Godot 4 Crash Course for Beginners - GameDev 2D Top Down Tutorial

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  • เผยแพร่เมื่อ 1 ธ.ค. 2024

ความคิดเห็น • 645

  • @willisplummer
    @willisplummer ปีที่แล้ว +607

    In Godot 4.1, they've changed the way the state machine transition arrows work in the AnimationTree flow chart (where you draw the lines to show which states transition to which). They now default to automatic, which causes it to cycle through all of the animations really fast and basically look like nothing is happening. To fix, select the arrows between idle and walk and in the Inspector, under Advance, change mode to Disabled

    • @papapixxel7860
      @papapixxel7860 ปีที่แล้ว +30

      You're the man! Just stumbled upon this bug and found this comment!

    • @aryantzh2028
      @aryantzh2028 ปีที่แล้ว +7

      thanks!

    • @liamallan12345
      @liamallan12345 ปีที่แล้ว +12

      Absolute legend

    • @TheSearchForAwesome
      @TheSearchForAwesome ปีที่แล้ว +9

      You sir are a gentleman and a scholar

    • @vasarolnik
      @vasarolnik ปีที่แล้ว +3

      Thank you!! I was about to ask this, cause it was erradically switching between the two states.. You're the man!!

  • @bungofungus
    @bungofungus ปีที่แล้ว +329

    37:37 for people using the full release of godot 4, the ≠ used in the code can be typed out using !=. They do the same thing, but the engine can read !=

  • @grandtheftaudio2912
    @grandtheftaudio2912 ปีที่แล้ว +161

    Great tutorial, thanks for sharing.
    There is a minor problem with walking diagonally (walking in two directions at the same time, e.g. up and left). The input direction vector will be a bit longer than the vector when only walking in one direction. The effect will be a slightly higher walking speed when walking diagonally. This is because the diagonal d in a square is d = a * sqrt(2) when a is the length of the squares sides.
    To fix this problem, when calculating the velocity of the character, instead of "input_direction * move_speed" use "input_direction.normalized() * move_speed".

    • @jeeves4490
      @jeeves4490 ปีที่แล้ว +7

      Thank you so much, this needs more likes

    • @591mlstudiosgames
      @591mlstudiosgames 10 หลายเดือนก่อน +1

      Absolute legend. 👍

    • @JLLockwood
      @JLLockwood 8 หลายเดือนก่อน +1

      thank you soooo much

    • @Smiff248
      @Smiff248 22 วันที่ผ่านมา +1

      it broke my code and now the player keeps dissapearing until it's completely gone and I can't fix it even tho I changend it back to the original code again. yeah... :')

  • @quintinwood4397
    @quintinwood4397 9 หลายเดือนก่อน +45

    A quick reminder with movement vectors is to use the normalized() function. So when we made the input_direction for the player, just add a .normalized() at the end of the closing parenthesis :
    var input_direction = Vector2(
    Input.get_action_strength("right") - Input.get_action_strength("left"),
    Input.get_action_strength("down") - Input.get_action_strength("up")
    ).normalized()
    if you don't do this you'll notice your player moving a lot faster if you walk diagonally. Normalizing makes it where your speed is always 1 rather than the 1.4 you get otherwise.

    • @dk-sky3820
      @dk-sky3820 9 หลายเดือนก่อน

      Came here to say exactly that but I was sure someone mentioned it in the comments! Cheers)

    • @antodarell-brown6516
      @antodarell-brown6516 9 หลายเดือนก่อน +1

      im having an issue with that exact part but instead it says "Expected closing ")" after call arguments."
      any advice?

    • @quintinwood4397
      @quintinwood4397 9 หลายเดือนก่อน +3

      @@antodarell-brown6516 double check your parenthesis. You might have a missing one or an extra one. Sometimes it's easy to overlook.

    • @queehosu3643
      @queehosu3643 8 หลายเดือนก่อน

      @@antodarell-brown6516 i overlooked a the comma a comma and got the same error.

  • @FeralFreyaForreal
    @FeralFreyaForreal 2 ปีที่แล้ว +183

    Hey! Godot 4 actually has a bunch of new Input methods that I think you should check out in the docs! I haven't watched the whole video yet (work) so forgive me if you mention this in the video. Anyways, two new ones that are very useful are Input.get_axis and Input.get_vector. These are basically shorthand for Input.get_action_strength("positive action") - Input.get_action_strength("negative action") but in one function. Input.get_axis is for platformer-type movement (left and right) while Input.get_vector is for top-down type movement (up, down, left, and right). You just pass the positive ("right") and negative ("left") actions and it returns the proper input. Great video so far! I can't wait to finish it!

    • @EvgeniyBerlin
      @EvgeniyBerlin 2 ปีที่แล้ว +1

      Nice catch!

    • @tadeuszr359
      @tadeuszr359 2 ปีที่แล้ว +24

      velocity = Input.get_vector("left", "right", "up", "down") * SPEED
      sweet

    • @ThundfinTTV
      @ThundfinTTV 2 ปีที่แล้ว +3

      Game changer for movement

    • @haddock8087
      @haddock8087 ปีที่แล้ว +4

      @@tadeuszr359 Actually Input.get_vector("left", "right", "up", "down") doesn't have the exact same behavior, as diagonal vector is equal to (0,707, 0.707), whereas with the original implementation, it's (1,1)

    • @PretendCoding
      @PretendCoding ปีที่แล้ว +6

      @@haddock8087 So wouldn't you just instead normalize it before you multiply it by the speed? That would take care of the issue.

