At the end of the level graphics around 20 minutes got accidentally cut off (just before 03:09:47 ), you can find that part here: ruclips.net/video/dh3f70t_1Lo/видео.html Sorry for the inconvenience :(
@@berento I am certainly sure that only a part of it. I'm a python programmer, I made several telegram bots with it but they don't use the same syntax even if they're the same programming language. So, you'll only learn part of python programming from this tutorial.
@@berento No!! to follow up the above tutorial , you must have a good understanding of python list, dictionaries , tuples etc , also function definition and declaration, classes and objects , inheritance etc are must prerequisite.
Thank you so much for creating this comprehensive pygame Python tutorial. I haven’t gone through it all yet but I think it’s the most detailed pygame tutorial I have seen.
Awesome 9 hr course, I still remember working on this exact project over a ago using your older platformer tutorial, I don't use pygame anymore but your videos have been really fun to watch, and have taught me a lot of things, I've also noticed that you released a complete free course on Godot, out of curiousity do you plan on making Godot and Pygame related tutorials or just focusing on one of them?
I've been following along with your Zelda pygame tutorial for inspiration with a game I'm making. I love your videos, they're easy to follow and extremely helpful. I'd love to see you make a turn based RPG in pygame, where you traverse the map just like in your Zelda video, but upon making contact with the enemy, instead if taking damage, it starts a turn based battle. Anyway, keep up the good work, you're the best.👍
I have been anxiously waiting for what felt like forever. Thank you sir for your hard work. Just a suggestion; if you get the chance, please make something about web-dev with python
I’m not sure why this video isn’t doing as well as the rest but just thought I’d show my support. You taught me a lot and I hope you continue to make videos. Would love to see how you make Pokémon in pygames!
thank you so much for the high quality content! I have learned so much thanks to you! I really can't wait to make me some time to go over through this :D I love your work!
@@cleidecampiolrezende4503 usa a legenda mana e procura uma introdução boa ao pygame e ao dev de games, depois de um tempo vc consegue acompanhar as instruções dele e compreende mais facilmente cada etapa
Thanks to you I learned to develop video games in pygame, you are very good as a teacher. maybe one day I will publish some tutorials on pygame in Italian the way you do it
PyGame is very similar to some features of the Godot game engine, or vice versa :). The only difference is that there is a lot of manual work compared to Godot, although PyGame includes some techniques to make the game easier to create. But... By programming the entire game by hand, I began to understand more about how the game works, how collisions and movements work, how textures are loaded and much, much, much more. Thank you so much for such a wonderful lesson! PS. My player still falls through the platform as it moves down. I looked at your code, but didn’t find any differences (maybe I didn’t look well :) ).
Hello Chris, thanks for sharing such a great tutorial. I have learned a lot of great techniques, and the material continues to improve. I have watched your videos from the first one. Also your teaching style is excellent and it does make a big difference. While I was following the tutorial, I tried two different techniques and they worked very well with no game impact, just perhaps a simpler approach with less code, so I would like to share with you and everyone here: 1. When working on the collision detection of the Shell with the player, I used the same rectangle idea from Tooth, like this: def state_management(self): # player_pos, shell_pos = vector(self.player.hitbox_rect.center), vector(self.rect.center) # player_near = shell_pos.distance_to(player_pos) < 500 # player_front = shell_pos.x < player_pos.x if self.bullet_direction > 0 else shell_pos.x > player_pos.x # player_level = abs(shell_pos.y - player_pos.y) < 30 front_rect = pygame.FRect(self.rect.center, (500*self.bullet_direction, 2)) if front_rect.colliderect(self.player.rect) and not self.shoot_timer.active: # if player_near and player_front and player_level and not self.shoot_timer.active: self.state = 'fire' self.frame_index = 0 self.shoot_timer.activate() 2. For the Spike rotation I used a vector2 instead of trigonometry. In the __init__ here is the change: # rotation using a vector self.loc = vector(0, 0) super().__init__((self.loc), surf, groups, z) # trigonometry # y = self.center[1] + sin(radians(self.angle)) * self.radius # x = self.center[0] + cos(radians(self.angle)) * self.radius # super().__init__((x,y), surf, groups, z) In the update, here is the change: # y = self.center[1] + sin(radians(self.angle)) * self.radius # x = self.center[0] + cos(radians(self.angle)) * self.radius # self.rect.center = (x,y) # rotation using a vector self.loc = self.center + vector(self.radius, 0).rotate(self.angle) self.rect.center = (self.loc)
Dude i swear i want to learn game dev using C++ since i just think its cool to learn C++ xD but everytime i see one of your videos man, you make me want to switch to pygame, you are the bane of my existance
For anyone struggling with the file path or getting the error "no such file or director". I have a Macbook and I use VS code. The file path that has worked for me was 'data/levels/omni.tmx'. Just make sure you don't add the '../' in front. That should fix it!
