Tweens are AMAZING in Godot 4.3

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  • Опубликовано: 4 окт 2024

Комментарии • 37

  • @ChaoszZChannel
    @ChaoszZChannel 3 месяца назад +14

    Most videos on tweens were underwhelming when i was trying to understand them, either outdated or straight up wrong in some cases, the docs were the only place that was actually explaining them in-depth, so this is very much such a great addition for video tutorials. Great work keep it up!

    • @cashewolddew
      @cashewolddew  3 месяца назад +1

      I'm really glad this is on par with your expectations! I'm happy to hear it has been helpful! 🥜

  • @madscientistmikhail
    @madscientistmikhail 17 дней назад

    There is so much you can do with tweens!

  • @piousthepious
    @piousthepious 3 месяца назад +4

    What an absolutely phenomenal video. Was just thinking about how necessary an in depth tweening video is

    • @cashewolddew
      @cashewolddew  3 месяца назад

      It's great to hear that! Are there any other topics that you'd like to see covered in depth? 🥜

  • @holleey
    @holleey 29 дней назад +1

    only thing I'd add is that get_tree() should generally be omitted and Node's create_tween() be used instead.
    this will automatically bind the tween to the node without the need to explicitly call bind_node().
    this is generally desired so that the tween will automatically inherit the bound node's process state and is freed together with the node.

    • @cashewolddew
      @cashewolddew  29 дней назад +1

      That's a fair point! get_tree.create_tween() could prove more useful for global tweening which is node independent, but otherwise, a node's create_tween() method seems to be the way to go in most cases. Thanks for the insightful comment! 🥜

  • @Girouetten
    @Girouetten 3 месяца назад +1

    this is the best tutorial about tween, you are the best

  • @Whhatt
    @Whhatt 3 месяца назад +2

    This video is actually very helpful. I've finally understood what tweens are used for

  • @djalexander968
    @djalexander968 Месяц назад

    Know that your the lifeline for godot devs in animation specifically 😂

  • @RaveKev
    @RaveKev 3 месяца назад +1

    Tweens will relax my _process functions!
    Thank you for that video, never heard of tweens.

    • @cashewolddew
      @cashewolddew  3 месяца назад +1

      It's never too late. I'm sure they'll help a lot in the future!

  • @TBDGames0
    @TBDGames0 Месяц назад

    extremely well made video, thank you

  • @Dunkable
    @Dunkable 3 месяца назад +1

    Tween_callback! Thank you sir. I've been trying to implement a ledge grab/climb mechanic and couldn't figure out how to wait for the tween to finish to move on to other code. I just used a signal when the climb animation finished, but this should work better I think

    • @cashewolddew
      @cashewolddew  3 месяца назад +1

      I'd love to hear from you once your game is finished. Hope it turns out great and I'm glad I could help! 🥜

  • @dani_byte
    @dani_byte Месяц назад

    That was very useful! Thanks

  • @tudorflorea2164
    @tudorflorea2164 3 месяца назад +1

    That is so cool. Great work!

  • @Whhatt
    @Whhatt 3 месяца назад +1

    Please do more tutorials related to godot 🙏

  • @SleepyLazyPanda
    @SleepyLazyPanda Месяц назад

    Thank you

  • @VeraRothweil
    @VeraRothweil 3 месяца назад

    This was great!

  • @gyokzoli
    @gyokzoli 3 месяца назад

    Great tutorial!

  • @forestrainbows
    @forestrainbows 3 месяца назад

    Cool 😎!

  • @craybarmanhorn
    @craybarmanhorn 3 месяца назад

    Awesome video. Thanks for posting.
    In a future video, could you talk about tweening inside the process/physics process functions?
    I'm currently using tweens to move a creature to another creature's location while both creatures are already moving. I've only found this to be possible if I tween within the aforementioned functions. If I don't, creature A will move to creature B's old position instead of its current position. While I figured this out for myself, I'm not sure if it's ideal, and it certainly leads to some unintended results if my parameters aren't perfect.

