for anyone using godot 4.2 and still having problems copying tilemap from world to world2, a solution i found was to save the tileset as a resource. To do so you have to click on tile map, look in the inspector, click the drop down arrow in the 'tile set' option, and click save as. from there you can instantiate that resource in any tilemap and it will have all of the information saved. no more disappearing maps
@@Carmidian yes bro same with me 2 at night, hyped to do my game, I just followed the tutorial than from nothing I lost my full map, i put so much effort into designing it kinda like 6 hours I went crazy.... I fall in panic pressed ctrl Z, like my life depend on it... then i lost my motivation for 5 day... I'm just sad i didn't read that earlier... would be nice from the creator to pin it to the top of the comments...
Love the content! Would love to see a transition between interior and exterior zones like a house. Similar to how older pokemon games would move you between the overworld and (for example) the pokemon center.
I think U just have to create a new scene(for the house or whatever) and then add an area2d in Ur world that when U enter it, it teleports you into the house
Great work once again! I like that you give a small intro for motivation. Small thing on how to further refine your videos: try to keep naming conventions consistent, for example naming cutscene_ending() instead of cutsceneending(). Topic suggestions: 1. Cutscenes where two npcs interact with each other (either action or dialogue or both) or with the player. 2. Moving the player actions into a finite state machine in this survival game. 3. 2D top down movement refinement: how to make sure animations match actions, the player cannot interrupt actions unintentionally etc. Regarding this video, I wonder if the player is able to move during the cutscene even tough they cannot be seen. Another thing is that instead of checking the method "player()", I think you can accomplish the same in a more robust way by having the player in a layer of their own and have the transition area interact with that only.
yes this is part of the survival series but it works as a stand alone video as well, because we dont use much from the previous episodes to create the cutscene
Excellent video, I would like you to restart the farm in Godot 4.2, because it gives me a lot of mistakes when making them, with an irrigation system that adds water every x time because if not it will lose its production
Thx man really helpful video. I was wondering how to create a small cutscene in godot and the only thing I found was to use an animation player. The path though helps a lot.
I appreciate the tutorials. Wondering if theres a better way to do the collision shapes? Would it not be easier to setup collisions in the tilemap? There's no way deleting and re-doing the collision polygon every time you add a new map is the best way, right?
Amazing, keep up the good work, the sky is the limit! Would you be interested in making a video about world generation with multiple layers, or with pre built patterns?
@@dev-worm ye thanks but im running into a problem that i want my cutscene to be a character walking towards a nother character and im having a problem connecting the walking animation to the cutscene
Your knowledge of Godot is great and the guide is great! One thing I will say though is that your actual coding experience seems to be a bit lacking behind your game design. A few examples that I noticed are: 1. Instead of using `body.has_method("player")` why not just use the `body.name`? it's already called player. 2. Instead of using a bunch of booleans like `has smoke happened` and `smoke is happening` you could use ENUMs and define a state in the enum. Then change the state of the variable. Notice that those aren't issues with your game making, but rather coding knowledge/strategy/standards. As a software developer, these small things are what differentiate the "juniors" to the "seniors". Just wanted to give some feedback :) Keep up the good work!
thank you so much for the feedback!! I really appreciate it and will work on improving in those areas!!! thank you for pointing out those things! Im for sure looking into how to use enums now!! thanks!
Another thing I noticed was that there isn't really an up-to-date tutorial on how to use isometric tilemaps (especially with autotiling) in Godot 4.x, so there's another suggestion. :)
Ahhhh.... what happened? I copied the Tileset from World1 to World2, edited the map in World2, but now everything in World1 was also deleted. Only the collision borders remain, but all tiles have gone after I deleted them in World2. Is there a bug in Godot? Also World1's Tileset is empty. No more associated assets. Very frustrating..., because I haven't set up Github to be able to restore everything to a point where everything was working.
@@dev-worm Strange, my second answer wasn't published. The tileset lost its connection to the graphics (terrain-default, terrain-cliffs...), so when I added them again, everything was fine. Luckily, this could be done within seconds after I knew what was wrong. I thought that I lost all tiles...