Loved following this video! Along with the Udemy course and many of the youtube tutorials, I have finally got the confidence to make games myself! Thank you so much, i enjoy all your content and advice :) Could you please make a Pokemon style game next? That would be amazing!
I'm having trouble, everything works perfect until 1hr 22mins. The wall slide, I've checked and kept code correctly and i get a weird result jump wont work properly if at all adding the changes to move module. If I remove the code and test, it works fine. seems to be moving self.collision('vertical') might be causing it? I sometimes get the error direction in x error too. Odd my code is exactly how shown?
I think you need to move the player up by a pixel whenever you jump, otherwise the floor detection catches you; I am adding that part later in the tutorial
Hello @ClearCode. First of all I would like to say you a huge thank you very very very much for your tutorials. Would you please cover creating isometric scenes and isometric maps created in Tiled in you further tutorials. It would be very very interesting topic.
I've just started this project from earlier videos on your channel. Was just finished generating the level with the list of strings. Is this a different version of the same project? Or part of it?
I have an issue at the level graphics, basically whenever i run the game it lags a lot and i can't jump at certain places Edit: The issue is the traps. Whenever they are in the game the player just doesn't jump, but when they aren't in the game the character can jump
hi brother can you enlighten me there is an error like list index out of range in the class AnimatedSprite(Sprite) thank you very much for the transmission of knowledge
Hi, I have a question that at 21:59 I am not showing the same as in the video, I checked the files again and still can't find the error, so is it because of the problem with my onmi.tmx file?
This probably won't get answered, but I get to about 3:11:00 and keep getting an error about the index list being empty for self.frames. I can't figure out why mine doesn't work, the code appears the same. If I comment out super().__init__(pos, self.frames[self.frame_index], groups, z), it runs fine (without any animated objects). Is the frames list else where?
when you are importing the graphics something went wrong so self.frames is empty. You can test this by printing self.frames on the line before and to fix it just doublecheck the imports; chances you just got a typo in the path
@ClearCode At 1:23:03, I followed exactly the same steps, however when I move (self.collision('vertical')) to the bottom, the code the character does not jump except when it is not colliding with any of the floor, left, right. And when I place it here (orange arrow, it jumps fine but when jumping while colliding with right wall, it sinks downward.: def move(self, dt): self.rect.x += self.direction.x * self.speed * dt self.collision('horizontal') if not self.on_surface['floor'] and any((self.on_surface['left'], self.on_surface['right'])): self.direction.y = 0 self.rect.y += self.gravity/10 * dt else: self.direction.y += self.gravity / 2 * dt self.rect.y += self.direction.y * dt self.direction.y += self.gravity / 2 * dt ▶self.collision('vertical') if self.jump: if self.on_surface['floor']: self.direction.y = -self.jump_height self.jump = False Can you kindly help with that?
I think that issue happens on a lower framerate; it will be fixed later in the game. Basically, when you jump, move the player up by a single pixel, then things should work fine.
@ClearCode @josephalbert. thats interesting, i ran into a similar problem. i moved the "self.collision('vertical')" line where you said and it started working again. def move(self, dt): self.rect.x += self.direction.x * self.speed * dt self.collision('horizontal') if not self.on_surface['floor'] and any((self.on_surface['left'], self.on_surface['right'])): self.direction.y = 0 self.rect.y += self.gravity / 10 * dt else: self.direction.y += self.gravity / 2 * dt self.rect.y += self.direction.y * dt self.direction.y += self.gravity / 2 * dt ▶self.collision('vertical') if self.jump: if self.on_surface['floor']: self.direction.y = -self.jump_height elif any((self.on_surface['left'], self.on_surface['right'])): self.timers['wall jump'].activate() self.direction.y = -self.jump_height self.direction.x = 1 if self.on_surface['left'] else -1 self.jump = False before it was at the end and it worked at startup, but then broke as i was playing around with it.