  • @veldtwalker
    @veldtwalker ปีที่แล้ว +139

    Might have been me, but a couple notes since some stuff have changed since this was recorded. So hopefully this helps some people.
    I am using - v4.0.beta13
    - Some of the inspectors have changed slightly, so just open up some the other caret/caron menus ">, v" (not sure the term, haha) and you might find the option you are looking for.
    - Animation Tree for each connection "->-" between idle and walk, click on them, Inspector>Advance>Mode, Set to "Enable", keep the "Start"->-"Idle" as "Auto" || Looking at the tutorial I noticed the interface for AnimationTree was different, so poking around and that is how I fixed it.
    - As pointed out in the comments if you can't easily type ≠ you can type != instead (plus some dummies ruined ≠ )
    I may have missed it being mentioned but for the cow animations you add "Animation>[animation]" and not "BlendSpace2D" like you did with the playercat animation

    • @MOAMMAN20
      @MOAMMAN20 ปีที่แล้ว +1

      Thank you for tips man

    • @guedizz
      @guedizz ปีที่แล้ว +1

      Very useful tips! It now worked for me!

    • @Vaznis
      @Vaznis ปีที่แล้ว +2

      good shout on the animation tree tweaks

    • @MagicalAlpaca
      @MagicalAlpaca ปีที่แล้ว

      I wish I could express how thankful I am for U telling us. Those were the 2 things I was confused about.

    • @taskinen1j
      @taskinen1j ปีที่แล้ว

      Thanks for this. I had trouble with animation tree.

  • @GraniteFaun
    @GraniteFaun ปีที่แล้ว +104

    I like the tut so far, it's nice to get into 4.X from 3.X but, just leaving this here if people might into problems:
    33:34 They changed up the autoadvance a bit with 4.1.1 I think, it's active by default it seems (under Advance -> Auto). And you have to set it to "enable" on the links between walk and idle animation for the Dude to idle and not just spazz between the two states indefinitely.
    36:27 also I've noticed that I had to set the blend values to the full ends ( 1.1 , -1.1) or it creates some funky results of animation blending. The Default behaviours are probabyl set differently in 4.1.1 Okay nevermind the blend mode has to be changed... xD
    43:38 You can also do that with the rektangle tool, when you draw a rectangle you just get a few of the special tiles.

    • @emrld.
      @emrld. ปีที่แล้ว +3

      first tip saved me, thank you

    • @GraniteFaun
      @GraniteFaun ปีที่แล้ว +1

      @@emrld. You're welcome, glad it helped!

    • @TheManifestoJourney
      @TheManifestoJourney ปีที่แล้ว +2

      Thank you!! I was so confused as to why my little guy was spazzing out lol

    • @kuypersmartijn
      @kuypersmartijn 10 หลายเดือนก่อน

      This should be pinned, thx!

    • @Woo-py5el
      @Woo-py5el 10 หลายเดือนก่อน +1

      Thank you so much!!!!

  • @crack64
    @crack64 2 ปีที่แล้ว +43

    This tutorial is fantastic, you get into exactly the right amount of detail for everything, love it!

  • @tittlemans_crest
    @tittlemans_crest ปีที่แล้ว +19

    39:54 If you are having trouble getting your animations to travel between states in 4.1.3, adjust the call by added an additional parameter of false: state_machine.travel("Walk",false) state_machine.travel("Idle",false)

  • @Drachenbauer
    @Drachenbauer 10 หลายเดือนก่อน +7

    About the cows: with the fixed values for the timers they'll idle all the same time and walk all the same time.
    It looks more natural, when you generate theese values with a randomized range, maybe 1-3 secconds walk and 4-8 seconds idle.
    so they´ll act compleetely individual and not more all stand and than all walk.

  • @nat9504
    @nat9504 9 วันที่ผ่านมา +1

    Even with this tutorial being 2 years old, and even with me using Orchestrator rather than GDScript, this tutorial was really helpful, so thank you for making it!

  • @sprite9849
    @sprite9849 ปีที่แล้ว +11

    around 22:00 if velocity is not working for you, as it didn't for me, try this code. Hope it helps :)
    extends CharacterBody2D
    const SPEED = 100.0
    func _physics_process(_delta):
    var xInput = Input.get_axis("left", "right")
    if xInput:
    velocity.x = xInput * SPEED
    else:
    velocity.x = move_toward(velocity.x, 0, SPEED)

    var yInput = Input.get_axis("up", "down")
    if yInput:
    velocity.y = yInput * SPEED
    else:
    velocity.y = move_toward(velocity.y, 0, SPEED)

    move_and_slide()

    • @Inf3rnoBadger
      @Inf3rnoBadger ปีที่แล้ว +1

      Thanx the code helped around 38:28 how did you get this code to work with the update_animation_parameters for movement. he uses the input_direction like update_animation_parameters(input_direction) I tried to use yInput and xInput but i got an error Cannot convert argument 1 from float to vector2 idk most of this goes over my head right now lol

    • @sprite9849
      @sprite9849 ปีที่แล้ว

      @@Inf3rnoBadger yeah, that were I stopped the tutorial today, my brain can't handle that today :D I'll continue in the following days and hope that I'll find a solution

    • @sprite9849
      @sprite9849 ปีที่แล้ว +5

      @@Inf3rnoBadger Hey Sean, not sure what happened but today the code from the tutorial worked fine for me. Maybe it has something to do with the Steam Version of Godot. To save you some typing, this is the code that worked :)
      extends CharacterBody2D
      @export var move_speed : float = 300
      @export var starting_direction : Vector2 = Vector2(0, 1)
      @onready var animation_tree = $AnimationTree
      @onready var state_machine = animation_tree.get("parameters/playback")
      func _ready():
      update_animation_parameters(starting_direction)
      func _physics_process(_delta):
      var input_direction = Vector2(
      Input.get_action_strength ("right") - Input.get_action_strength ("left"),
      Input.get_action_strength ("down") - Input.get_action_strength ("up")
      )

      update_animation_parameters(input_direction)

      velocity = input_direction * move_speed

      move_and_slide()
      pick_new_state()


      func update_animation_parameters (move_input : Vector2):

      if(move_input != Vector2.ZERO):
      animation_tree.set("parameters/Walk/blend_position", move_input)
      animation_tree.set("parameters/Idle/blend_position", move_input)

      func pick_new_state():
      if(velocity != Vector2.ZERO):
      state_machine.travel("Walk")
      else:
      state_machine.travel("Idle")

