@@JohnnyRouddro if you want to make an inventory system, do it as a separate project, otherwise if you mix it all into one mess, it will be impossible for other people to figure it out
Thank you so much 🙏 I do put my heart and soul into this. Unfortunately my hands are kinda tied with my full time job, so I work on my passion projects with the little free time I get. I really hope I can raise enough income stream from this. I plan to quit my job even if I earn 30% of my salary from TH-cam/Indie stuff 😂
@@JohnnyRouddro not to sound corny but if you keep up this level of quality and consistency, you will definitely be able to make some income out of this, consider starting a patreon to share scripts/demos too, people can make a free account to download stuff but those that feel the urge to donate have an easy platform to do so! I sincerely hope this channel starts pulling the numbers you need so you can focus more on these passions instead of the day jobs 😂 that would be incredible
@@LaurentSparksMusic Thanks, that's very motivational for me. I do have patreon and some members, plus a lot of good folks have donated on itch. Which is growing indeed but super slowly.
Thanks. The next weapon is melee too, want to keep this series focused on melee combat. I will definitely create shooting mechanics related to this one, but it will be part of another series.
Although I'm learning a different game engine for now and focusing only on that one to speed up learning, I still watch all your content just because I enjoy your tutorials more than any show on Netflix. Maybe someday I can finally start learning Godot.
Thanks Rabbi ♥ That means a lot to me. I hope you become super pro game dev in no time, then one weekend you would just pick up and Godot and learn it 😄
Forgot to mention minor issue. If you re in crouch pose or prone pose when you attack you stand inside the wall or dash outside which looks really strange)
Thanks! I won't ever give these up as these are my passion works. I'm in fact in the process of making the next video. Thing is, I do this besides my full time job and family duties, so I don't get enough time to be consistent. TH-cam monetization + Patreon isn't yet that strong for me to quit my job, but it's slowly growing. Hopefully one day I will be able to quit my job and do this full time 😅
Very nice tutorials, I appreciate the effort you put into making these videos, just a suggestion, it would be nice if you could add a simple wall climb and swimming system to your 3d character movement controller.
I really like this series because it works great has clean code and even uses states. I have some questions: 1) Are you planning on adding the features from the Godot 3 version, like the shooting mechanics? 2) Can a First Person Perspective be implemented in this same controller without having to change the logic?(Player rotates together with the camera)
Thanks! I do have plans for shooting mechanics, but I'll prioritize the features list in 0:18 . In my Godot 3 shooter series, I've created a specific type of shooting mechanics which may or may not work with this project. Nevertheless, I plan to make a completely new shooting mechanics in a modular way where I can modify stuff like targeting systems (like aimed/auto targeting etc), the shooting system itself (like ray bullet/projectile bullet/bow arrow etc). Yes first person perspective will be easy to implement with this project. You can start by hiding the mesh and setting the spring length of the springarm node as 0.
Thank you for your response. For my project I need a good third person controller even though it's going to be focused on first person. I thought since I'd be doing a multidirectional movement and relative to the camera, I might as well base it on third person movement. I tried what you recommended, and it works, however I'm not sure what's the best way to approach this, because I would prefer the camera to match the movement and the body to be visible in first person. Should I set up a different blend tree where all anims look at 1 direction? should i use "look at" for the player rotation? I know this can be complicated, and any information will be appreciated if you know something about it/ know a source I can learn from. Thanks once again
Amazing tutorial! As usual! How do you think what is best solutions to implement different type of attack to different weapons types? I mean I already have fully working and scalable inventory system (I would be happy to share if you need) but I want different melee attack according to weapon type (blunt, sharp etc) so It should be different combos as well, but I don't want it to be too complex. More like fallout style
Every weapon will have its own set of active skills that contain all the data. The next video is about weapon changing which I'll upload pretty soon, I hope you will find what you're looking for there.
@@JohnnyRouddro almost forget, it also would be great to add counter. So after certain amount of time amttamck counter reset amnd we start again with the first attack animation. Now it feels really strange when you continue attack from where you've stopped before
I am trying to make the roll like the one in your old tutorial will it be the same logic as the dash in this tutorial or is it different? great tutorial btw waiting for the next one
You can make the roll an active skill. The dash function in this video is not a "dash skill", rather a dash forward in terms of movement mechanics. The roll skill needs a dash value and a roll animation. It should also be treated as a "character skill" not a weapon skill (although depends on your game design, maybe different weapons have different types or roll?). That part of the project is still WIP. Will upload a new video soon.
