if the guns which parent is the player node are not moving with the player, and are instead stuck, replace "main.transform = i.transform" in player script with "bullet.transform = i.global_transform"
Very cool. For that extra retro feel, go to project > project settings > display > window, scroll down to Stretch and set Shrink to anything from 2 to 4. That will downscale your resolution and give you something resembling an old timey TV resolution :P
Spawning enemies and then deleting them is very memory inefficient. One solution to this is having all the enemies be behind the camera at the start of the game. Then enqueue all the enemies. When you want to spawn an enemy, dequeue it and teleport them to the 'spawn' position. When they are destroyed, put them back behind the camera and enqueue them until they are ready to be 'spawned' again.
Here some tips: Some declarations should be used in the _process function instead of _physics_process, like the inputVector, rotation_degress. The only thing that should be in the _physics_process function is the move_and_slide and move_toward. The physics function is used only for physics or time since it's updating in a static frame rate.
Believe it or not, I didn't know this tutorial existed and have been trying to solve one or all of the problems resolved herein... This guide has helped with the single greatest problem I'm facing presently, which is making the bullets work correctly
You can select blank when adding a script and the editor remembers your preference. So no need to keep deleting useless stuff. Great tutorial, and I didn't know that Shawn Bean was a game developer.
I wonder why use a timer to spawn enemies and make a time in script for bullet spawning? Any reason or just switching it up? I'm not sure which method I prefer. Also wondering about the performance difference. Guessing it's not much, timidly.
For some reason in the player script is says "ERROR Unexpected Assign" This is the script extends KinematicBody const MAXSPEED = 30 const ACCELERATION = 0.75 var inputVector = Vector3() var velo = Vector3() func _physics_process(delta): inputVector.x = Input.get_action_strength("ui_right") = Input.get_action_strength("ui_left") inputVector.y = Input.get_action_strength("ui_up") = Input.get_action_strength("ui_down") inputVector = inputVector.normalized()
I'm on Godot 3.5.1, even the github project crashed for me. I changed it to preload instead of load for the enemy spawner. It now works for me. ________________ extends Spatial onready var main = get_tree().current_scene var Enemy = preload("res://enemy.tscn") func spawn(): var enemy = Enemy.instance() main.add_child(enemy) enemy.transform.origin = transform.origin + Vector3(rand_range(-15,15), rand_range(-10,10), 0) func _on_Timer_timeout(): spawn()
Hey I don't know if you still need this but this is the solution I did that would for me: enemy.transform.origin = main.transform.origin + Vector3(randi_range(-15,15), randi_range(-10,10), 0)
i have a problem, how do i fix the plane so it doesnt go Down when i turn left and goes up when i turn right nvm i fixed it i have another problem tho, i keep getting "error(3, 73): The method "get_free" isnt declared in the current class." how do i fix?
Thanks to this, i am close to completing my first game. I took this changed some code from this project , and added more features like rank system and highscore , and I'm planning on adding new enemy types. Cant wait to release it! Yourr very much attributed in the source file and credits.
i thought just watching a video that was 10 minutes long would help me quickly understand a 3D engine after moving from 2D in gamemaker, but then i spent the past hour learning about vectors to keep up with the scripts in the video.
Hello Albert, I am having one problem with the script. My guns which parent is the player node are not moving with the player, and are instead stuck still, any help?
I noticed the game starts to lag really badly whenever I shoot. The reason is the capsule mesh. Its "Radial Segments" value is set to 64. Apparently Godot doesn't like that, it causes a lag of a couple of frames whenever a bullet spawns. Reducing the value to 16 helps. No clue why it has such a problem with that and it's certainly not my PC. Finally, each time the bullets hit an enemy, I get this: "recover_from_penetration: Condition "shape_idx < 0 |< shape_idx >= cs->getNumChildShapes()" is true. Returned: false" The reason is that you made the bullet a kinematic body but didn't give it a collision shape. Godot doesn't like that. You have to give it a collision shape and disable it, as you don't need it.
thank you master but i have a problem. The bullets are not on the player as i placed them and they re on the mid of the screen and i dont know how to fux it cause the code is right and i rlly need help also i dont have discord so if u could explain here real fast that would help
i had this same problem. you don't have to worry about it. when you pres f5 to test it use the arrow keys to move the ship. not WASD or moving the mouse. hope this helps :)
Loved the tutorial. The joke about the inputs and nested ifs made me chuckle ;) ... and to be honest, I sort of learned something from it also, as I am one of those people who'se been using ifs for it ... this is much shorter and easier to read! If I could make one constructive comment: don't use an AI voice ... well at least it sort of distracts me ^^ still thumbs up!
by multiplying COODLOWN with delta you make the firerate framerate dependent, 144fps shoots a lot faster than 30 fps. take out "* delta" and reduce the COOLDOWN constant. 0.16 gave me roughly the same firerate as in the video.