@@aldabarbosa96 Sure. As I said in my previous post, it was only that the tileset lost the connection to the graphics (TileMap -> TileSet -> Terrains), but the information which tile was used on the map for which position was still available. So, the only thing that I needed to do was to assign the graphics (survivalgame-terrain-default.png, survivalgame-terrain-cliffs.png, survivalgame-trees.png, survivalgame-terrain-water.png) again. Here it was important to have them in the correct order. But I could see that order on the copied world 2. Otherwise I had cliffs everywhere, but no grass. Hope you understand what I mean. If not, please feel free to ask again. P.S.: Lesson learned. I installed GitHub Desktop and now I have my project on Github. So, if something goes wrong again, I will be able to go back. github.com/z3dd4-de/Survival-Game P.P.S.: Since today I'm having a shader that turns the player red if he was hit by an enemy. So cool, really loving it!
I can't help but think all this complex logic of moving stuff and timing and showing and hiding stuff could rather all be done in an animationplayer. If you are making a game, and having to do loads of cutscenes, this would really eat up a lot of time.
Im having a little trouble, i already double check the scripts but my cutscene keeps playing over and over, even when i hv the code to disable the opening cutscene and enable the world2, any help? thx
what piece of code is that i would write to pause the player when the cutscene begins so that the player cannot move. so then they unpause once the cutscene is finished?
you would have to pause the player by getting the node from the get_tree() i dont know the exact line of code that you'd need tho without looking at the script.. im sorry
@@dkelsall567 You can add a can_move bool to your player and say if (can_move) Then in your World2 script just toggle player can_move at the start and end of the cutscene
anyone whos entire tilemap dissapeard into error symbols when they copy and pasted it. Dont panic, just reload godot :) There was a few seconds where my heart sank and i thought i lost it. OH ALSO Backup your work into spare folders, so if you do make a unrecoverable boo boo. You can just drag the folder of your last save over.
just wanted to mention that in Godot 4.2, this code doesn't stop the animation from looping. is there an alternative i can do to stop the animation for the pathfollowing when it reaches the end?
@@dev-worm it’s okay 🙂 I decided to scrap it and make it a regular scene, but I’m now having trouble making a transition from World to World2. It keeps taking me to Cliff_side instead. The code with switching scenes from world to cliff_side is coded in a way that works only for Point A to Point B. It’s not working for: Going from Point A to Point B, Point C, or Point D. Meaning if I have 3 paths in the world scene, they will all lead to Point B (cliff_side).
If youre copying your tilemap over to world2 and everything disappears, make sure that your tileset is saved. Your set might be bugged due to the program not knowing how to load the tileset
We already have this, although I added a health bar and emitted a signal. But all you really need is a function of the player to check current_health: func checkHealth(): if current_health < 30: # I'm using this for a shader PlayerStats.player_hit = true # Global variable if current_health
for anyone using godot 4.2 and still having problems copying tilemap from world to world2, a solution i found was to save the tileset as a resource. To do so you have to click on tile map, look in the inspector, click the drop down arrow in the 'tile set' option, and click save as. from there you can instantiate that resource in any tilemap and it will have all of the information saved. no more disappearing maps
very good point!! thanks for letting others know about this! I've seen so many people lose their maps and it is sad. So thank you!
bro i am defiantly going to use it
I wish I had read this comment before I did this course because I just lost all my work =(
tru bro
@@Carmidian yes bro same with me 2 at night, hyped to do my game, I just followed the tutorial than from nothing I lost my full map, i put so much effort into designing it kinda like 6 hours I went crazy.... I fall in panic pressed ctrl Z, like my life depend on it... then i lost my motivation for 5 day... I'm just sad i didn't read that earlier... would be nice from the creator to pin it to the top of the comments...
Love the content! Would love to see a transition between interior and exterior zones like a house. Similar to how older pokemon games would move you between the overworld and (for example) the pokemon center.