Very small "fix" just the primary fire would still work when "upright" was blocked. added and !is_stance_blocked("upright"): to if event.is_action_pressed("primary_fire") Its really not much of a fix if you want to be able to attack while under things but I'm sure I can figure that out. Again appreciate all the work put in... Im new to 3D and this is a MASSIVE leg up. THANKS!!!
I don't have any plans with multiplayer right now. With Godot's latest multiplayer features, it shouldn’t be too complex though. Maybe I'll give it a try in future, but right now I do have a long list of topics to cover.
Thanks for your effort and sharing your hard work!!! +1 Sub. There are going to be a lot of games running this code LOL... well done... Also ... Wall grab ??? :D
Hey bro! Can you make a video showing us how we can swap out the meshes for your character and use our own from something like Kaykit, Synty, or Kenney? Thanks!!!
I have a plan to include shooting mechanics right in this active skill system. It will be another active skill tied to a weapon, that shoots projectiles and raycast bullets. Combine that with a targeting/aim system you got yourself a shooter mechanics.
I was literally just playing Spartan Total Warrior just about now and decided to go back and see if Godot can mimic that 🤯 Why don't you try following Spartan Total Warrior mechanics for your Hack & Slash Series? It's insanely simple, almost the same mechanic as yours now, you could practically remake it in the meanwhile, lol
Spartan Total Warrior has some sweet mechanics 👌 PS2 really had a golden era. After I'm done with my features list, the project will indeed look like that game haha.
Do i have permission to use your models as placeholders untill i finish mine? Iam currently working on a souls like and would love to nail the mechanics before spending ages on animation and modeling, retopology,etc if you want credites i can totaly mention you however you want, thanks in advance
when i add a transition node in the animation player, it is empty... i don't see how to add states to it, looking at the documentation there's nothing that seems to help.
You can try and translate this project to Unity. Although in Unity this would be much more complex because Unity's built-in Animation Controller doesn't have the versatility of Godot's AnimationTree.
@@JohnnyRouddro it is lag Maybe my macbook air m2 not enough to run this project ? I just think the environment is quite simple and i should able to run it smoothly.
It really depends on how you want to organize. In my case I needed a reference to a vfx node in the hierarchy which would not be possible with resources.
Well, you're absolutely right. Been struggling to put together this series already 😢 Nevertheless, you're welcome to check out the source code: johnnyrouddro.itch.io/godot-4-hack-and-slash and TPS is in my list already, hoping to cover it as soon as possible.
One is issue is that even if when the animation resets after the first attack, pressing attack again will still play the next attack. Also in the future, will you implement things charge attacks and holding inputs? (IE: Hold primary fire for charge attack), or if the player does a brief pause during an attack (like some moves in Devil May Cry) Good video btw.
That's actually intended for now. After I'm done with the combo system, it will be responsible to decide which attack to do next, so the active skill controller can take that information and pass it. At 0:18 I mentioned all the core features of this demo, which are currently in development.
You should add an inventory system and basic pickups to it as well.
Great idea 👌 Added to my list. It might become its own separate series idk.
@@JohnnyRouddrosounds awesome
@@JohnnyRouddro waiting for it...
@@JohnnyRouddro if you want to make an inventory system, do it as a separate project, otherwise if you mix it all into one mess, it will be impossible for other people to figure it out
Your like the only creator doing these types of videos for godot. Third perosn type tutorials are barren for godot. Keep up the great work!
Thank you for these tutorials. Got back on track with game dev.
Where have you been all my life 😂 i absolutely love your videos, its clear you put alot of work into these and i appreciate the hell out of that
Thank you so much 🙏 I do put my heart and soul into this. Unfortunately my hands are kinda tied with my full time job, so I work on my passion projects with the little free time I get. I really hope I can raise enough income stream from this. I plan to quit my job even if I earn 30% of my salary from TH-cam/Indie stuff 😂
@@JohnnyRouddro not to sound corny but if you keep up this level of quality and consistency, you will definitely be able to make some income out of this, consider starting a patreon to share scripts/demos too, people can make a free account to download stuff but those that feel the urge to donate have an easy platform to do so! I sincerely hope this channel starts pulling the numbers you need so you can focus more on these passions instead of the day jobs 😂 that would be incredible
@@LaurentSparksMusic Thanks, that's very motivational for me. I do have patreon and some members, plus a lot of good folks have donated on itch. Which is growing indeed but super slowly.
@@JohnnyRouddro right on! Ill make sure to join :)
Incredible video man
I wonder if you can make the next weapon some type of gun
Thanks. The next weapon is melee too, want to keep this series focused on melee combat. I will definitely create shooting mechanics related to this one, but it will be part of another series.