Amazing tutorial. I'm using Godot4 so I hit a few snags. The Spacial Nodes I used 'Marker3d'. Not sure if that changes anything, but thats what replaces Point 2D/3D. Also the line "bullet.transform = i.transform" didn't work for me (it fired from one static spot instead of from the ships position), so I used "bullet.global_position = i.global_position” instead and it worked. Edit; fixed capitalizations
@@danielphil4976 Like I said, I was able to complete it, but did have some trouble with the node name- changes between version. Aside from that the only other issue I had was some polish at the end that was glossed over. I intend to wrap my head around particles eventually ^^;
Mostly true. Some capitals are off. The corrections might seem more obvious to the more experienced. It's... bullet.global_position = i.global_position I almost gave up on the solution. Glad I checked the syntax. Lesson learned (for now). Thanks for the solution. It's a bit counter intuitive to me, so you saved who knows how much time. I thought the goal was to specify local, not global. Does this mean that local position means transform co-ordinates from the object (as opposed to on the object)?
When i click f5 nothing happens. It's just the still scene and when i go to press inputs, nothing happens. THe camera angle isnt even right and I follwed the video exactly down to the last word.
I got to 8:02 but no enemies spawn, and I get two errors: Invalid call. Nonexistent function 'add_child' in base 'SceneTree'. The code is identical to yours too (except for where I stored the enemy scene), so I'm unsure what the error is for. Here's my code by the way: __________________ extends Spatial onready var main = get_tree() var Enemy = load("res://models/enemy.tscn") func spawn(): var enemy = Enemy.instance() main.add_child(enemy) enemy.transform.origin = transform.origin + Vector3(rand_range(-15, 15), rand_range(-10, 10), 0) func _on_Timer_timeout(): spawn() ________________
loool! I just realized I clickbaited you. I meant to say 13 minutes in the title but I was copying this other youtubers title and he had 10 minutes.. So I put 10 minutes by mistake. Even the thumbnail says 13 minutes.. Let's see if this works out in my favor
yeah bro. some functions return values but most of the time we don't really use them anymore. In this case move_and_slide() function returns the resulting Vector but we have no more use for that in this context. So you can simply click on the warning, and select "ignore"
@@lionlight9514 no probs bro, theyre not really "errors" tho. the yellow ones are more like warnings. like when you have an unused variable. most of them will be ignored but its always worth reading them first
My screen is just black?! Can somebody help me pls One Error says: Script inherits from native type 'KinematicBody' so it can't be instances in object of type: 'Spatial'
I get an error "Invalid get index 'global_transform' (on base: 'null instance'). I've changed "i.transform" to "i.global_transform", but I still get the same error. I even tried to download project and run it, and an error is still there. Does it have something with Godot version? I'm using 3.3.2
if the guns which parent is the player node are not moving with the player, and are instead stuck, replace "main.transform = i.transform" in player script with "bullet.transform = i.global_transform"
Thank you!
Thank You! It worked
It didnt work for me
The bullets shoot from the camera
Ok nevermind i didnt see the global in i.global_transform lol
Man has the most organised desktop ive ever seen
finally! someone who appreciates real art
@@MasterAlbert can u share me .exe if this game in ur website and upload link in description
@@hementkumar9360 the github link is in the description
rt
Very cool. For that extra retro feel, go to project > project settings > display > window, scroll down to Stretch and set Shrink to anything from 2 to 4. That will downscale your resolution and give you something resembling an old timey TV resolution :P
wow! I did not know about this! thanks so much!
uuuuuh, I tried that and itonly upscaled my 2d canvas layers with my ui and nothing more changed :(
Spawning enemies and then deleting them is very memory inefficient. One solution to this is having all the enemies be behind the camera at the start of the game. Then enqueue all the enemies. When you want to spawn an enemy, dequeue it and teleport them to the 'spawn' position. When they are destroyed, put them back behind the camera and enqueue them until they are ready to be 'spawned' again.
