I've been /dying/ for a data persistence video for a long time. Its a concept I'm just having trouble with right now because none of the characters data holds from zone to zone for me, this tutorial while not directly covering my original issue teaches me enough about the concept I think I can integrate it now. Thank you for these videos and man I'm so happy I found your channel.
Followed one of your older tutorials recently, adding some menu stuff to my VS-like game. This week I got to the part where I wanted to solidify how I save data and upgrades, and then you release this Thank you so much!
There are multiple types of roguelikes but the "do you get rewards for failing" is a good distinciton, I wasn't even aware there were hard ones that don't. I like to separate them into continuous and room based. Pretty obvious distinction too. Then the whole thing roguelikes/lites dependent if there is persistent progression or you just unlock options for the runs.
You are insane, keep it up! :) Maybe you could try implementing a bit of multiplayer, i think it would be pretty interesting syncing all enemies and projectiles! (Maybe selecting this mode from a main menu)
Hi, I really like your tutorials. Could you make one for pathfinding? Specifically, one where enemies chase a player, while knowing how to avoid walls and move a bit randomly, so if there are multiple enemies, they don’t converge. Things like interest and danger vectors and steering are really hard to wrap my head around, and there aren’t any in depth tutorials I can find. Thanks!
Does anyone know why my starting stats are always M: 1 A:0 and R: 1? I've went through the videos several times comparing code and can't figure out what's wrong. The debug values also don't seem to be updating when picking up the passives
Great work as always.. i have one problem its with the save if i added a new things to the skill tree like more upgrades to players to buy later and there's an already saved data in the user the Editor gonna throw and error i realized i have to delete the save i already have with the less upgrades manually to stop the errors from appear that could make alot of problems if we did an update to the game and now the players have to lose progress so the game work i didn't try it outside the Editor but if that the case and what will happen the save code maybe need to be fixed
@@Fin_DevLog first open the save file, if the number of upgrades matches the number of upgrades present in the skill tree then do the normal load, else get the available values, load the tree and overwrite the save data with the previous save data values to create new save data containing more upgrades in the array.
I've already retaken this course twice. I always get to the end with the same errors. My version of the game is never the same as yours, even following step by step :(
Video 7: - The passive skill sprites are not displayed in the chest - The evolution weapons do not appear to be selected in the chest Video 8: - The passive skill recovery already starts with the value 1 - When you level up any passive skill, all the passive skill values are bugged - The gold does not save after the run
@@cikeioficial go to chest script, make sure you are assigning the texture from resource to rewards slot, its in the upgrade_item function, and see the upgrade function of passive item, is it increasing the stats that you are assigning values to the resources.
for chest only evolution, i think i didn't show that, it was just two function, one to check if the item reached max level and the second to check if it has its item_needed, then instead of evolving in option, i just did it on chest, thats it.
I've been /dying/ for a data persistence video for a long time. Its a concept I'm just having trouble with right now because none of the characters data holds from zone to zone for me, this tutorial while not directly covering my original issue teaches me enough about the concept I think I can integrate it now. Thank you for these videos and man I'm so happy I found your channel.
The best lofi ASMR Godot dev out there, bless you and thanks for another great tutorial!!
You are quietly putting together one of the best tutorial series I've ever seen.
Followed one of your older tutorials recently, adding some menu stuff to my VS-like game. This week I got to the part where I wanted to solidify how I save data and upgrades, and then you release this
Thank you so much!
This video is fire! You went over the entire process with all of the moving parts, just what I needed. I'm so glad I clicked on the video!
There are multiple types of roguelikes but the "do you get rewards for failing" is a good distinciton, I wasn't even aware there were hard ones that don't. I like to separate them into continuous and room based. Pretty obvious distinction too. Then the whole thing roguelikes/lites dependent if there is persistent progression or you just unlock options for the runs.
You are insane, keep it up! :)
Maybe you could try implementing a bit of multiplayer, i think it would be pretty interesting syncing all enemies and projectiles! (Maybe selecting this mode from a main menu)
Thank you for these videos!
You are my perfect and beatiffull hero!
GOD BLESS YOU
Thank you
😍😍😍
thank you very much
Thx Master
ty👌
thank youuuuuuuuuuuuuuuuuuuuu
Hi, I really like your tutorials. Could you make one for pathfinding? Specifically, one where enemies chase a player, while knowing how to avoid walls and move a bit randomly, so if there are multiple enemies, they don’t converge. Things like interest and danger vectors and steering are really hard to wrap my head around, and there aren’t any in depth tutorials I can find. Thanks!
WOW
Hello, is there any way you can recreate the mechanic of Children following the Bird Father from a game called "flicky" on a mega drive?
Does anyone know why my starting stats are always M: 1 A:0 and R: 1?
I've went through the videos several times comparing code and can't figure out what's wrong.
The debug values also don't seem to be updating when picking up the passives
Great work as always.. i have one problem its with the save if i added a new things to the skill tree like more upgrades to players to buy later and there's an already saved data in the user the Editor gonna throw and error i realized i have to delete the save i already have with the less upgrades manually to stop the errors from appear that could make alot of problems if we did an update to the game and now the players have to lose progress so the game work i didn't try it outside the Editor but if that the case and what will happen the save code maybe need to be fixed
Sorry if i annoy u i sit play testing alot and find a few bugs and always annoy u with them sorry if im bothering u
@@Fin_DevLog first open the save file, if the number of upgrades matches the number of upgrades present in the skill tree then do the normal load, else get the available values, load the tree and overwrite the save data with the previous save data values to create new save data containing more upgrades in the array.
I've already retaken this course twice. I always get to the end with the same errors. My version of the game is never the same as yours, even following step by step :(
@@cikeioficial name the errors
Video 7:
- The passive skill sprites are not displayed in the chest
- The evolution weapons do not appear to be selected in the chest
Video 8:
- The passive skill recovery already starts with the value 1
- When you level up any passive skill, all the passive skill values are bugged
- The gold does not save after the run
@@cikeioficial go to chest script, make sure you are assigning the texture from resource to rewards slot, its in the upgrade_item function, and see the upgrade function of passive item, is it increasing the stats that you are assigning values to the resources.
for chest only evolution, i think i didn't show that, it was just two function, one to check if the item reached max level and the second to check if it has its item_needed, then instead of evolving in option, i just did it on chest, thats it.
you can message me on discord too, there i can help you better
I wish people made tutorials like this for C#. But either they're extremely old/outdated... Or they were never finished and or just plain bad. :(
thank you
thank you
thank you
thank you