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Kerker Trailer
Play Kerker for free on Steam! store.steampowered.com/app/2645100/Kerker/
I have been working on Kerker for at least eight months total, and it has just been released to the public. It features procedurally generated levels using an implementation of the wave function collapse algorithm, a varying cast of enemies, and unique abilities to combine. Feel free to drop a review with some constructive feedback, it is very much appreciated. Have fun!
มุมมอง: 305

วีดีโอ

Animated level summary in Godot 4 using Tweens
มุมมอง 4174 หลายเดือนก่อน
In this tutorial we take a look at how to utilize tweens in order to animate different kinds of values for our level summary in Godot 4.2. I appreciate constructive feedback very much, especially for a video that's longer than I am used to making. Cheers! Chapters: 0:00 - 0:18 - Intro 0:19 - 3:52 - Set up nodes 3:53 - 11:04 - Make rows disappear/appear 11:05 - 12:33 - Enabling the button 12:34 ...
2D Enemy movement in Godot 4 using TileMap & AStarGrid2D
มุมมอง 9Kปีที่แล้ว
Video of the project we use in this tutorial: th-cam.com/video/9u1Dq6h7sGU/w-d-xo.html In this tutorial we expand the tilemap movement tutorial to make the enemy follow the player by combining AStarGrid2D, TileMap and groups.
Point & click 2D grid movement in Godot 4 using AStarGrid2D
มุมมอง 38Kปีที่แล้ว
Assets: www.kenney.nl/assets/monochrome-rpg In this tutorial we'll take a look at how to move a 2D character to a position clicked by the cursor whilst using AStarGrid2D to also dodge obstacles. Chapters: 0:00 - 0:24 - Intro 0:25 - 2:12 - Tile map setup 2:13 - 10:47 - Point & click movement 10:48 - 16:52 - Disabling cells 16:53 - 21:02 - Lock player to grid 21:03 - 24:32 - Drawing path
2D Movement in Godot 4 using TileMap
มุมมอง 36Kปีที่แล้ว
Assets: www.kenney.nl/assets/tiny-dungeon In this video we take a look at how to implement 2D movement based on TileMap cells in combination with custom data layers and collision shapes.
Dynamic Tutorial Hints in Godot 4 using Area2D
มุมมอง 2.3Kปีที่แล้ว
Assets (made by Kenney): arnovandoesburg.nl/hints_assets.zip In this tutorial we will dive in to how we can detect a player in a certain area and react accordingly. For this video we'll be showing animated sprites when a player enters an Area2D that is configured to detect the player's own Area2D. I have tried to keep this solution as dynamic as possible, hence the way the nodes and responsibil...
Oblique Projection in Unity using Tilemaps
มุมมอง 649ปีที่แล้ว
Assets (made by me): arnovandoesburg.nl/oblique_assets.zip I wanted to make this video for a long while now ever since I figured out how to get this working. In this video I demonstrate how to configure your Unity project settings and tilemaps to recreate a unique perspective seen in games such as Tibia and Ultima 7. Thanks a lot for watching, if there is any subject you would like to see cover...
Easy & efficient global SFX in Godot 4
มุมมอง 8Kปีที่แล้ว
Sounds: www.kenney.nl/assets/interface-sounds In this tutorial I explain how I normally use an autoloaded script to quickly implement global sound effects into my game. Please note the following: Pros: - No struggling with nodes being removed while playing sounds - Quick and easy solution for global audio - Segregated functionalities for creating and removing audio nodes Cons: - Initiator has n...

ความคิดเห็น

  • @constantinalexe4862
    @constantinalexe4862 4 วันที่ผ่านมา

    Everything works besides the section for preventing the character from entering specific tiles. I get the error "Invalid call to funtion 'get_cell_tile_data' in base TileMapLayer. Expected 1 arguments."

  • @HeadshotHenk97
    @HeadshotHenk97 10 วันที่ผ่านมา

    Isn't it pretty bad to make it so every enemy has their own AStarGrid object? I think it would be a much better approach to make a singular pathfinding node, and then have the enemies ask that pathfinding node for the path through signals, what are your thoughts? Also try to split up your large function into multiple smaller ones, you're targeting more novice developers, so would be nice to teach them the basics as well. But all in all good video, does get the idea across

  • @AzaIndustries
    @AzaIndustries 11 วันที่ผ่านมา

    huh... I got most of it working but my map_to_local always returns 0, 0. No matter what vector2i I feed it. Edit: found a workaround. Great tutorial.