  • @honeycoffeeandmilk996
    @honeycoffeeandmilk996 ปีที่แล้ว +136

    The animation tree is different now 🥲
    Edit:
    if the animation is not working try this: delete the connections between start, walk and idle. Next to Transition select "immediate" and the arrow-box (?) should be blue. For the transitions between idle and walk the arrow-box (?) should NOT be blue

    • @kylelapraim6630
      @kylelapraim6630 ปีที่แล้ว +9

      thank you I was having issues figuring out why my animation was so freaking fast lol

    • @LunaReviewMats
      @LunaReviewMats ปีที่แล้ว +3

      Thanks. This had me stumped for an hour.

    • @Rizma44
      @Rizma44 ปีที่แล้ว

      tyty!💜

    • @hashtagzema
      @hashtagzema ปีที่แล้ว +1

      Hi, I am a dummy and don't understand. Mine is flashing super fast too, but I don't know how to fix transitions and the debug still has my Cat static.

    • @Rizma44
      @Rizma44 ปีที่แล้ว +21

      @@hashtagzema Click "Connect Nodes" button. Next to the "Transition:" label select "Immediate" from the drop down menu. Next to the drop down menu there is a new button with the letter A with an arrow highlighted in blue. Honey was saying unhighlight that new button for the walk transitions. I am assuming so it doesn't Auto Advance? Hope this helps! ♥

  • @daniridao
    @daniridao 2 ปีที่แล้ว +13

    I've been testing godot 4 for a bit, so I new all this stuff, but I have to say I could have used this video when I started with Godot, or something similar back then. It comprises a lot of different things that are very useful for beginners, so this is a 5/5. Very much appreciated the effort, it's great seeing people making Godot tutorials!

  • @Moohasha1
    @Moohasha1 ปีที่แล้ว +2

    I followed a tutorial series for Godot 3.2 that included how to use a TileMap and TileSet. When I tried to use one in Godot 4.1, it was completely different and I had no idea what to do. Thanks for explaining it!

  • @zflxw
    @zflxw ปีที่แล้ว +8

    Also, another thing: If you want a smooth camera follow without jitters, you simply have to do following:
    1. Enable the "Position Smoothing" and enter a value (5px/s is good for me)
    2. Change the Process Callback in the Camera2D Settings to "Physics". This will remove the jitter!

  • @Lee_Tia
    @Lee_Tia ปีที่แล้ว +33

    it seems that this is now a bit outdated in some points, but it was still amazing to see my creations come to life! I do not think i understand anything of the coding yet, but there is much to learn~

  • @Zantom07
    @Zantom07 2 ปีที่แล้ว +6

    Thanks for the video, very informative! I'm new to Godot but not new to game dev, so this was a great way to get up to speed with how Godot works differently from other engines.

  • @hashtagzema
    @hashtagzema ปีที่แล้ว +63

    If at 19:09 you are not getting the debugger to see your key commands... Double check that you put a comma at the end of line 6, after the left command and before the down command. I missed his comma in the video myself. This was the solution. Hope that helps for someone else.

    • @jamesreed361
      @jamesreed361 ปีที่แล้ว +2

      Thank you so much, totally missed that lol.

    • @moni1726
      @moni1726 ปีที่แล้ว +2

      thank you so much!! you’re literally a lifesaver

    • @Pilot_V
      @Pilot_V ปีที่แล้ว

      Thank you so much

    • @Ryeniken
      @Ryeniken ปีที่แล้ว +1

      Exactly my issue :)
      This was quickly followed by another error on the "print line". Turns out, indentation is important! My "print(input_direction)" needed an additional indent to fall under the func _physics_process(_delta):
      I'm used to c#, so this is a bit different, but I'm liking the logic behind it so far

    • @bestenderslayer9302
      @bestenderslayer9302 ปีที่แล้ว

      u should tell me the full code tottaly

  • @Onox4
    @Onox4 2 ปีที่แล้ว +41

    A small problem with the script for the cow as shown in the video is that in select_new_direction, it’s possible to get (0, 0) and when that happens, the cow will appear as not moving but will still have its walk animation shown (this can be seen for example at 1:02:52 with the top right cow)

    • @skateryuri2
      @skateryuri2 ปีที่แล้ว +1

      me too :(

    • @goblinslayer5404
      @goblinslayer5404 ปีที่แล้ว +3

      a simple fix would be to call the select_new_direction function if the x and y of move_direction are 0. just do that right after it creates the random vector. It's almost like ur creating a loop out of a method, similar to recursion.

    • @CLASSiv04
      @CLASSiv04 6 วันที่ผ่านมา

      for any still having this problem. I fixed this by adding the following code directly after the final parentheses of func select_new_direction. New line: while move_direction == Vector2(0, 0):
      move_direction = Vector2(
      randi_range(-1,1),
      randi_range(-1,1)
      )
      Just add it in between the initial code and the sprite.flip_h part and it should prevent (0,0) from being an outcome by force-looping the function until a new result is found.

  • @quintinwood4397
    @quintinwood4397 9 หลายเดือนก่อน +5

    try enabling delta in the cow physics process and using move_and_collide(velocity * delta) for cows. This will make it where they don't cling to your player's collision box and they'll also stop if they run into you.

  • @Drachenbauer
    @Drachenbauer 10 หลายเดือนก่อน +5

    33:10
    in godot 4.2 the advance mode of animation tree transitions is a bit different.
    Now it is set to "auto" by default and has also the options "enabled" and "disabled" to choose instead.
    So let the first transition like it is and set the other two, between the two blend_state_2d elements (idle and walk), to enabled.