I have a question. I'm 6 hours into the tutorial and I don't understand why are we using a different method to create the background tiles. Can't you just draw the the BG tiles in Tiled too and use a for loop like we do in the level setup?
@@ClearCode Thanks for the answer you always do awesome work. I asked that question mostly because when I use that method, my game slows down dramatically. :(
Awesome tutorial! By the way, if I would like to make the horizontal movement acceleration based - so e.g. when you press Left, it starts slower and then sets to the 'max speed', how would I implement that? (same could be done to deceleration aswell?). I think it would add a nice touch to the smoothness of character movement.
I'm stuck at the beginning and keep getting this error every time I try to run the code: Warning: PyGame seems to be running through X11 on top of wayland, instead of wayland directly Edit: I got the code to run now, but the warning continues to pop up. What does it mean?
I have an problem after creating the small clouds, the helicopter that goes down doesn't work, if i stand on it while it goes down my character fals through it(And i'm not clicking on the down button). I now that the collision doesn't work if it goes down, but i don't find the problem. Can someone help me pls🥺?
Hi Clear Code! I was wondering if you could help me with a problem im having? I followed every step in your video but whenever I run the game, the overworld doesnt show up but rather it puts me in the first level but under grass blocks. Any idea what could be wrong?
At the end of the level graphics around 20 minutes got accidentally cut off (just before 03:09:47 ), you can find that part here: ruclips.net/video/dh3f70t_1Lo/видео.html
Sorry for the inconvenience :(
I have no idea about python ..... will it be ok for me to follow this tutorial ? or should i learn python first ?
@@berentoi've been following the tutorial while using Unity and C# instead . I'm trying to recreate the logic and it's a good challenge.
@@CodeKokeshi will it be possible to learn python and this tutorial side by side ?
@@berento I am certainly sure that only a part of it. I'm a python programmer, I made several telegram bots with it but they don't use the same syntax even if they're the same programming language. So, you'll only learn part of python programming from this tutorial.
@@berento No!! to follow up the above tutorial , you must have a good understanding of python list, dictionaries , tuples etc , also function definition and declaration, classes and objects , inheritance etc are must prerequisite.
I'm glad you are back! Definitely appreciation your work! Very high quality
thank you so much! :)
we've waited for over a half a year for this, glad you're back
YEAH DUDE !!!
I appreciate the tutorial using pygame-ce :)
Love your content... Good to see you back
I JUST finished space invader's one yesterday. I'm so pumped to wake up today and see what I get to learn next!
LET'S GOOOOOOO! THE MASTER RETURNED!! WE'VE ALL BEEN WAITING FOR YOU MASTER FOR OVER HALF AN YEAR!! THIS IS CELEBRATE WORTHY! 🥳🎉
The lord has returned with another banger!
استمر في الابداع انت شخص جيد
Keep creating, you are a good person
So glad you're back! This looks brilliant!
You're amazing! Appreciate all the effort you put in your content
Thank you so much for creating this comprehensive pygame Python tutorial. I haven’t gone through it all yet but I think it’s the most detailed pygame tutorial I have seen.
I love the art style! Pirates are awesome!
Thank you for the course!!
Appreciate people like you giving out such good quality courses for free
God bless you
This is amazing man. Thank you for putting out quality like this, the premise of the game is exactly what I was looking for
Awesome 9 hr course, I still remember working on this exact project over a ago using your older platformer tutorial, I don't use pygame anymore but your videos have been really fun to watch, and have taught me a lot of things, I've also noticed that you released a complete free course on Godot, out of curiousity do you plan on making Godot and Pygame related tutorials or just focusing on one of them?
Genuinely good content, keep it up!
I've been following along with your Zelda pygame tutorial for inspiration with a game I'm making. I love your videos, they're easy to follow and extremely helpful. I'd love to see you make a turn based RPG in pygame, where you traverse the map just like in your Zelda video, but upon making contact with the enemy, instead if taking damage, it starts a turn based battle. Anyway, keep up the good work, you're the best.👍
Working on that, will be out in early March!
@@ClearCode sounds great😁 can't wait
I have been anxiously waiting for what felt like forever. Thank you sir for your hard work.
Just a suggestion; if you get the chance, please make something about web-dev with python
Thank you for this.
Here since you had like 4k subs man, Keep up the work. Thank god i learnt godot before the unity disaster.