  • @sleepenthusiast234
    @sleepenthusiast234 11 วันที่ผ่านมา

    Absolutely based tutorial 👍

  • @SpankyDmonkeyChannel
    @SpankyDmonkeyChannel 14 วันที่ผ่านมา

    For some reason on the very first move I do, my player moves towards 0,0 on the grid before continuing through the path to the target position. No matter where I place my player along the tilemap it always does this on the first move. Any idea why? All attempts to see why are failing me :\. Its like for some reason on that first move it is told to move towards 0,0 THEN to wherever the target point is.

  • @SuperGibaLogan
    @SuperGibaLogan 14 วันที่ผ่านมา

    also i tried making the player and i finished the player part but the player itself doesnt move, only the target moves but once you made it move you cant move again

  • @SuperGibaLogan
    @SuperGibaLogan 15 วันที่ผ่านมา

    nice tutorial but im looking forward on how to make it so when an arrow key is pressed the player keeps moving to the said direction until it hits a wall

  • @gegixogegixo674
    @gegixogegixo674 15 วันที่ผ่านมา

    I've just played the game and it's amazing! It has so much potential! keep up the good work!

  • @TurboToxin
    @TurboToxin 17 วันที่ผ่านมา

    The Player script is very different than the end of the previous video? What's the deal?

  • @SuperGibaLogan
    @SuperGibaLogan 17 วันที่ผ่านมา

    maybe this tutorial could help me but im thinking of making it so each enemy assigned to the pathfinding script have different targeting methods, but i could figure out how to do that. but is there a way to make it so sometimes the enemies go to random tiles and then go to another and then go to another and repeat until a timer stops? just wondering just incase also, i have a request: i didnt try this on 4.3 yet, but if you have the time to do so, could you remake this tutorial that works in 4.3? (if it works on 4.3 since i havent tried it yet)

  • @user-js3mg1dc6s
    @user-js3mg1dc6s 21 วันที่ผ่านมา

    On that line of code : var current_tile: Vector2i = tile_map.local_to_map(global_position) It seems like Godot doesn't recognize the function "local_to_map" anymore. Has it been changed to another one ?

  • @kaloyanvylchev3818
    @kaloyanvylchev3818 22 วันที่ผ่านมา

    Great video, I've been trying to implement something like this for a while and was struggling. Thanks for the clear and concise tutorial 👍

  • @LivinSim
    @LivinSim 23 วันที่ผ่านมา

    Send it in to @stayathomedev !

  • @kittenmagician7416
    @kittenmagician7416 29 วันที่ผ่านมา

    Very cool! Really appreciate the tutorial!

  • @StraitBizness
    @StraitBizness หลายเดือนก่อน

    Keep up the good work

  • @StraitBizness
    @StraitBizness หลายเดือนก่อน

    Would you consider doing a tutorial of making this movement turn-based? For example, a game clock that allows the player to move and then allows the enemy to move, then the enemies have to wait for the next player movement? If you feel this would be educational for others, I would like to see it. 🤓

  • @StraitBizness
    @StraitBizness หลายเดือนก่อน

    You are my savior right now. I'd really like to play with a 2d-turn based roguelike and you've helped me immensely in making a grid-based movement prototype. Excellent tutorials.

  • @StraitBizness
    @StraitBizness หลายเดือนก่อน

    Great tutorial. Keep them coming please.

  • @Cesardevart-dc1pz
    @Cesardevart-dc1pz หลายเดือนก่อน

    Thank you! This video is very useful, I'm starting to work on a roguelike game, and this is a great beginning.

  • @WilliamLiu
    @WilliamLiu หลายเดือนก่อน

    You are awesome! Your code is clear and you explained everything so well

  • @Slipy61
    @Slipy61 หลายเดือนก่อน

    Finally, a good example of actually using the grid. I'm planning on making a turn based game with limited movement, but I can take it from here. Thanks for the fantastic starting point!