  • @Telorath
    @Telorath ปีที่แล้ว +5

    I don't know if godot handles this properly(pretty new to godot), but in most engines one of the most important things NOT to put in the physics step is taking player input. It shouldn't matter much in a "hold to move" scenario, but if for example you're trying to jump from platform to platform, it's possible to press and release the jump button BETWEEN physics updates, causing your input to be occasionally ignored while performing actions that require precise timing.

    • @snowy893__
      @snowy893__ ปีที่แล้ว +1

      what would you recommend as an alternative? im new to godot and game development in general

  • @nikitareich7617
    @nikitareich7617 ปีที่แล้ว +2

    you worked 7 hours straight! Respect

  • @PlatedGuy
    @PlatedGuy ปีที่แล้ว +1

    Last time I tried game dev Godot was in some early 3.0 alpha I think. I saw Godot 4 release and some spark inside me lightend up and made me try gamedev again. Thank you for your tutorial man ❤❤

  • @niorad
    @niorad 2 ปีที่แล้ว +6

    Thanks! Perfect for a first look at Godot without xp with 3, but not wanting to start with 3 since 4 is right around the corner.

    • @laptoprelaks
      @laptoprelaks ปีที่แล้ว

      this is exactly where I'm at lol...

  • @ulgrimthemad
    @ulgrimthemad ปีที่แล้ว +2

    A bit has changed for 4.1.3, but clicking on everything roughly where Chris has indicated lets you find most things.
    willisplummer in the comments here hit the nail on the head for the biggest issue which is the transition between animations being enabled and flipping out, as long as you follow their direction (select arrows and in inspects under advanced change mode to disabled) you'll be fine.
    Painting collisions has an additional feature as well, in that there's a paint dropper now to get existing collision paintings from tiles which you can then modify. Helped a lot.
    The rest is just slight changes as to where you find things in the inspector.

    • @ulgrimthemad
      @ulgrimthemad ปีที่แล้ว

      Thanks for this great tutorial Chris!

  • @user-darkodbd
    @user-darkodbd 9 หลายเดือนก่อน +1

    The move_direction Vector2 can sometimes return 0,0 so the Cow is not moving but it still plays the walking animation.
    To fix it add a if statement in the select_new_direction() function that checks if the move_direction Vector2 is 0,0 something like this:
    if(move_direction.x == 0 and move_direction.y == 0):
    select_new_direction()
    This way the Vector recalculates new numbers if the numbers are 0,0. Important use this AFTER the initial calculation.

    • @Abra_kebabra
      @Abra_kebabra 7 หลายเดือนก่อน

      To make it easy for the people here is my code that works :
      func select_new_direction():

      move_direction = Vector2(
      randi_range(-1,1),
      randi_range(-1,1)
      )

      if(move_direction.x == 0 and move_direction.y == 0):
      select_new_direction()

      if(move_direction.x < 0):
      sprite.flip_h = true
      elif(move_direction.x > 0):
      sprite.flip_h = false

  • @widrolo
    @widrolo ปีที่แล้ว +14

    Unity refugee here

  • @adrianpinto1011
    @adrianpinto1011 ปีที่แล้ว +1

    Excellent tutorial, just what I was looking for!
    Thank you.

  • @andrewg2998
    @andrewg2998 ปีที่แล้ว +1

    Just simply a great tutorial. Please make more godot game dev content in the future!

  • @eduardofernandez6626
    @eduardofernandez6626 2 ปีที่แล้ว +20

    Could you do a tutorial like this but in 3D? It would be very useful for the community, since there are no updated courses, good content! I hope you continue helping the godot community!

  • @GergelyGati
    @GergelyGati ปีที่แล้ว +58

    Great tutorial!
    One suggestion: if you use a larger font and/or smaller resolution, it's much easier to follow on smaller screens.

    • @GraveUypo
      @GraveUypo ปีที่แล้ว

      this. i tried to follow on a small 1280x720 window on my 4k screen and it was impossible. i changed to a second monitor (well, a drawing tablet's screen), but it's 13" and it was still super hard to see.

    • @bonsaipropaganda
      @bonsaipropaganda ปีที่แล้ว

      yeah im bad at reading small text

    • @mrpotatocatt
      @mrpotatocatt ปีที่แล้ว

      You can press the ctrl and - or + keys to make the screen smaller/bigger if it helps!

    • @GustavoFernandesKing
      @GustavoFernandesKing 9 หลายเดือนก่อน

      @@mrpotatocatt it doesn't zoom the video, only the browser.

  • @Darkrender
    @Darkrender ปีที่แล้ว +5

    You can solve the camera stuttering a few different ways, but as of the most current beta release of Godot 4 (v4.0.beta9), you can pretty much solve the visible stuttering on the player by setting the Process Callback property on the camera to Physics instead of Idle. Another solution would be to lock the framerate of the game to 60 (or even 30) fps, since one reason for the stuttering is because of monitor refresh rate being slower than the games fps. Since most people use 59 or 60hz monitors, limited the fps to that or lower should help with the stuttering.

  • @taunhawk9888
    @taunhawk9888 ปีที่แล้ว +7

    Thanks for the tutorial! However, that animation tree is a clunky mess. Was able to handle all of that much easier with just code inside of the PlayerCat script:
    var idle_direction: String = "idle_down" # Same names as animation
    # [ PLAYER ANIMATE ]
    func player_animate():
    # Walking and setting idle direction
    if input_direction.y < 0:
    $AnimationPlayer.play("walk_up")
    idle_direction = "idle_up"
    elif input_direction.y > 0:
    $AnimationPlayer.play("walk_down")
    idle_direction = "idle_down"
    elif input_direction.x < 0:
    $AnimationPlayer.play("walk_left")
    idle_direction = "idle_left"
    elif input_direction.x > 0:
    $AnimationPlayer.play("walk_right")
    idle_direction = "idle_right"
    # Idle
    else:
    $AnimationPlayer.play(idle_direction)

  • @Xershade
    @Xershade ปีที่แล้ว +3

    Not sure if this was in it at the time but for the animations instead of using the frame number just use the frame co-ordinates instead. Then when duplicating you just leave the X value alone and just change the Y value for each direction.
    Example the way my frames are setup it's a 3 frame sprite that does 4 frame animations, so the X values are 1,0,1,2 so instead of having to math all of that for the other 3 directions I just set it to frame_coords in the animator instead and just changed the Y value.