Seconded
I think U just have to create a new scene(for the house or whatever) and then add an area2d in Ur world that when U enter it, it teleports you into the house
Great work once again! I like that you give a small intro for motivation. Small thing on how to further refine your videos: try to keep naming conventions consistent, for example naming cutscene_ending() instead of cutsceneending(). Topic suggestions:
1. Cutscenes where two npcs interact with each other (either action or dialogue or both) or with the player.
2. Moving the player actions into a finite state machine in this survival game.
3. 2D top down movement refinement: how to make sure animations match actions, the player cannot interrupt actions unintentionally etc.
Regarding this video, I wonder if the player is able to move during the cutscene even tough they cannot be seen. Another thing is that instead of checking the method "player()", I think you can accomplish the same in a more robust way by having the player in a layer of their own and have the transition area interact with that only.
Great Video Wormy McSquirmy. Keep up the great work
Is this a part of a series? I love your content, man
yes this is part of the survival series but it works as a stand alone video as well, because we dont use much from the previous episodes to create the cutscene
@@dev-worm That's awesome dude. Cut scenes are useful for just about any genre. Very valuable stuff!
thanks for change my life
Excellent video, I would like you to restart the farm in Godot 4.2, because it gives me a lot of mistakes when making them, with an irrigation system that adds water every x time because if not it will lose its production
Thx man really helpful video. I was wondering how to create a small cutscene in godot and the only thing I found was to use an animation player. The path though helps a lot.
I appreciate the tutorials. Wondering if theres a better way to do the collision shapes? Would it not be easier to setup collisions in the tilemap? There's no way deleting and re-doing the collision polygon every time you add a new map is the best way, right?
Best Game tutor ever!! Super!!
Just started with this tutorial vid!
thank you so so much!!!! I hope it was helpful, if you every need anything then please let me know!
@@dev-worm welcome:)
I love how you can set functions to the AnimationPlayer, really usefull for cutscenes too
Amazing, keep up the good work, the sky is the limit! Would you be interested in making a video about world generation with multiple layers, or with pre built patterns?
you are de best teacher. thx
so happy to hear that!! thank you so much!
Music is too loud can't hear you 🧐
Yessssss
nice background music
bro u are a life saver! thx
so happy to hear!! thanks!
@@dev-worm ye thanks but im running into a problem that i want my cutscene to be a character walking towards a nother character and im having a problem connecting the walking animation to the cutscene
Your knowledge of Godot is great and the guide is great!
One thing I will say though is that your actual coding experience seems to be a bit lacking behind your game design.
A few examples that I noticed are:
1. Instead of using `body.has_method("player")` why not just use the `body.name`? it's already called player.
2. Instead of using a bunch of booleans like `has smoke happened` and `smoke is happening` you could use ENUMs and define a state in the enum. Then change the state of the variable.
Notice that those aren't issues with your game making, but rather coding knowledge/strategy/standards.
As a software developer, these small things are what differentiate the "juniors" to the "seniors".
Just wanted to give some feedback :)
Keep up the good work!
thank you so much for the feedback!! I really appreciate it and will work on improving in those areas!!! thank you for pointing out those things! Im for sure looking into how to use enums now!! thanks!
Another thing I noticed was that there isn't really an up-to-date tutorial on how to use isometric tilemaps (especially with autotiling) in Godot 4.x, so there's another suggestion. :)
Ahhhh.... what happened? I copied the Tileset from World1 to World2, edited the map in World2, but now everything in World1 was also deleted. Only the collision borders remain, but all tiles have gone after I deleted them in World2. Is there a bug in Godot? Also World1's Tileset is empty. No more associated assets. Very frustrating..., because I haven't set up Github to be able to restore everything to a point where everything was working.
ahh thats really frustrating, i have no idea why that wouldve happen.. especially if it was copied into a different scene.
@@dev-worm Strange, my second answer wasn't published. The tileset lost its connection to the graphics (terrain-default, terrain-cliffs...), so when I added them again, everything was fine. Luckily, this could be done within seconds after I knew what was wrong. I thought that I lost all tiles...