  • @OmegaOverlord3000
    @OmegaOverlord3000 หลายเดือนก่อน

    Looks pretty good! gives big Barony vibes

  • @palatonian9618
    @palatonian9618 หลายเดือนก่อน

    I cant figure out why my sprite/character is moving only on the intersections of cells and not the cells rhemselves and in trying to make a board game so its really throwing things off

  • @darkhunter777
    @darkhunter777 2 หลายเดือนก่อน

    Show plz how in all path inject marker-Tiles ?

  • @xaion64
    @xaion64 2 หลายเดือนก่อน

    Its a long shot, but i gotta ask. global_position for line 18 isnt being recognized. and i am not sure what i am doing wrong.

    • @exodas1238
      @exodas1238 หลายเดือนก่อน

      My best guess is that it’s been changed in GD 4, you could probably check the documentation or calculate it with position (I believe it’s position / 8).

  • @annabelleowl9586
    @annabelleowl9586 2 หลายเดือนก่อน

    Thanks! this approach fixed some problems of mine! However I got three buttons, one script in the scene node that handles everything, and the sound plays only every second button press. Do I really have to make a seperate script for each button or is it possible to solve this within the scene script? update: i tried and tried but single script wouldn't work, now i've given each button its own script and now after a button press, every other button gets disabled

  • @Comodibujargraffiti
    @Comodibujargraffiti 2 หลายเดือนก่อน

    Good❤

  • @stinghouseproductions8502
    @stinghouseproductions8502 2 หลายเดือนก่อน

    Thanks for making this.

    • @stinghouseproductions8502
      @stinghouseproductions8502 2 หลายเดือนก่อน

      Really though, you made this process super easy for someone who's never messed around with AStar before. I can't thank you enough.

    • @RetroBright262
      @RetroBright262 2 หลายเดือนก่อน

      @@stinghouseproductions8502 Thanks for the kind words

  • @aidanwalker5019
    @aidanwalker5019 2 หลายเดือนก่อน

    Just finished playing it on steam for around 3hrs. good fun

  • @anonykat31
    @anonykat31 2 หลายเดือนก่อน

    I love how you print stuff and the screen and explains everything. Great tutorial and amazing teacher.

  • @PokeBowl82
    @PokeBowl82 2 หลายเดือนก่อน

    wow !! congratz met de release broer ❤

  • @YikerVR
    @YikerVR 2 หลายเดือนก่อน

    ITS OUTTT!!!!

  • @AnnCatsanndra
    @AnnCatsanndra 2 หลายเดือนก่อน

    Let's gooooo! Crawl that dungeon!!

  • @snaildad193
    @snaildad193 2 หลายเดือนก่อน

    Hey, great tutorial! I just have one question, is there a reason why you didn't do the AStarGrid2D stuff in _process instead of _ready? The project I'm working on allows the player to alter the tilemap by opening doors and extending bridges, but the enemy AI failed to update the AStarGrid to match the updated tiles. Moving the pathfinding code to the _process function seemed to fix it, but it left me wondering why you didn't code it that way in the first place. Wouldn't I want the computer to be constantly updating the AStarGrid? Am I making a mistake here?

    • @WilliamLiu
      @WilliamLiu หลายเดือนก่อน

      I'm new but I think if you put it in _process, it'll recreate the AStarGrid (as in a new one is initialized like 60 times each second, or however much process runs in a second). I don't think you need that so that's why it's in _ready (done only once). I'm new so I could be wrong, but that was my understanding.

  • @구영민-o8h
    @구영민-o8h 2 หลายเดือนก่อน

    THANK YOU... 감사합니다... THANK YOU... 감사합니다... THANK YOU... 감사합니다... THANK YOU... 감사합니다...

  • @snaildad193
    @snaildad193 3 หลายเดือนก่อน

    I'm not sure this method works anymore in Godot 4.3 now that the TileMap node is deprecated. I extracted the TileMap layers as individual TileMapLayer nodes and now I'm getting an error "Invalid call to function 'get_cell_tile_data' in base 'TileMapLayer'. Expected 1 arguments." I'm going to try to figure out why it's not working, the change from TileMap to TileMapLayer is almost certainly the culprit but I don't know how to fix it

    • @snaildad193
      @snaildad193 3 หลายเดือนก่อน

      FIXED IT! "TileMapLayer" doesn't require an integer telling Godot which layer you're on because there can only be one layer. So the code on line 25 should look like var tile_data: TileData = tile_map.get_cell_tile_data(target_tile)

  • @DrZell
    @DrZell 3 หลายเดือนก่อน

    Just exactly what I was looking for! Thanks for the tutorial!