  • @Hurtwolf
    @Hurtwolf 2 ปีที่แล้ว +1

    Great video Chris!

  • @КатяИванова-г4в
    @КатяИванова-г4в ปีที่แล้ว

    Thanks for the tutorial, I'm a total newbie to Godot and your tutorial explains a lot to me.

  • @dreamrider7128
    @dreamrider7128 10 หลายเดือนก่อน +1

    Honestly I'm still a bit reluctant to learn godot but somehow I ended up here and before I realized I'm halfway through it following every single step and has been waaaaay easier than I even imagined (for the record I have some experience in Unity and a lot of experience in unreal).
    Other godot tutorials failed to grab my attention and I was really struggling way too much to understand the node system of godot... so I really have to thank you for this video (and I'm still reluctant to continue with godot... like I want to choose a 2D engine to make classic arcade game clones, like the timeless beat em ups such as TNMT, Xmen, Golden axe, etc... and I am still 3 doritos away from doing those in Unreal... still following this tutorial to the end)

    • @Dunkable
      @Dunkable 7 หลายเดือนก่อน

      Are you still rocking with godot?

  • @ssupersloth6679
    @ssupersloth6679 ปีที่แล้ว +1

    Great tutorial! It helped a lot and was so much fun!

  • @zinnmannstudio
    @zinnmannstudio 5 หลายเดือนก่อน +1

    I am pretty late, but I think this video is exactly what I am looking for, I just started Game Dev and wanted to make a game with a similar mechanic to this.

  • @gabwyn-art
    @gabwyn-art 2 วันที่ผ่านมา

    great tutorial bro! leaving this comment to boost your YT algorithm

  • @widearchshark3981
    @widearchshark3981 2 ปีที่แล้ว +2

    Great video, but boy did you just hit overdrive with the cow piece !
    Really good effort though mate. Followed through slowly and learned a lot.

  • @doremifasolitado
    @doremifasolitado ปีที่แล้ว

    this tutorial helped me a tremendous amount with getting me started, thank you!!

  • @LucasThomasLuc_Tho
    @LucasThomasLuc_Tho 2 ปีที่แล้ว

    Fantastic intro video, I'm a first timer and followed along no problem. Thanks! :D

  • @productionsinparadise2880
    @productionsinparadise2880 8 หลายเดือนก่อน +1

    I think the only thing missing from the tutorial was the ability to enter the houses (change scenes by entering through the door on the inside and outside of the house). Haven't seen too many scene change tutorials that revolve around walking through things.

  • @olmrgreen1904
    @olmrgreen1904 2 ปีที่แล้ว

    OMG! So glad I found your video! Thanks for the tutorial!

  • @blue__soma
    @blue__soma 2 หลายเดือนก่อน

    thank you this was very helpful! im looking forward to more videos

  • @Nibilis
    @Nibilis ปีที่แล้ว +8

    Hello to all,
    I know that this tutorial is a bit old but I'm throwing a bottle into the sea anyway.
    My character moves perfectly but doesn't want to start the walking animation when he moves, yet I carefully followed Chris' instructions. I don't get it.
    Beyond these problems I enjoy watching your videos, they are instructive, fun and very pleasant to watch. Thanks to you.

    • @Kwendal
      @Kwendal ปีที่แล้ว

      Thats wierd I didnt have the problem, the map doesnt load tho

    • @lightcrawler909
      @lightcrawler909 ปีที่แล้ว +1

      I had this problem too just click on the arrow that connects the phases in the animation tree and then
      Switch the stuff to auto

    • @duxnihilo
      @duxnihilo ปีที่แล้ว +1

      @@lightcrawler909 I don't see that option.

    • @youcantkillnick
      @youcantkillnick ปีที่แล้ว +1

      @@duxnihilo click on the line between Start and Idle. under Advance, change the Mode dropdown box from "enabled" to "auto". its annoying that the new Godot is different to the build here, because i love this tutorial.

  • @Maksimmy
    @Maksimmy 10 หลายเดือนก่อน +3

    Trying to follow in 2024. Having trouble with the first script, trying to get directions implemented. Seem to be having some trouble with indentation? Despite following the code pictured exactly at 19:19

    • @spade2945
      @spade2945 9 หลายเดือนก่อน

      Im also having trouble with that, dont know how to fix it

  • @IscariotSolia
    @IscariotSolia ปีที่แล้ว

    Thank you for doing godot tutorials, I really hope you do more in the future.

  • @westingtyler1
    @westingtyler1 ปีที่แล้ว +2

    now due to the Unity to Godot exodus we need a good "Every Godot 4 Node Explained video."

  • @seanrendall5495
    @seanrendall5495 11 หลายเดือนก่อน

    Oh, cool, I can't wait to follow this tutorial! It's awesome I can spend my free time learning a skill I've always wanted!
    ... Aaaaand I need a new video card.

  • @leocosta-io
    @leocosta-io 11 หลายเดือนก่อน

    Great tutorial, helped me a lot. Thank you!