Although I'm learning a different game engine for now and focusing only on that one to speed up learning, I still watch all your content just because I enjoy your tutorials more than any show on Netflix. Maybe someday I can finally start learning Godot.
Thanks Rabbi ♥ That means a lot to me. I hope you become super pro game dev in no time, then one weekend you would just pick up and Godot and learn it 😄
Forgot to mention minor issue. If you re in crouch pose or prone pose when you attack you stand inside the wall or dash outside which looks really strange)
Thanks for pointing it out. Will fix it in the next video 🙏
Just when I needed! Thx
Amazing system! But... Are you going to make more videos or have you given up on the channel?
Thanks! I won't ever give these up as these are my passion works. I'm in fact in the process of making the next video. Thing is, I do this besides my full time job and family duties, so I don't get enough time to be consistent. TH-cam monetization + Patreon isn't yet that strong for me to quit my job, but it's slowly growing. Hopefully one day I will be able to quit my job and do this full time 😅
Thanks men your tutorials are really helpful 😊
great work johnny!
Thank you ☺️
Very nice tutorials, I appreciate the effort you put into making these videos, just a suggestion, it would be nice if you could add a simple wall climb and swimming system to your 3d character movement controller.
Nice, I've been waiting for this :D
This is great, looking forward to the weapon switching and possibly other abilities.
REAL LEGEND
Godot made me want to make games again
Incredible work!
I really like this series because it works great has clean code and even uses states. I have some questions:
1) Are you planning on adding the features from the Godot 3 version, like the shooting mechanics?
2) Can a First Person Perspective be implemented in this same controller without having to change the logic?(Player rotates together with the camera)
Thanks! I do have plans for shooting mechanics, but I'll prioritize the features list in 0:18 . In my Godot 3 shooter series, I've created a specific type of shooting mechanics which may or may not work with this project. Nevertheless, I plan to make a completely new shooting mechanics in a modular way where I can modify stuff like targeting systems (like aimed/auto targeting etc), the shooting system itself (like ray bullet/projectile bullet/bow arrow etc).
Yes first person perspective will be easy to implement with this project. You can start by hiding the mesh and setting the spring length of the springarm node as 0.
Thank you for your response. For my project I need a good third person controller even though it's going to be focused on first person. I thought since I'd be doing a multidirectional movement and relative to the camera, I might as well base it on third person movement.
I tried what you recommended, and it works, however I'm not sure what's the best way to approach this, because I would prefer the camera to match the movement and the body to be visible in first person. Should I set up a different blend tree where all anims look at 1 direction? should i use "look at" for the player rotation? I know this can be complicated, and any information will be appreciated if you know something about it/ know a source I can learn from. Thanks once again
Gracias por la explicasion, me a servido mucho
No problem 👌
never stop making tutorials!
Come from reddit! Thanks for sharing :D
Amazing tutorial! As usual! How do you think what is best solutions to implement different type of attack to different weapons types? I mean I already have fully working and scalable inventory system (I would be happy to share if you need) but I want different melee attack according to weapon type (blunt, sharp etc) so It should be different combos as well, but I don't want it to be too complex. More like fallout style
Every weapon will have its own set of active skills that contain all the data. The next video is about weapon changing which I'll upload pretty soon, I hope you will find what you're looking for there.
@@JohnnyRouddro almost forget, it also would be great to add counter. So after certain amount of time amttamck counter reset amnd we start again with the first attack animation. Now it feels really strange when you continue attack from where you've stopped before
I am trying to make the roll like the one in your old tutorial will it be the same logic as the dash in this tutorial or is it different? great tutorial btw waiting for the next one
You can make the roll an active skill. The dash function in this video is not a "dash skill", rather a dash forward in terms of movement mechanics. The roll skill needs a dash value and a roll animation. It should also be treated as a "character skill" not a weapon skill (although depends on your game design, maybe different weapons have different types or roll?). That part of the project is still WIP. Will upload a new video soon.
Very small "fix"
just the primary fire would still work when "upright" was blocked.
added
and !is_stance_blocked("upright"):
to
if event.is_action_pressed("primary_fire")
Its really not much of a fix if you want to be able to attack while under things but I'm sure I can figure that out. Again appreciate all the work put in... Im new to 3D and this is a MASSIVE leg up. THANKS!!!
Thanks a lot 🙏 I'll mention the fix in the next video.
@@JohnnyRouddro Like I said, not really a "fix" just something I'm sure you didn't have time to test, happy to help as small as it was lol
THANK YOU SO MUCH IVE BEEN NEEDING THIS OMW
Have you considered discussing how this controller and eventually the enemies could be synchronized in multiplayer?