Thanks for the tip bro! I recently heard about this technique again. might try in the future!
Here some tips: Some declarations should be used in the _process function instead of _physics_process, like the inputVector, rotation_degress. The only thing that should be in the _physics_process function is the move_and_slide and move_toward. The physics function is used only for physics or time since it's updating in a static frame rate.
Thanks bro! Will keep this in mind
I didn't expect that making a 3d game on Godot would be so easy :)
Hey so im a bit stuck on the "move_and_slide" code because its saying it returns a value that is never used
Alright broskies and sisties I uploaded the project to github.
Thank you bro now I can make cyberpunk 3077
Glad I could chill at the stream while you made this :D
I really appreciate it apollo youre a real bro
I have totally loaded the script instead of the scene before, and wracked my brain over it ^^;
Believe it or not, I didn't know this tutorial existed and have been trying to solve one or all of the problems resolved herein... This guide has helped with the single greatest problem I'm facing presently, which is making the bullets work correctly
Great tutorial I haven't seen a better godot tutorial in years, keep it up, good luck with your projects!!
I love it when the robot says "Delete the useless stuff"
0:00 - Introduction
0:14 - Adding Player
4:52 - Adding Enemies
7:49 - *game crashes :(
8:17 - BULLETS!!
12:23 - Polishing
You can select blank when adding a script and the editor remembers your preference. So no need to keep deleting useless stuff. Great tutorial, and I didn't know that Shawn Bean was a game developer.
I wonder why use a timer to spawn enemies and make a time in script for bullet spawning? Any reason or just switching it up? I'm not sure which method I prefer. Also wondering about the performance difference. Guessing it's not much, timidly.
top tier game development by the top tier game developer, showing top top tier tutorials with top tier explanations
supported by the TOPPEST TIER subscriber!
Is there a word topper than toppest? If so, that word is topper than the the toppest you've given
For some reason in the player script is says "ERROR Unexpected Assign" This is the script
extends KinematicBody
const MAXSPEED = 30
const ACCELERATION = 0.75
var inputVector = Vector3()
var velo = Vector3()
func _physics_process(delta):
inputVector.x = Input.get_action_strength("ui_right") = Input.get_action_strength("ui_left")
inputVector.y = Input.get_action_strength("ui_up") = Input.get_action_strength("ui_down")
inputVector = inputVector.normalized()
velo.x = move_toward(velo.x, inputVector.x * MAXSPEED, ACCELERATION)
velo.y = move_toward(velo.x, inputVector.y * MAXSPEED, ACCELERATION)
rotation_degrees.z = velo.x * -2
rotation_degrees.x = velo.y / 2
rotation_degrees.y = -velo.x / 2
move_and_slide(velo)
Bro in the input.get_action thing put - instead of =
if Input.is_action_just_pressed("shoot") and cooldown 0 :
cooldown
I'm on Godot 3.5.1, even the github project crashed for me. I changed it to preload instead of load for the enemy spawner. It now works for me.
________________
extends Spatial
onready var main = get_tree().current_scene
var Enemy = preload("res://enemy.tscn")
func spawn():
var enemy = Enemy.instance()
main.add_child(enemy)
enemy.transform.origin = transform.origin + Vector3(rand_range(-15,15), rand_range(-10,10), 0)
func _on_Timer_timeout():
spawn()
Hey I don't know if you still need this but this is the solution I did that would for me:
enemy.transform.origin = main.transform.origin + Vector3(randi_range(-15,15), randi_range(-10,10), 0)
i have a problem, how do i fix the plane so it doesnt go Down when i turn left and goes up when i turn right
nvm i fixed it i have another problem tho, i keep getting "error(3, 73): The method "get_free" isnt declared in the current class." how do i fix?
Thanks to this, i am close to completing my first game.
I took this changed some code from this project , and added more features like rank system and highscore , and I'm planning on adding new enemy types. Cant wait to release it! Yourr very much attributed in the source file and credits.
i thought just watching a video that was 10 minutes long would help me quickly understand a 3D engine after moving from 2D in gamemaker, but then i spent the past hour learning about vectors to keep up with the scripts in the video.
"I THINK MY MODELS ARE BETTER THAN YOURS"
me who studied 2 years of 3d art in college : *sad sniff*
no beating master albert
This is really cool! Will definitely check this out when I am looking to branch to 3d!