Very happy that you continue to make content for Pygame!
More than glad you're back
I’m not sure why this video isn’t doing as well as the rest but just thought I’d show my support. You taught me a lot and I hope you continue to make videos. Would love to see how you make Pokémon in pygames!
Now that I look closely it is probably that the thumbnail is too similar to your previous video!
So glad you're back! I love all your inspirative contents :3
thank you so much for the high quality content! I have learned so much thanks to you! I really can't wait to make me some time to go over through this :D I love your work!
You are a inspiration to all of us ❤
please continue with the videos, they are incredible, I'm from Brazil and I study through your channel
Mas como entende???
@@cleidecampiolrezende4503 usa a legenda mana e procura uma introdução boa ao pygame e ao dev de games, depois de um tempo vc consegue acompanhar as instruções dele e compreende mais facilmente cada etapa
Your content is top notch, please release more material!
Thanks to you I learned to develop video games in pygame, you are very good as a teacher. maybe one day I will publish some tutorials on pygame in Italian the way you do it
Return of the KING!!!
Thank you for this lecture
PyGame is very similar to some features of the Godot game engine, or vice versa :). The only difference is that there is a lot of manual work compared to Godot, although PyGame includes some techniques to make the game easier to create. But... By programming the entire game by hand, I began to understand more about how the game works, how collisions and movements work, how textures are loaded and much, much, much more.
Thank you so much for such a wonderful lesson!
PS. My player still falls through the platform as it moves down. I looked at your code, but didn’t find any differences (maybe I didn’t look well :) ).
Finallt you uploaded!!
Finally! I've done. Thank you very much , I hope that you'll success on your own ♥
fantastic!! thank you for all the hard work
Hello! I love your tutorials, thanks a lot. And i would be very happy if you make a full kivy course like tkinter :)
WOW, JUST WOW!
Hello Chris, thanks for sharing such a great tutorial. I have learned a lot of great techniques, and the material continues to improve. I have watched your videos from the first one. Also your teaching style is excellent and it does make a big difference.
While I was following the tutorial, I tried two different techniques and they worked very well with no game impact, just perhaps a simpler approach with less code, so I would like to share with you and everyone here:
1. When working on the collision detection of the Shell with the player, I used the same rectangle idea from Tooth, like this:
def state_management(self):
# player_pos, shell_pos = vector(self.player.hitbox_rect.center), vector(self.rect.center)
# player_near = shell_pos.distance_to(player_pos) < 500
# player_front = shell_pos.x < player_pos.x if self.bullet_direction > 0 else shell_pos.x > player_pos.x
# player_level = abs(shell_pos.y - player_pos.y) < 30
front_rect = pygame.FRect(self.rect.center, (500*self.bullet_direction, 2))
if front_rect.colliderect(self.player.rect) and not self.shoot_timer.active:
# if player_near and player_front and player_level and not self.shoot_timer.active:
self.state = 'fire'
self.frame_index = 0
self.shoot_timer.activate()
2. For the Spike rotation I used a vector2 instead of trigonometry.
In the __init__ here is the change:
# rotation using a vector
self.loc = vector(0, 0)
super().__init__((self.loc), surf, groups, z)
# trigonometry
# y = self.center[1] + sin(radians(self.angle)) * self.radius
# x = self.center[0] + cos(radians(self.angle)) * self.radius
# super().__init__((x,y), surf, groups, z)
In the update, here is the change:
# y = self.center[1] + sin(radians(self.angle)) * self.radius
# x = self.center[0] + cos(radians(self.angle)) * self.radius
# self.rect.center = (x,y)
# rotation using a vector
self.loc = self.center + vector(self.radius, 0).rotate(self.angle)
self.rect.center = (self.loc)
Yooo new video just dropped. I’d love to see you make a (online or LAN) multiplayer game, just to see how to handle synchronization and all…
It's on the cards, I've heard!
@@beemarron3642 really? Thanks, that is excellent. May I ask where you heard about that? Patreon or discord?
I'm lucky enough to love this talented creature@@hoteny (He'll HATE me getting mushy in the comments, but I can't help being so proud!)
Dude i swear i want to learn game dev using C++ since i just think its cool to learn C++ xD but everytime i see one of your videos man, you make me want to switch to pygame, you are the bane of my existance
Leaving a like and commenting so the algorithm can boost up the video ❤
I can't believe you make this great and educational content for free
even though his videos are mainly in python (and now gdscript as well), his videos never fail to help me in my sfml journey really appreciate it :)
Appreciate your tutorials!