@@antscologne2962 hey, i had the same problem but couldnt solve it. Can u explain exactly what u did please??? :)
@@aldabarbosa96 Sure. As I said in my previous post, it was only that the tileset lost the connection to the graphics (TileMap -> TileSet -> Terrains), but the information which tile was used on the map for which position was still available. So, the only thing that I needed to do was to assign the graphics (survivalgame-terrain-default.png, survivalgame-terrain-cliffs.png, survivalgame-trees.png, survivalgame-terrain-water.png) again. Here it was important to have them in the correct order. But I could see that order on the copied world 2. Otherwise I had cliffs everywhere, but no grass. Hope you understand what I mean. If not, please feel free to ask again.
P.S.: Lesson learned. I installed GitHub Desktop and now I have my project on Github. So, if something goes wrong again, I will be able to go back.
github.com/z3dd4-de/Survival-Game
P.P.S.: Since today I'm having a shader that turns the player red if he was hit by an enemy. So cool, really loving it!
Same problem here...
I can't help but think all this complex logic of moving stuff and timing and showing and hiding stuff could rather all be done in an animationplayer. If you are making a game, and having to do loads of cutscenes, this would really eat up a lot of time.
Nice bro
hope it helped!!
Yah
After I enter a cutscene, world2 map disappears. How can I fix this?
Im having a little trouble, i already double check the scripts but my cutscene keeps playing over and over, even when i hv the code to disable the opening cutscene and enable the world2, any help? thx
what piece of code is that i would write to pause the player when the cutscene begins so that the player cannot move. so then they unpause once the cutscene is finished?
you would have to pause the player by getting the node from the get_tree() i dont know the exact line of code that you'd need tho without looking at the script.. im sorry
@@dev-worm I've so far just followed your coding exactly I was just curious where I'd put the get_tree()
@@dkelsall567 You can add a can_move bool to your player and say if (can_move)
Then in your World2 script just toggle player can_move at the start and end of the cutscene
anyone whos entire tilemap dissapeard into error symbols when they copy and pasted it.
Dont panic, just reload godot :)
There was a few seconds where my heart sank and i thought i lost it.
OH ALSO
Backup your work into spare folders, so if you do make a unrecoverable boo boo.
You can just drag the folder of your last save over.
very good point!! I dont know why the disappearing happens now in newer versions!
just wanted to mention that in Godot 4.2, this code doesn't stop the animation from looping. is there an alternative i can do to stop the animation for the pathfollowing when it reaches the end?
does it really not?? hmm... let me check it out real quick. sorry that this is happening with it
@@dev-worm it’s okay 🙂 I decided to scrap it and make it a regular scene, but I’m now having trouble making a transition from World to World2. It keeps taking me to Cliff_side instead.
The code with switching scenes from world to cliff_side is coded in a way that works only for Point A to Point B.
It’s not working for:
Going from Point A to Point B, Point C, or Point D.
Meaning if I have 3 paths in the world scene, they will all lead to Point B (cliff_side).
If youre copying your tilemap over to world2 and everything disappears, make sure that your tileset is saved. Your set might be bugged due to the program not knowing how to load the tileset
good point
This happened to me. Luckily I had the last save on GitHub to revert back to just be for the change.
😊
make video on export apk in godot 4.2 stable with admob plugin and provide exported apk.
can you make death animation tutorail
We already have this, although I added a health bar and emitted a signal. But all you really need is a function of the player to check current_health:
func checkHealth():
if current_health < 30: # I'm using this for a shader
PlayerStats.player_hit = true # Global variable
if current_health
@@antscologne2962 thanks
So I copied the tile map and pasted it into World 2 then realise after working on it that it had removed it from world one....
yes that is a new godot bug thing!! just save and close out of Godot then re open the project and both maps should be there
Man, you have an awesome channel, and helpful videos. But you could improve your diction, I say this because I have the same issue.
okay ill take note and work on improving it. Is there any certain parts where its really bad?
broooooooooooo
my whole game is gone bcs of this tuturiol when i basicly copyd and paste ur tilemap the old one is gone
what in the world?? that shouldnt happen at all??
Yooo.
Way to confusing sounds like you don't even know what your gonna say your just rambling
Do you do gamejams?
Can I send you my discord info?