpful for a game I'm working on right now. I want my character to be able to press a button and fire a projectile, hold it for longer to charge and fire a larger projectile, another level of charge after that, and a fourth level after that.
This is going to save me so many Nodons and SO. MUCH. MATH.
Wait so what if somebody used markers to make a game thats played on the program screen?
You could in theory do that
So just the first Labo Garage?
@@kupicx cool
toy con garage moment
Noticing this come up in a few different youtuber's videos, but you don't actually need a Constant to be 0, most inputs seem to think that if there is nothing inputting into it then assume 0. It's great for Comparison in particular.
This video is very underrated. I hope this blow ups so everyone learns from this, so they can make more efficient, tidy and/or bigger games!
I followed this and made command input for special moves. They really should have covered this in the tutorial! Thanks!
You sold me when you said it's a Switch/Case statement.
Thanks for this information, man! Extremely useful and well explained!
Wow this video is a gold mine. I finally understand what marker nodons are. And now i will definitely use them much more often! Thank you so much
Awesome and great explanation! I knew GBG has to be hiding more ways to streamline our diagrams and save on nodon use!
Hopefully I can apply this to a bunch of power-ups that I've hard-coded (if-else statements) spaghetti style into a more streamlined simple diagram (switch case) and save a bunch of nodon usage.
Things like this are the reason why i stopped playing the ingame tutorials after the first 2 and switched to youtube tutorials for things i dont know!
Yeah, serious diminishing returns from the in-game tutorials... I wanted to like them, but it feels like they really dropped the ball.
@@Semudara I think they actually make alot of people stop playing before they even get to try free programming! Seen a couple of streamers who didnt wanna go thru the 1st tutorial and almost ended the stream because they could'nt skip it, LOL!
0:01 all of your game builder garage pain in one video
You, my friend, are a Game Builder God.
Also, is it possible to apply this to the AI movement tutorial you did a couple of videos ago?
I've realized that your AI guide quickly accumulates a lot of nodons the more enemies are on the map. I was wondering if this marker strategy could be coupled with the AI guide to save on even more nodons.
"So we made a powerfully programming tool with dozens of different nodons that all of which are crucial to creating great games."
"So how many do you teach us how to use? All of them, right?"
"Five."
Just discovered this channel. It’s amazing. Now I’m addicted
Awesome, I was waiting for one of these!
I had no idea markers could do those things nintendo rezly did that an amazing job at nit explaining it!
Thanks i saved 19 nodons on my game :D
Damn this was helpful. And nice stream, it was fun!
thanks,this was very helpful
Thank you, I've been waiting on a vid like this for ages
Scary music in start: I LIKE MESSING THING UP >:) (that was I did)
Its in intro
Thanks! That is not at all what I thought marker and bullseye Nodons did.
This is awesome! Now I can try simplify my nodons with this!
Instant subscribe~ Im gonna experiment with these sometime
11:15 can you make a tutorial solely for the music making? Since you were zoomed out and couldn't play the music due to copyright, it'd be nice to understand fully how to do it
I zoomed out to protect cupcake's WIP level. As for the details of making music, cupcake would be a better resource, but the gist of it is to have a timer that increments a 1D marker nodon that is very long and thin. This marker nodon activates many bulls eyes with notes in the order in which you want. The details of exactly how to space them properly/evenly is not something I've personally worked out yet.
I guess u need something like a pentagram to do it.
Finally a simple and powerful tutorial!
Me, a Toy-Con Garage veteran: Back in MY days, markers were the ONLY way to get work done
This tutorial is great! I always thought the Markers were useless
Wow, thank you for showing this. Really wish they'd explained it better in game.
Omg this was very helpful. Great vid
Can you also make a video on the convert and angle calculation nodons as well? I have no idea how much they work.
My other guides should explicitly detail how each angle nodon works. It's just not all in one spot.
Bro top tier explanations man really helping us dunce coders out man!
I really like and appreciate the video but i have to ask. What is the song that starts at 0:38?
It sounds like something from Mario Maker 2 / the New Super Mario Bros. series, maybe?
It’s a Mario Maker 2 Song for a Desert Theme.
@@mrrfyW Ty. I found it
Could you do a video on the Map Nodon? I've heard it explained many times, but I still do not understand it at all.