For anyone struggling with the file path or getting the error "no such file or director". I have a Macbook and I use VS code. The file path that has worked for me was 'data/levels/omni.tmx'. Just make sure you don't add the '../' in front. That should fix it!
yes, when you open a project folder in VS code it starts going from the main folder, hence the path needs to be relative to that.
I just wanted to watch pygame tutorial but i got the best explanation of trigonometry
Thank you.
You had a course about sprite classes in your channel, I couldn't find that
unbelievable, amazing.
Loved following this video! Along with the Udemy course and many of the youtube tutorials, I have finally got the confidence to make games myself! Thank you so much, i enjoy all your content and advice :) Could you please make a Pokemon style game next? That would be amazing!
yeah the sound in the game is very SNES inspired
Woooo! More awesome game tutorials! 👍 👍
Is our protagonist Lemmy from motorhead by chance?
Yes!
@@ClearCode Nice!!
I'm having trouble, everything works perfect until 1hr 22mins. The wall slide, I've checked and kept code correctly and i get a weird result jump wont work properly if at all adding the changes to move module. If I remove the code and test, it works fine. seems to be moving self.collision('vertical') might be causing it? I sometimes get the error direction in x error too. Odd my code is exactly how shown?
Have it a bit more response now but still since adding the wall check, jump is very unresponsive at times.....odd
I think you need to move the player up by a pixel whenever you jump, otherwise the floor detection catches you; I am adding that part later in the tutorial
same here, did you fix it?
Thank you!
I like how Clear Code didn't notice this.
Just love you
Hello @ClearCode. First of all I would like to say you a huge thank you very very very much for your tutorials. Would you please cover creating isometric scenes and isometric maps created in Tiled in you further tutorials. It would be very very interesting topic.
Thanks for working on that
Great Video!
Thx for the tutoriel.
Hello! Thank you for this tutorial!
I hope some day in the near future you consider making a roguelike. It would be awesome to watch and code along.
maybe later this year!
@@ClearCode I'm glad to read that!
the goat is back
Thank you so much ❤
The intro music is that of the Ninja Pizza Cats! 😄
Isn't the series called Samurai Pizza cats? :P
@@ClearCode Yes! That one! 😅😅😅
thank you
Sensacional!!!! Meus parabéns amigo!!!👏👏👏👏👏👏😎👍
this is great! can you upload more of tutorials with godot please?
Great video ! Will you ever make java tutorials ? Because you teach very well and your videos look clean.
Awesome!
This is great! I'd love to subscribe, but I already have. subscribe++ 👏
я только вчера посмотрел 1 часть и вот спустя 1 день (1 год), 1 час назад вышло продолжение, спасибо тебе
I've just started this project from earlier videos on your channel. Was just finished generating the level with the list of strings. Is this a different version of the same project? Or part of it?
this video is the updated version of the old platformer tutorials, it makes all the old ones obsolete!
Thank you!@@ClearCode
Well, now I know what I am going to do on my weekends
Was going to use If-Elif-Else Ladder to simulate a match-case function but it would not work either
where did you get those sprites?! (Pirate sprites pack)
& thank you
I have an issue at the level graphics, basically whenever i run the game it lags a lot and i can't jump at certain places
Edit: The issue is the traps. Whenever they are in the game the player just doesn't jump, but when they aren't in the game the character can jump
why does moving the collision around 1:20 not let me jump
Where did you guys got the assets
How can I make it load next level every time I touch the flag because currently its loading the overworld.
Wonderful.
how do you host it on a web app?
hi brother can you enlighten me there is an error like list index out of range in the class AnimatedSprite(Sprite) thank you very much for the transmission of knowledge
something has gone wrong in the import part and there are no frames inside of the AnimatedSprite, so check that part
Thank brother 🙏
👏🏻👏🏻👏🏻👏🏻👏🏻
Bro when the character is on the floor, it doesn't jump. Whereas if the character is on the edge of the floor, it's jumping. Can anyone reply?
the best pygame tutor is back. you should do his udemy course if you have not done so already!
Would this be considered making your own "game engine"?
Hi, I have a question that at 21:59 I am not showing the same as in the video, I checked the files again and still can't find the error, so is it because of the problem with my onmi.tmx file?