Hello Albert, I am having one problem with the script. My guns which parent is the player node are not moving with the player, and are instead stuck still, any help?
replace "main.transform = i.transform" in player script with "bullet.transform = i.global_transform"
If your bullet doesn't launch automatically change
change :
Input.is_action_just_pressed("ui_accept")
to
Input.is_action_pressed("ui_accept")
yea he said that
thanks bro!
3:18 I have an error here it say too many arguments for “move_and_slide()” call. Expected at most 0 but received 1. Pls help me
You have to make decimal after number like 30 become 30.0
I noticed the game starts to lag really badly whenever I shoot. The reason is the capsule mesh. Its "Radial Segments" value is set to 64. Apparently Godot doesn't like that, it causes a lag of a couple of frames whenever a bullet spawns. Reducing the value to 16 helps. No clue why it has such a problem with that and it's certainly not my PC.
Finally, each time the bullets hit an enemy, I get this:
"recover_from_penetration: Condition "shape_idx < 0 |< shape_idx >= cs->getNumChildShapes()" is true. Returned: false"
The reason is that you made the bullet a kinematic body but didn't give it a collision shape. Godot doesn't like that. You have to give it a collision shape and disable it, as you don't need it.
thank you master but i have a problem. The bullets are not on the player as i placed them and they re on the mid of the screen and i dont know how to fux it cause the code is right and i rlly need help also i dont have discord so if u could explain here real fast that would help
yeah bro just change i.transform to i.global_transform :) I might have fricked up there
the bullets get out of the camera not the player, plz help me ):
Great Godot tutorial with AI speaker! Welcome to the future xD
how do i fix this W 0:00:01.948 The function 'move_and_slide()' returns a value, but this value is never used.??
i had this same problem. you don't have to worry about it. when you pres f5 to test it use the arrow keys to move the ship. not WASD or moving the mouse. hope this helps :)
Loved the tutorial. The joke about the inputs and nested ifs made me chuckle ;) ... and to be honest, I sort of learned something from it also, as I am one of those people who'se been using ifs for it ... this is much shorter and easier to read! If I could make one constructive comment: don't use an AI voice ... well at least it sort of distracts me ^^ still thumbs up!
by multiplying COODLOWN with delta you make the firerate framerate dependent, 144fps shoots a lot faster than 30 fps.
take out "* delta" and reduce the COOLDOWN constant. 0.16 gave me roughly the same firerate as in the video.
Hello Albert,I am having one problem with the playerscript, my guns are not firing continuosly after the cooldown process.
if Input.is_action_just_pressed("ui_accept") and cooldown
@@alexv3471 thanks
Amazing tutorial. I'm using Godot4 so I hit a few snags.
The Spacial Nodes I used 'Marker3d'. Not sure if that changes anything, but thats what replaces Point 2D/3D.
Also the line "bullet.transform = i.transform" didn't work for me (it fired from one static spot instead of from the ships position),
so I used "bullet.global_position = i.global_position” instead and it worked.
Edit; fixed capitalizations
How far were you able to go with this project?
@@danielphil4976 I was able to complete it, sans some of the particle stuff at the end which weren't really explained ^^;
@@EidoEndy oh , what didn't you understand in particular maybe I can help?
@@danielphil4976 Like I said, I was able to complete it, but did have some trouble with the node name- changes between version.
Aside from that the only other issue I had was some polish at the end that was glossed over. I intend to wrap my head around particles eventually ^^;
Mostly true. Some capitals are off. The corrections might seem more obvious to the more experienced. It's...
bullet.global_position = i.global_position
I almost gave up on the solution. Glad I checked the syntax. Lesson learned (for now). Thanks for the solution. It's a bit counter intuitive to me, so you saved who knows how much time. I thought the goal was to specify local, not global. Does this mean that local position means transform co-ordinates from the object (as opposed to on the object)?
Now.. there is going to be a pop quiz about this video. Be sure you pay attention.
Here is the code.
extends KinematicBody
const MAXSPEED = 30
const ACCELERATION = 0.75
var velo = Vector3()
var velo = Vector3
func _physics_process(delta):
inputVector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
inputVector.y = Input.get_action_strength("ui_up") - Input.get_action_strength("ui_down")
inputVector =inputVector.normalized()
velo.x + move_toward(velo.x, inputVector.x * MAXSPEED, ACCELERATION)
velo.y + move_toward(velo.y, inputVector.y * MAXSPEED, ACCELERATION)
rotation_degrees.z = velo.x * -2
rotation_degrees.x + velo.y / 2
rotation_degrees.y = -velo.x / 2
move_and_slide(velo)
When i click f5 nothing happens. It's just the still scene and when i go to press inputs, nothing happens. THe camera angle isnt even right and I follwed the video exactly down to the last word.