  • @chefaku
    @chefaku 8 หลายเดือนก่อน +2

    50:42 is better to use the snap grid tool, that is at the right of the rotate right, flip horizontally, etc

  • @BellyLachlan
    @BellyLachlan 8 หลายเดือนก่อน +1

    if you also have a sticky cow try this in the cow script for physics_process
    func _physics_process(delta):
    if(current_state == COW_STATE.WALK):
    velocity = move_direction * move_speed
    else:
    velocity = Vector2.ZERO

    move_and_collide(velocity * delta)

  • @Pecola1FromScratch
    @Pecola1FromScratch 2 ปีที่แล้ว +8

    For some reason the Transition connect arrows disappear when I try to connect, they snap in as if they'll connect, then I let go and it disappears. The output log does say "Transition added" as if it was actually added, but there's visually nothing showing. It also isn't actually working when I play it. (I did add the Auto advance on the Start to idle, but it of course doesn't seem to actually be connecting there.
    May be a weird glitch, unless I missed a setup step?
    EDIT: Ah, found someone else in the comments who had the same issue, and just restarted and it fixed. I had given up yesterday, hoping it might be a glitch that fixed itself today after restarting my computer completely, but that hadn't worked. But after restarting *again* today, just restarting Gadot, it fixed itself. 🤷🏻‍♂

    • @manadecide
      @manadecide ปีที่แล้ว +1

      I had that same problem. Thanks for the update on your comment.

  • @ЙенФенФыр
    @ЙенФенФыр 2 ปีที่แล้ว

    good tutorial! you deserve more likes and comments!

  • @brokenumbrellagames
    @brokenumbrellagames 2 ปีที่แล้ว +39

    On which alpha version was this recorded? I'm having difficulties connecting the nodes in the animation tree (might be a bug).
    Update: If you are having issues with connecting the animation tree nodes 30:50 restart Godot and try again. It fixed it for me. ^^

    • @TheEternalDuelist
      @TheEternalDuelist 2 ปีที่แล้ว +5

      What a weird bug, this happened to me too! Thanks for the comment :)

    • @dmshtrash
      @dmshtrash 2 ปีที่แล้ว +1

      Thx!!

    • @johntitor107
      @johntitor107 2 ปีที่แล้ว

      thank you!

    • @anon35468
      @anon35468 2 ปีที่แล้ว

      Thanks!

    • @ivantammaro
      @ivantammaro 2 ปีที่แล้ว

      Thanks, that worked :)

  • @SFoX-On-Air
    @SFoX-On-Air ปีที่แล้ว

    Thank you for that Video. I learned a lot and I am waiting for eagerly for more!

  • @outkastagc
    @outkastagc ปีที่แล้ว +2

    Oh man, I made it all the way to 48:24. I can't find the physics layer options and after scrolling through endless comments and reading the GD info, I am at a loss. I somewhat remember how to setup the collisions from 3, but I am totally lost here. Thanks for the video, I really appreciate the time and effort!

    • @ChrisTutorialsYT
      @ChrisTutorialsYT  ปีที่แล้ว +3

      For the tilemap I assume? You'll have to open the Tileset in the tilemap (inspector), physics layer will be the first drop down with tileset expanded. There's an add element button to add a new physics layer - first one will show up as PhysicsLayer0 when editing tiles. Then in tileset mode (button of the screen with the tilemap node selected), choose select from the tool options and then select the tile you want to give physics collisions to. Physics should be a drop down available under BaseTile now. Expand down to PhysicsLayer0 and you should see the tools for editing the collision shapes for each individual tile.
      Hope that helps a bit

    • @Smithington_
      @Smithington_ ปีที่แล้ว +1

      @@ChrisTutorialsYT I am not the OP, but ran into the same problem.
      Thanks for being awesome.

    • @jo.awesome
      @jo.awesome 11 หลายเดือนก่อน

      You have to click on the word "TileSet" not the arrow next to it. It then expands for more options. I had the same problem too and accidentally clicked there and it worked.

  • @snippets.of.science
    @snippets.of.science 8 หลายเดือนก่อน

    insanely useful thank you so much!

  • @jukafah
    @jukafah ปีที่แล้ว

    Some changes in GA since alpha, but still a really helpful tutorial! Keep making them so I can learn more!

  • @MikhaelHld
    @MikhaelHld 2 ปีที่แล้ว

    Really appreciate this, super duper helpful, i love you 🥺

  • @Van_Ghalta
    @Van_Ghalta ปีที่แล้ว

    Godly tutorial, sir. Take my subscription.

  • @JayTailor45
    @JayTailor45 11 หลายเดือนก่อน

    Thanks so much. I learned a lot about Godot today.

  • @marketwoodfarm
    @marketwoodfarm 4 หลายเดือนก่อน +1

    Thanks for the lesson, I wished you'd redone the cows part, rather then just saying that some footage was missing.

  • @l.halawani
    @l.halawani ปีที่แล้ว +1

    Great crash course! Exactly what I was looking for coming from Unity. Actually I'm surprised Godot is that good for 2d, it's way better than Unity. And everything is a Node and Node can be a scene. AWESOME thanks man!

  • @Korn1holio
    @Korn1holio 2 ปีที่แล้ว +3

    At 15:26 - pardon for possibly beginner question, but is it wise to initialize a variable (var input_direction) inside a "_physics_process" that gets refreshed 60 times/sec ?

    • @Forcoy
      @Forcoy ปีที่แล้ว +3

      no, creating a new variable 60 times a second is not a very good idea

  • @ssihanji6802
    @ssihanji6802 3 หลายเดือนก่อน

    thank you so much for the tutorial. :D
    I'm still beginning on godot. Hopefully, I make a game soon.

  • @MitchellSnooks-c7i
    @MitchellSnooks-c7i ปีที่แล้ว +3

    Hoping to get some help with this. I am trying to create the movement for the cows and the walking animations. I was able to get the idle animation working properly, but the cows are not moving or switching to their walking state. I am unsure what the issue is. The code is copied exactly and I made sure that the animation tree is set up with the same names referenced by the state_machine in the script. I set the animation tree up the same way as the player. I ran through an analysis of the code from beginning to end to test the flow and it seems like the code should work logically. I'm thinking something is wrong in the anim tree or the anim player. No errors or misspells in the code.