You cheeky little goat 🐐
This probably won't get answered, but I get to about 3:11:00 and keep getting an error about the index list being empty for self.frames. I can't figure out why mine doesn't work, the code appears the same. If I comment out super().__init__(pos, self.frames[self.frame_index], groups, z), it runs fine (without any animated objects). Is the frames list else where?
when you are importing the graphics something went wrong so self.frames is empty. You can test this by printing self.frames on the line before and to fix it just doublecheck the imports; chances you just got a typo in the path
@ClearCode At 1:23:03, I followed exactly the same steps, however when I move (self.collision('vertical')) to the bottom, the code the character does not jump except when it is not colliding with any of the floor, left, right. And when I place it here (orange arrow, it jumps fine but when jumping while colliding with right wall, it sinks downward.:
def move(self, dt):
self.rect.x += self.direction.x * self.speed * dt
self.collision('horizontal')
if not self.on_surface['floor'] and any((self.on_surface['left'], self.on_surface['right'])):
self.direction.y = 0
self.rect.y += self.gravity/10 * dt
else:
self.direction.y += self.gravity / 2 * dt
self.rect.y += self.direction.y * dt
self.direction.y += self.gravity / 2 * dt
▶self.collision('vertical')
if self.jump:
if self.on_surface['floor']:
self.direction.y = -self.jump_height
self.jump = False
Can you kindly help with that?
self.collision('vertical') seems to be the issue, what can I do?
I think that issue happens on a lower framerate; it will be fixed later in the game. Basically, when you jump, move the player up by a single pixel, then things should work fine.
@@ClearCode Thank you so much for your reply.
@ClearCode @josephalbert.
thats interesting, i ran into a similar problem. i moved the "self.collision('vertical')" line where you said and it started working again.
def move(self, dt):
self.rect.x += self.direction.x * self.speed * dt
self.collision('horizontal')
if not self.on_surface['floor'] and any((self.on_surface['left'], self.on_surface['right'])):
self.direction.y = 0
self.rect.y += self.gravity / 10 * dt
else:
self.direction.y += self.gravity / 2 * dt
self.rect.y += self.direction.y * dt
self.direction.y += self.gravity / 2 * dt
▶self.collision('vertical')
if self.jump:
if self.on_surface['floor']:
self.direction.y = -self.jump_height
elif any((self.on_surface['left'], self.on_surface['right'])):
self.timers['wall jump'].activate()
self.direction.y = -self.jump_height
self.direction.x = 1 if self.on_surface['left'] else -1
self.jump = False
before it was at the end and it worked at startup, but then broke as i was playing around with it.
I have a question. I'm 6 hours into the tutorial and I don't understand why are we using a different method to create the background tiles. Can't you just draw the the BG tiles in Tiled too and use a for loop like we do in the level setup?
It's been a while but if I remember correctly the background needs to be more flexible to accommodate for the sky in the some levels
@@ClearCode Thanks for the answer you always do awesome work. I asked that question mostly because when I use that method, my game slows down dramatically. :(
@@ClearCode These lines were slowing the program apparently, and I don't remember why I wrote them lol.
if dt > 0.001:
dt = 0.001
and if I remove all the graphics section, the error goes away
1:44:26 / 9:29:02
Awesome tutorial!
By the way, if I would like to make the horizontal movement acceleration based - so e.g. when you press Left, it starts slower and then sets to the 'max speed', how would I implement that? (same could be done to deceleration aswell?).
I think it would add a nice touch to the smoothness of character movement.
i have the same probleme
dude you know what would be cool? if you made a game engine in pygame and based your next videos on making games with that engine
Can you do a tutorial on creating a 'idle click game' style
I'm stuck at the beginning and keep getting this error every time I try to run the code:
Warning: PyGame seems to be running through X11 on top of wayland, instead of wayland directly
Edit: I got the code to run now, but the warning continues to pop up. What does it mean?
I have an problem after creating the small clouds, the helicopter that goes down doesn't work, if i stand on it while it goes down my character fals through it(And i'm not clicking on the down button). I now that the collision doesn't work if it goes down, but i don't find the problem. Can someone help me pls🥺?
What IDE are you using for this project?
Hi Clear Code! I was wondering if you could help me with a problem im having? I followed every step in your video but whenever I run the game, the overworld doesnt show up but rather it puts me in the first level but under grass blocks. Any idea what could be wrong?