  • @fenilli
    @fenilli 3 หลายเดือนก่อน

    What is the advantage of doing this way over a array grid, where it controls the pieces in a single source of truth.

  • @BUTTERFLY-eo6ob
    @BUTTERFLY-eo6ob 3 หลายเดือนก่อน

    very good, simple and helpful thanks man

  • @guuiswere
    @guuiswere 3 หลายเดือนก่อน

    <3

  • @2omelettes
    @2omelettes 3 หลายเดือนก่อน

    Absolute godsend, you're singlehandedly preventing me from going bald from frustration with this tutorial. Thank you so much.

  • @forexdisk9693
    @forexdisk9693 3 หลายเดือนก่อน

    awesome tutorial!!!

  • @klymfil5514
    @klymfil5514 3 หลายเดือนก่อน

    Hello! AStarGrid2D.region.position return 0 if you start to build location from 0. So it can be simplified to this: var region_size: Vector2i = a_star_grid_2d.region.size for x in region_size.x: for y in region_size.y: var tile_position = Vector2i(x, y)

  • @Spicyicecream-e9t
    @Spicyicecream-e9t 3 หลายเดือนก่อน

    How do I add a animation s to the player ??

  • @lol3xtrach3353
    @lol3xtrach3353 3 หลายเดือนก่อน

    Thank you so much for the great tutorial. Super helpful as a newbie. Though if you have time, could you help me to define how much space/tiles the enemy has traveled? I understand the concepts of what's happening here but the vector syntax stuff still kind of eludes me. I'm trying to implement this in a turn-based system in which the enemy has a set amount of movement, such as say, 2 tiles, and I am having trouble figuring out how to track the variable of how many tiles the enemy has moved.

    • @RetroBright262
      @RetroBright262 3 หลายเดือนก่อน

      Whenever you would want an enemy to only move a certain amount of tiles I would image you could limit his traveling path by slicing the array returned by AStarGrid2D get_id_path function. This would still cause him to move toward a set destination (which could be out of reach) but limits the amount of movement that occurs.

  • @lol3xtrach3353
    @lol3xtrach3353 4 หลายเดือนก่อน

    Hey man I just wanted to let you know that I'm in love with you for making this tutorial. Exactly what I was looking for, concise, clear, fast...be still, my heart

  • @AlexFalkenberg
    @AlexFalkenberg 4 หลายเดือนก่อน

    Super-practical and well-explained, great share

  • @plutoerebus
    @plutoerebus 4 หลายเดือนก่อน

    Thanks for the great tutorial. I got the "Cannot call method 'get_custom_data' on a null value" error when moving up and left. I was able to fix it by changing the "Player" and "Sprite2D" (knight image) Node2d > Transform > Position x and y in the Inspector. In my case, it was fixed after changing "Player" to 24, 40 and "Sprite2D" to 0, 0.

    • @simonbutler2801
      @simonbutler2801 4 หลายเดือนก่อน

      I did this, and it works! But I don't understand why it needs to be those starting coordinates. :( My character was lower down on a custom tiled map, and though it should have worked. Of course I could just move the tilemap, just seems weird. Could anyone help explain this to me please?

  • @AgriasOaks99
    @AgriasOaks99 4 หลายเดือนก่อน

    I LOVE this video as well as the way you explain things, Sensei. I have something to ask though, how do we do it if an element of the summary board is conditions of battle? For example: - Use magic. - Win with at least 50% HP. - Win less than 15 turns.

    • @RetroBright262
      @RetroBright262 4 หลายเดือนก่อน

      That depends on how you would want it to look, you could append 'accomplished' or 'failed' behind these keys as a string. If you would want to make it more visual and use for example checkmarks and crosses to indicate if a player has succeeded than the animated textures example we use in this video still applies.

    • @AgriasOaks99
      @AgriasOaks99 4 หลายเดือนก่อน

      @@RetroBright262 Stars...I actually want to represent each complete battle condition as stars. Much like you use Godot icon in yours 😅

  • @i_dont_know_my_name
    @i_dont_know_my_name 4 หลายเดือนก่อน

    hi a*grid2d was a nice practice thanks