    • @bilzar
      @bilzar ปีที่แล้ว +1

      I'm having the same exact issue. Did you figure it out?

    • @jaxterity
      @jaxterity ปีที่แล้ว

      I am having this exact same issue.
      Not sure if these later version of GODOT something is wrong?
      The animation works on idle, but not the walking for the cow.

  • @bobonthenet
    @bobonthenet ปีที่แล้ว

    Great video! I learned a ton.

  • @maciulex9460
    @maciulex9460 ปีที่แล้ว +1

    Great i love this tutorial
    im in programing but never do any games in game engine
    tutorial that have 30ep every 30min just too long and boring
    best way to learn is to pratice and see what everything do
    that was great tutorial that give me what i wanted

    • @maciulex9460
      @maciulex9460 ปีที่แล้ว

      update it's great i love this engine
      i made for my cows a turrets on back and now they are very dangerous!

  • @chip6304
    @chip6304 ปีที่แล้ว +1

    I know it's a bit late but for mouse smoothing, you can change the process call back to physics so that you don't get that motion blur effect on your sprite
    ey idk how it works or what it does buttt, it works so :P

  • @malcowicz
    @malcowicz ปีที่แล้ว

    You are great! Brilliant explaining!

  • @GiovannisGhost
    @GiovannisGhost 11 หลายเดือนก่อน

    you made a great day 1 tutorial. fatastic

  • @vankleiss299
    @vankleiss299 ปีที่แล้ว +2

    For anyone around the 39 minute mark whose animations are now broken with the code update; I had the same problem, and the solution lies in this more recent video tutorial from the same creator as this one: th-cam.com/video/WrMORzl3g1U/w-d-xo.html ("Animation Tree State Machine Setup w/ Conditions & BlendSpace2D - Godot 4 Resource Gatherer Tutorial" if you're wary of random links).
    Follow this tutorial in regards to setting up the code and by the end of that tutorial you should have everything working, beyond the code update I only had to fiddle with the animationtree points a bit. I'll post my final code below for an example/point of reference. Happy learning.
    extends CharacterBody2D
    @export var move_speed : float = 100
    @export var starting_direction : Vector2 = Vector2(0, 1)
    @onready var animation_tree : AnimationTree = $AnimationTree
    var input_direction : Vector2 = Vector2.ZERO
    func _ready():
    animation_tree.active = true
    func _process(delta):
    update_animation_parameters()
    func _physics_process(_delta):
    input_direction = Input.get_vector("left", "right", "up", "down").normalized()
    if input_direction:
    velocity = input_direction * move_speed
    else:
    velocity = Vector2.ZERO
    move_and_slide()

    func update_animation_parameters():
    if(velocity == Vector2.ZERO):
    animation_tree["parameters/conditions/idle"] = true
    animation_tree["parameters/conditions/is_moving"] = false
    else:
    animation_tree["parameters/conditions/idle"] = false
    animation_tree["parameters/conditions/is_moving"] = true
    if(input_direction != Vector2.ZERO):
    animation_tree["parameters/idle/blend_position"] = input_direction
    animation_tree["parameters/walk/blend_position"] = input_direction

    • @jaxmcspadden6551
      @jaxmcspadden6551 10 หลายเดือนก่อน

      thank youuuu

    • @g0osey
      @g0osey 3 หลายเดือนก่อน

      Trying this pops me an error on the first "animation_tree["parameters/conditions/idle"] = true" line, I was having trouble with the original code in 4.2.2 and was hoping this would fix but its not finding those parameters/that pathing. Anybody have any idea why this would be? (I have made no changes to the above code block)

  • @justrosy5
    @justrosy5 8 หลายเดือนก่อน +1

    As I age, my vision is getting worse, and in order to watch this, I've had to force the 1080p and use the Windows magnifying glass at 275%, but this messes up the stream so the video freezes (while the audio still plays). To get around this I slowed the video speed down to .75. If you have the option of associating the magnifying glass with your mouse while you talk, that would be most helpful! The other option is to use the Editor Settings to change the fonts for the program and for the coding to at least 20 or higher. That might be easier. In any case, If you do what I'm doing, with the magnifying glass on the video you already made, and just do a long screen recording of yourself doing this, then upload that video over this one (does TH-cam Studio still allow that?), then that would fix the trouble with reading the text and following the mouse on your screen (for future videos you make).

  • @joepkippensnuiver2969
    @joepkippensnuiver2969 ปีที่แล้ว +1

    There should be some reddit post or something on these longer tutorials for a problem solving QandA. In general though nice very first introduction.

  • @Cosmicsightss
    @Cosmicsightss 9 หลายเดือนก่อน +1

    At 1:02:30 if your cows are playing the idle animation without stopping(the keep sliding) in the
    elif current_state == COW_STATE.WALK :
    you can write:
    velocity = Vector2.ZERO that will fix it.

  • @thomasgebetsberger4620
    @thomasgebetsberger4620 ปีที่แล้ว +2

    Hey, i tried to implement the new get_vector() Function but my character will only use the down_walk animation and switch to the respective idle animation after releasing the key.
    Press D for right -> down_walk animation -> after key is released idle_right.
    Any ideas? Thanks a lot!!

  • @haileo_4c
    @haileo_4c ปีที่แล้ว

    really nice tutorial. thanks!!

  • @АндрейКун-ш2в
    @АндрейКун-ш2в 5 หลายเดือนก่อน

    29:56 if you don’t see the list in “add animation”, then just in the animation tree select "anim player" and select "animation player"

  • @SnowLeopardsPaw
    @SnowLeopardsPaw ปีที่แล้ว +2

    Incase anyone else runs into this, on Godot4 Beta 14, the walking animations freeze on the first frame when you try to play the 'game'. Idle animations were fine and the way the player looked was correct. I switched back to Beta 13 and everything worked as intended. Not sure why... I thought I had something wrong, but it works perfectly in 13.