    • @cashewolddew
      @cashewolddew  3 месяца назад +1

      Thanks for the comment!
      What you're telling me sounds like target seeking or even pathfinding. I actually have a video which makes a fish follow the mouse (so basically, one character following another moving "character" if you consider the mouse a character).
      Wouldn't something like that work in your case?
      Anyway, I'll make sure to write it down and think of something in this regard in the future if you don't find a solution.
      Let me know if this helps you! 🥜

    • @craybarmanhorn
      @craybarmanhorn 3 месяца назад

      @@cashewolddew I have a main character that moves with WASD. There are three monsters that follow him in formation. There are hordes of enemies that spawn and use navigation agents to find and attack the player.
      As this is going on, the player's monsters attack enemies that enter their radius. The attack as well as their return to their starting position both use tweens.
      Thanks for the reply! It's probably hard to conceptualize what I'm doing without a demonstration, but thank you nevertheless.
      I hope to learn more about how tweens operate in the process/physics process function so that I can better execute on this idea.

    • @cashewolddew
      @cashewolddew  3 месяца назад +1

      @@craybarmanhorn Maybe it would be a good idea to make a discord server for people in the community who'd want to help each other. I'll think of a way to apply that.

  • @RushedYT
    @RushedYT 2 месяца назад

    Is it possible to add a curve to the tween?
    Right now I have a working tween which is a straight line from Point A to Point B, but is it possible to curve the "travel" from A to B?

    • @cashewolddew
      @cashewolddew  2 месяца назад +1

      There's a really neat trick you can do by using a PathFollow2D. That way, you make the object follow a path, but you control its speed and acceleration through the tween.

  • @RequstingFlyby
    @RequstingFlyby Месяц назад

    Why not just create an animated scene and set the platform to move between the two key positions seamlessly? You can even set the curve for linear movement or so the platforms are slower on take off and landing with a click of a button.

    • @cashewolddew
      @cashewolddew  Месяц назад +1

      That's a great question. Truth is, there are many ways of achieving the same thing in Godot. However, some functionalities are better at achieving a result than others.
      There are benefits and downsides to both cases. The AnimationPlayer adds another node to the scene, while a Tween could be created as a one-shot. For simple animations, Tweens are generally easier to configure and parametrize. Try them both and see which best fits your needs!
      Hope this answers your question! 🥜

  • @JonathanTash
    @JonathanTash 13 дней назад +1

    Uses Godot 4.2.2. Changes title to Godot 4.3 for views. Naughty boi.

    • @cashewolddew
      @cashewolddew  13 дней назад

      This was bound to be noticed by someone 😅🥜
      However, I only change versions when I know for sure that nothing regarding the subject in the video changed between versions, basically saying that the tutorial is up to date.
      Thanks for pointing it out, though. I'll make sure to also write that in the description.

  • @tobinrysenga1894
    @tobinrysenga1894 3 месяца назад

    Good video but nothing here is new in 4.2 - the title is a bit misleading. In fact you don't even need get_tree() these days. You can just call create_tween().

    • @cashewolddew
      @cashewolddew  3 месяца назад

      Hmm, I think you're right. I can see how one could understand that there are some new features for tweens in Godot 4.2.
      However, my intention was just to specify for which version of Godot this tutorial is, similarly to how I do on most of my other videos. Thanks for letting me know. I'll pay more attention in the future. 🥜

    • @ChaoszZChannel
      @ChaoszZChannel 3 месяца назад

      Correct me if I'm wrong, to my understanding get_tree().create_tween is used to make the tween independent of the node and create_tween binds the tween to the node as an alternative to doing get_tree().create_tween().bind_node(self), so there are uses for both cases right ?

    • @cashewolddew
      @cashewolddew  3 месяца назад +1

      @@ChaoszZChannel A tween created with the scene tree will not be tied to the node, meaning that it will keep animating even if the node is freed, but will finish automatically if there's nothing else to be animated.
      In the other case, you're right, create_tween() called on a node will automatically bind that node to it, which automatically kills the tween when the node is freed.
      I generally like creating SceneTree tweeners because they can be used to animate more stuff, even if I freed one of the nodes I was animating, but I think this is a very fair point to be made, that there's a difference between these.
      Thanks a lot for this! 🥜🥜