I don't have any plans with multiplayer right now. With Godot's latest multiplayer features, it shouldn’t be too complex though. Maybe I'll give it a try in future, but right now I do have a long list of topics to cover.
@@JohnnyRouddro Sounds good, I’ll likely be trying to implement your tutorials into multiplayer as you go. Looking forward to it!
Very similar to my game, Lethal Planet. Pretty cool of you to make it open source and free
my dream
THANK YOU
I would be interested in how you would create a camera with target lock-on in godot 4.
Thanks for your effort and sharing your hard work!!! +1 Sub. There are going to be a lot of games running this code LOL... well done... Also ... Wall grab ??? :D
Thanks 🙏 I'm happy if people who use the project are happy. Wall grab/parkour will have to be a new series, but after I cover the basic stuff first 😄
🤣 fair enough.
youure telling me we couldve just dynamically changed one section of the blend tree insntead of manage a gigantic web of animations?!?!! Bless you!!!!
Hey bro! Can you make a video showing us how we can swap out the meshes for your character and use our own from something like Kaykit, Synty, or Kenney? Thanks!!!
Any plans on updating the third person shooter tutorials for godot 4?
I have a plan to include shooting mechanics right in this active skill system. It will be another active skill tied to a weapon, that shoots projectiles and raycast bullets. Combine that with a targeting/aim system you got yourself a shooter mechanics.
Nice combat, it is good for rpg game
Dope
Sir can you please make a aimming system where the character do the strafe animation 🙏🙏🙏
I was literally just playing Spartan Total Warrior just about now and decided to go back and see if Godot can mimic that 🤯
Why don't you try following Spartan Total Warrior mechanics for your Hack & Slash Series? It's insanely simple, almost the same mechanic as yours now, you could practically remake it in the meanwhile, lol
Spartan Total Warrior has some sweet mechanics 👌 PS2 really had a golden era. After I'm done with my features list, the project will indeed look like that game haha.
@@JohnnyRouddro I wanna remake that game with level editor for huge fantasy monsters battles 😭
Nice! where are the animations from?
Thanks! I made them 😄
@@JohnnyRouddro Nice work I thought it was from mixamo at first!
Do i have permission to use your models as placeholders untill i finish mine?
Iam currently working on a souls like and would love to nail the mechanics before spending ages on animation and modeling, retopology,etc
if you want credites i can totaly mention you however you want, thanks in advance
Of course! You can use the model however you want, no credits needed 👌
when i add a transition node in the animation player, it is empty... i don't see how to add states to it, looking at the documentation there's nothing that seems to help.
If you select the transition node, you can see some options in the inspector where you can add states and modify values.
i really need one like this for unity too, but still nowhere to be found (no i'm not switching)
You can try and translate this project to Unity. Although in Unity this would be much more complex because Unity's built-in Animation Controller doesn't have the versatility of Godot's AnimationTree.
I wonder how many of this could be used in 2d
The state machine architecture can be used in 2D
bro u got any discord server?
Why the project feel so heavy ?
The scene seems so simple
Does it lag or load very slowly on your computer?
@@JohnnyRouddro it is lag
Maybe my macbook air m2 not enough to run this project ?
I just think the environment is quite simple and i should able to run it smoothly.
@@nue_hazel bruh!! if m2 cannot run it?? I was thinking about running the project in Godot in android phone💀
@@sologmr9007 just try it, maybe my mac is problem.
Couldn't the skills be resources you could attack to a single script instead of nodes?
It really depends on how you want to organize. In my case I needed a reference to a vfx node in the hierarchy which would not be possible with resources.
bro made a hack and slash instead of fixing the TPS there are literally 1000 videos on swords none on h2h combat or TPS shit is corny
Well, you're absolutely right. Been struggling to put together this series already 😢 Nevertheless, you're welcome to check out the source code: johnnyrouddro.itch.io/godot-4-hack-and-slash and TPS is in my list already, hoping to cover it as soon as possible.
One is issue is that even if when the animation resets after the first attack, pressing attack again will still play the next attack. Also in the future, will you implement things charge attacks and holding inputs? (IE: Hold primary fire for charge attack), or if the player does a brief pause during an attack (like some moves in Devil May Cry) Good video btw.
That's actually intended for now. After I'm done with the combo system, it will be responsible to decide which attack to do next, so the active skill controller can take that information and pass it. At 0:18 I mentioned all the core features of this demo, which are currently in development.
And yes, the combo system will contain charged attack.
amazing work
Thank you! 🙏