My guns not moving with my player what I suppose to do
make sure that the gun is inside the player node
I also have the same problem
I got to 8:02 but no enemies spawn, and I get two errors:
Invalid call. Nonexistent function 'add_child' in base 'SceneTree'.
The code is identical to yours too (except for where I stored the enemy scene), so I'm unsure what the error is for. Here's my code by the way:
__________________
extends Spatial
onready var main = get_tree()
var Enemy = load("res://models/enemy.tscn")
func spawn():
var enemy = Enemy.instance()
main.add_child(enemy)
enemy.transform.origin = transform.origin + Vector3(rand_range(-15, 15), rand_range(-10, 10), 0)
func _on_Timer_timeout():
spawn()
________________
hello! on the very first line do it like this:
onready var main = get_tree().current_scene
I dont think you have .current_scene in there
@@MasterAlbert having issues with transform.origin.x=clamp(transform.origin.x,-15,15) not sure what the problem is
thanks bro now i can do my assignment in 10 minutes
loool! I just realized I clickbaited you. I meant to say 13 minutes in the title but I was copying this other youtubers title and he had 10 minutes.. So I put 10 minutes by mistake. Even the thumbnail says 13 minutes.. Let's see if this works out in my favor
Please can you tell how do you move your player? Mouse or keyboard?
Because im using Mobile and how to move player?
0:32 i have never been so insulted
I am having issue with the guns I have to spam space to shoot
Tip: Try setting the video to 2x speed to make the TTS a bit more bearable.
broooo why you gotta do my man Daniel like that :(
i dont know why but the enemy is not coming towards the screen
i have a question why does my camera follows the ship as it moves?
i have a problem , the bullet is actually rotating with the ship , and also the ship is going backwards as i shoot ,
good toutorial anyway
Great, i added to my watch later and i'll do it! Thanks for the work!
Good luck bro! You can make it much better than mine lol
Hey can I have some help? in one of my errors it says "The function 'move_and_slide()' returns a value, but this value is never used." Any help??
yeah bro. some functions return values but most of the time we don't really use them anymore. In this case move_and_slide() function returns the resulting Vector but we have no more use for that in this context. So you can simply click on the warning, and select "ignore"
Thanks for the help! I'm pretty new to Godot so I'm not sure what to do when there's errors.
@@lionlight9514 no probs bro, theyre not really "errors" tho. the yellow ones are more like warnings. like when you have an unused variable. most of them will be ignored but its always worth reading them first
Script inherits from native type 'KinematicBody', so it can't be instanced in object of type: 'Spatial' - how to fix it?
i want to know how you added the explosion sound in your game. pls send help
Look up "Godot audio tutorial" here on youtube. Artindi has a video that's about 2 minutes long.
Uhhh i cant import the 3d model! Any tips?
hey I've been trying to add it so when the enemy touches the player the player dies any help on how to do?
add collision shape to player and queue_free() the player when it bonks the enemy
@@MasterAlbert Thanks!
I'm a little lost but it's because of the current version.
it keeps sayin it is wrong
extends KinematicBody
const MAXSPEED = 30
const ACCELERATION = 0.75
var inputVector = Vector3()
var velo = Vector3()
func _physics_process(_delta):
inputVector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
inputVector.x = Input.get_action_strength("ui_up") - Input.get_action_strength("ui_down")
inputVector = inputVector.normalized()
velo.x = move_toward(velo.x, inputVector.x * MAXSPEED, ACCELERATION)
velo.y = move_toward(velo.y, inputVector.y * MAXSPEED,ACCELERATION)
rotation_degrees.z = velo.x * -2
rotation_degrees.x = velo.y / 2
rotation_degrees.y = -velo.x / 2
move_and_slide(velo)
My screen is just black?! Can somebody help me pls
One Error says: Script inherits from native type 'KinematicBody' so it can't be instances in object of type: 'Spatial'
Holy fuck the ending is so funny
loool! watch till the end gang!
Error(13,1): The identifier "move" isn't declared in the current scope....plz give solution
I have followed but my bullets are offset and don't move with my ship
Peace be upon you, how are you? I have a problem that is "when I do f5" it works, what is the solution?