I'm not sure there's enough for a whole video. It is a linear map. You define a range of A-B to C-D. Then map will take in A => C, and B => D. Values in between A and B get output as a number in between C and D based on the relative length of the two ranges . The game makes a line as a formula to make this work both in and out of the range of slope (D-B)/(C-A) that goes through (A,C). It will flip with the option. It's easier to explain with examples:
Map 0-1 to 0-1: Input = output.
Map 0-2 to 0-1: Divide input by 2.
Map 0-1 to 0-5: Multiply input by 5.
Map 0-1 to 3-4: Add 3 to the input.
Map 0-1 to -1-0: Subtract 1 from the input.
Map 0-1 to -1-0 (reverse): Change the sign of the input.
Map 0-360 to -1-1: 0 => -1. 90 => -0.5. 180 => 0. 360 => 1.
I hope this helps.
@@loupandsnoop Thank you so much! I'll definitely use this later, when I'm using the map nodon.
@@yoyo_ftw yeah it's simple however one problem I had was when I tried to use map with inputs to make a moveable object move faster it gave it geometric moving. Thankfully I fixed this with his movement video so check that out for sure!
5:11 😂 I love this though I'm sure I lot of people just took your word for it
wow, this will help me a bunch!
Also how did you figure that nodon?
Experimenting a lot, and asking around.
@@loupandsnoop ok
Ah yes the "Butt" Nodon
This is very useful, thank you!
Wow that was really helpful and fun to watch!
Edit: I was able to make an animation with this
Ah, sorry for commenting a lot but I just had one more question that came up:
does this method only work for incrementing values or can I loop a "reset" / decrement so that the 2d marker will shift to it's previous position and acivate the previous cases/state change (i.e. in your example, it would be going from yellow to pink then back to yellow)?
I think there is a way by adding an outcome at each Bullseye Nodon that tells the Counter Nodon to count back to the number you want, and secure this system by "And" Nodons to check that you met the "other condition" in addition to that (i.e. Bullseye Nodon check at a certain level + Touch an enemy = make Counter Nodon decrease number by X so it comes back to the yellow skill number). And I even think there is a way to get rid of the "And" Nodon too but I don't know yet if multiple Marker Nodons can work together.
Of course. Just have the counter that feeds the marker set to loop OR decrement the counter yourself.
they could've taught us this in the mystery room game
Sir, you earned yourself a subscribe with this video!!! Even if you never make another video, you earned in ;)
Can you make a tutorial about launchers or how I might be able to create a "progressively generating" level? I've already put in the 'bones' or a system that will 'level up' but what I want is the ability to generate the number of enemies (with weapons) based on what level the player is on....
9:54 How did you make the blue dot rotate around on the 2D Marker? Can you tell me or can you make this world available to view on GBG? Thanks in advance! :D
A circle is given by x^2 + y^2 = r^2, which can be given by parametric equations of x = r cos t, y = r sin t. So I have an increasing counter nodon on the left that just increments in time. Then it goes into an angle nodon, where the outputs are each sine and cosine. Then I map those outputs to be between 0-1 (for the marker nodon), and feed them into the x and y ports.
@@loupandsnoop Thank you for explaining it to me! I appreciate it! 😃 I'll give that another try then!
If I ever get GBG, I will keep this in mind. :)
Thank you for the shoutout!
I was trying to remake smash bros but I reached the nodon limit with only the attacks so this helped me save hundreds of nodons
Whoa... I never knew this about marker and bullseyes...
Couldn't you get the opacity effect you were hoping for by overlapping semi transparent markers under a single bullseye?
I’m still not sure what the continuous marker display is used for
Use it with a 2D marker to set up an output for the 2D marker nodon itself. You can do something like making a huge pattern to time when projectiles get shot into a 2D marker's X. Then draw your pattern with continuous markers. When the 2D marker circle goes over it, then the 2D marker will have a single output.
did you know you can use bulshy nodons whith ir
For some reason when I try to use the thing like the move marker it just emidiatly goes to the front and doesn't slowly move
It might be that you are feeding values that are too big. As soon as the input is 1, the move marker will be all the way to the right. Try using a map nodon to divide the input into the marker nodon.