Bravo i really love the voice and the tutorial!!!!
COOL! THANKS for the tutorial!
Youre welcome glad you liked it :D
when i try to test it says “script inherits from native type ‘kinematicBody’, so it can’t be instanced in object of type: ‘spatial’
Any help?
join the discord bro you can ask me there
extends KinematicBody
const MAXSPEED = 30
const ACEELERATI = 0.75
var inputVector = Vector3()
var velo = Vector3()
func _physics_process(delta):
inputVector.x = Input.get_actoin_strength("ui_right") - Input.get_actoin_strength("ui_left")
inputVector.y = Input.get_actoin_strength("ui_up") - Input.get_actoin_strength("ui_down")
inputVector = inputVector.normalized()
velo.x = move_toward(velo.x, inputVector.x * MAXSPEED, ACCELERATI)
velo.y = move_toward(velo.y, inputVector.y * MAXSPEED, ACCELERATI)
rotation_degrees.z = velo.x * -2
rotation_degrees.x = velo.y / -2
rotation_degrees.y = -velo.x / 2
move_and_slide(velo)
this is the code there error in 12
"ACCELERATI"
i cant add the environment.png to the World Environment. Can someone help?
tnx bro 😊
Great tutorial🤩
i learnt a lot from this...... thanks a lot ☺️☺️
my powers have doubled since last time we met
Bro please reply i am getting an error in the enemy spawner on func_on_timer_timeout it's show wrong please help please reply
I get an error "Invalid get index 'global_transform' (on base: 'null instance'). I've changed "i.transform" to "i.global_transform", but I still get the same error. I even tried to download project and run it, and an error is still there. Does it have something with Godot version? I'm using 3.3.2
join the discord and show me bro
@@MasterAlbert Thank you bro, I will, but first I must find out when I will be free, i.e. not at job.
for some reason there is no camera in the create a new node thing
What does (error the identifier main isnt declared in the current scope)mean
Can you just explain how to add a score panel i tried but fail ! I am completely new to godot
Sup bro! here is a good tutorial on that one. This game is 2D but it works the same way for 3D! ruclips.net/video/Xdm9zYUZq7c/видео.html
@@MasterAlbert Thanks Alot Bro
after making the enemy spawner it is stuck in gd format and i cant turn it into tscn so i can put it the camera view
You made loads of progress in Godot congrats
Thank you! still a loong way to go before im decent
i have decided to turn this exact game into mobile and upload to the play store, but with skins, more enemies, levels and endless mod, thanks a lot
Go for it bro, I would be very happy to see it succeed!
@@MasterAlbert thank you for the support
Thanks a lot :)
Youre welcome
Nice tutorial but I have a problem cooldown isn't working how can I fix it?
if Input.is_action_just_pressed("ui_accept") and cooldown
i have a problem where it says rotation _degrees isn't declared pls help
my scenes aren't opening (im on chrome os linux version 64bits)
when i want to test the plane if it can fly it does not move
Great tutorial! Though I have small problem, because when I shoot enemies They don't disappear, just stop moving. Any idea how to fix it?
hmm, no idea why it won't disappear if you called queue_free() bro, maybe show me the code in the discord?
@@MasterAlbert Would love that! Can you share your discord name with me so I can invite you?
the machine guns don't work what do I do?
How to make enemy blast thing with particles...can u gimme a good tutorial where my question is explained pls
Hey! my game is not spawned enemy every 2 seconds? how to fix?🙏
thank you so much! you did it!
my ship isnt even moving
Bullets are not going forward
It's coming but staying in one place?
Pls help
show me your codes in the discord server
@@MasterAlbert I ruined it...I ruined the program
@@megapokes8385 lool hang in there bro
@@MasterAlbert can u export this game as .exe file ,upload it in ur website and share link
Coz that github one I didn't understood
Hi Albert
It showing debugging error in script of player moving
Kindly solve this problem
I am confused in how you add particle.
Like because of the avatar dance, i like it
finally someone pointed it out
Thanks for the video
my plane is not moving why?
i followed exactly but the ship doesnt move
Same
@@jaaferelsadig did you set the speed in the inspector in the script panel
@@keithpatience74 I don't see anything about speed in the inspector, it rotates fine but doesn't move from the screen center
I already finished my playable build but can anyone explain to me about particle system I am quiet confused on that part especially on the enemies
can you make another video about player health and scoring system ?
I will try to cover all the basics eventually :D just not sure when lol