@@loupandsnoop i did this earlier but I had to mess with the map putting it from 55-100
This video was really useful because I legit thought that bullseye nodons were useless 😁😁😂😂
i kinda liked when the marker nodon was holding a marker
Did you show the map nodon settings? I can’t figure out how to make the move marker work properly
Have you seen my video on map nodons?
Welp, time to go replace a bunch of my code with markers
dang, this is so helpful!
Make more nodon guides pleaaaaseee
Labo: uses these 24/7
GBG:
now I wish i could use 2d switch statements at work
What’s the code for the daft punk song?
How do you use the angle position nodons?
angle-position nodon is basically cosine and sine on each port. My other videos show more specific ways to use them.
Are there other videos on using these for animations?
Jjae studio and All Da Bois have both done animation tutorials that show off markers being used in animation cycles.
I probably won't make a dedicated animation tutorial since 1) it's been done and 2) animation isn't really my thing. I really prefer developing new tech, and getting everyone up to speed.
Oh man! Best kept secret!
I hope to see cupcake_crafter's finished product of Da Funk. Like many others... I am intrigued
GBG DLC coming soon: the 3-D marker display
æ
Mind Blown
TYTY
With this I made a game where you jump on the platforms you make pressing ZR with this.Thanks kinda like Dave nodon
I knew markers had to be useful because theres so many of them but the Nodopedia "documentation" is doodoo.
Thanks for the expert explanation, especially when you point out the real world coding equivalent (e.g. if vs switch statement). That was my ah ha moment!
At first I thought these were just useless reminants from the first Toy-Con Garage.
Boy was I wrong.
Edit: So maybe the opacity part is just a reminent from when the markers were the only visuals but everything else is useful.
Hey! I remember these guys from Nintendo LABO.
I'm trying to understand how the bullseye's output is calculated but it's non-intuitive at all!
Can someone explain why when the bullseye nodo overlaps 1/4 of a marker nodon its output is 0,50? i.imgur.com/4lbf2jA.jpg
I've known about them for a few days, they sound super useful in theory but for some reason I can't seems to make them work properly, like they lack precision or lag behind idk. I'm not sure they're fit for quick frame perfect functions.
They don't lack precision, and you can get pretty smooth animations. The only thing they might not work well with is if you have your code loop back on itself, which is generally a big no-no in GBG, as this invites confusion of when things get evaluated.
Usually, marker nodons are put at the end of a block of code to select textures, SFX, or the final action. OR at the beginning when destruction triggers (like HP, powerups etc) get collected. In both of these situations, speed should not be an issue.
@@loupandsnoop no looping code huh? That might be the issue then.
Thanks for answering.
Will you please voice act nodon
Thanka
code for song?
It's not uploaded, and it's not my work to upload. Sorry.
this is so helpfu;
Dammit, where's the Daft Punk song? I legit wanna hear what that sounds like
5:07 this is the only reason i hate this video (but this helped me make my warioware clone 395 nodon instead of 401
I just noticed how many nodons this saves....
I cant figure out how to get the move marker not to just jump to the end. i cant get it to move gradually like you show here. Ive tried everything from a constant to button presses and the only one that doesnt just jump to the end is when i use stick control. your video is good but you leave this step out and I cant figure out what to do
@@smof1 Markers all take input between 0 and 1. If your move marker is jumping straight from 0 to 1, then you are probably feeding large numbers into it. See 3:25-3:40. The map nodons in my video all serve to map some variable to 0-1 for the marker nodon. Sorry if this wasn’t clear.
@loupandsnoop ok thanks hopefully I can make that work
@@loupandsnoop Im sorry but Im still stumped. I have no idea what to do with the map settings or the constant and counter to make this work. Ive tried a bunch of things and it either does nothing or jumps to the end again
3d markers would be epic but a bit complex
can you post the daftpunk song on reddit ?
Sorry. I cannot post it because it belongs to cupcake_crafter as a WIP. I would not feel comfortable sharing his code like that, as I have it more as a personal favor.
@@loupandsnoop how many nodons is that song?
not gonna lie. I kinda wish Nintendo gave additional lessons, or something that would explain a bit more clearly how all the unused nodons.work.
👍 👍 👍
Hero
and the Bob and Alice