    • @thehiddendev8331
      @thehiddendev8331 ปีที่แล้ว

      Thanks for the heads up! I had the same issue and was banging my head against the wall on this one.

    • @wesleyoverton9168
      @wesleyoverton9168 ปีที่แล้ว

      Currently having this issue. I know you only posed this a few days ago but has anyone found a fix to this other than just reverting to the previous release?

    • @megastruktur.musika
      @megastruktur.musika ปีที่แล้ว +3

      I'm having the issue on v4 b16 when any animation won't leave the 1-st frame. Looks like the pick_new_state function resets the state from the very start every key pressed tick.
      After some experiments I've found the "hack": I create a new "last_velocity" property and "pick_new_state" only in case that velocity changed.
      E.g.:
      if (velocity != last_velocity):
      pick_new_state()
      last_velocity = velocity

      Anyway it looks like I'm missing a checkbox somewhere... Does somebody know anything about it?

    • @FPsorobot
      @FPsorobot ปีที่แล้ว

      @@megastruktur.musika for this issue, what it ended up being was, state_machine.travel("Walk")
      else:
      state_machine.travel("Idle"), i used Capitals when name the state machine nodes, Copying his code, he did not. and that causes pick_new_state not pick nothing, (can't find the states)

  • @fabienlamarque5572
    @fabienlamarque5572 ปีที่แล้ว

    in case people, like me, weren't able to collide with hills with their character.in GODOT 4. In the PlayerCat settings, its CollisionObject2D mode was set to disabled.
    @chrisTutorials, thanks for the tutorial, very helpful first mini project in GODOT

  • @greyrhebok
    @greyrhebok 2 ปีที่แล้ว +3

    great tutorial but it'd would have been better with increased font size

    • @haydenap
      @haydenap 2 ปีที่แล้ว

      Pro tip: You can hold Ctrl and scroll with your mouse wheel while in a Script and that will change font size.

  • @Syeno
    @Syeno 2 ปีที่แล้ว

    Best teacher on youtube.

  • @playhelper1
    @playhelper1 2 ปีที่แล้ว +3

    Seems like the animations for walk and idle are broken in Beta 6. Switched to beta 5 and it works.

  • @jakoblauridsen4347
    @jakoblauridsen4347 ปีที่แล้ว +1

    Great tutorial. Do we plan on a follow up adding some more functionality to this example?

  • @Drachenbauer
    @Drachenbauer 10 หลายเดือนก่อน +1

    in the first frame of idle right the character is misplaced by one pixel to the left on the spritesheet-graphic, so tile right and left look a bit different on this video.
    I fixed this in my copy of the sprite-shheet-graphic-file

  • @AliceT3a
    @AliceT3a 11 หลายเดือนก่อน +1

    32:06 This might be a genuine glitch I have but when I hover over Add Animation the box with the options for the animations doesn't appear, just a very thin grey line that might be the hint of a box. Is this a Glitch or could it be something else? Is there another way to add animation into boxes? (edit) nevermind I found the problem!

    • @Not_TVs_Frank
      @Not_TVs_Frank 10 หลายเดือนก่อน

      I'm having the same problem - could you please share your solution?

    • @AliceT3a
      @AliceT3a 10 หลายเดือนก่อน

      @@Not_TVs_Frank on the right in filter propities where you select the tree root make sure underneath animationnodestatemachine you've also selected animationplayer

  • @Drachenbauer
    @Drachenbauer 10 หลายเดือนก่อน

    I saw cows like yours sometimes play their walk-animation without movement.
    That´s because the direction chooser sometimes outputs a zero-vector as direction, wich means no movement.
    To fix this, i added a while loop there, that checks for the zero vector and so let's only actual directions pass through.
    I also noticed, if a cow collides with a wall, but it´s walking-time is not over, it pusches against the wall until it´s state switches
    So i now made their AI a bit smarter:
    1. I made my them (and also chickens, wich are also in the graphics-set) always walk exact cell-sized steps (gridbased movement)
    2. at choosing a new direction to start a walk-state and after each cell-sized walking-step i let them check for collisions to turn into a new free direction, if they collide.
    So when start a walking-state they always choose random from all free (no obstacles) directions and when reaching an opstacle in their way while not finished the actual wank-state, they also choose a new direction the same way.

  • @moss243
    @moss243 ปีที่แล้ว +1

    guys, SPACES MATTER IN GODOT, put tabs before some of your stuff if youre having errors and cant figure out why

  • @TheRhalf
    @TheRhalf 11 หลายเดือนก่อน

    in tilemap 47:25 I think it's best to use a grid to avoid weird collisions and make the process faster

  • @breme7726
    @breme7726 ปีที่แล้ว +2

    the cow part is so complicated, can you make an extra video to this npc?

    • @jaxterity
      @jaxterity ปีที่แล้ว

      Yes please! :)

  • @sjacobson42
    @sjacobson42 ปีที่แล้ว +1

    I'm about 20 minutes in and when I play it the cat is in the upper left corner of my screen even though it's placed in the center of the level??

  • @aryantzh2028
    @aryantzh2028 ปีที่แล้ว +2

    u should make a code text size a little bit bigger, its hard to see when my pc resolution is just 1366x768

    • @aryantzh2028
      @aryantzh2028 ปีที่แล้ว +1

      or at least zoom in at codes

  • @scottyawesomesauce467
    @scottyawesomesauce467 2 ปีที่แล้ว +1

    WOW, that tile system is so much faster then 3.x Of course I haven't played around with tiles in a while so its possible that 3.5 has improved it.

  • @DonLeeelbow667
    @DonLeeelbow667 2 ปีที่แล้ว

    Thank you, this really helps

  • @Clubgeist
    @Clubgeist ปีที่แล้ว +2

    The whole AnimationTree part is not working anymore. There is an "End" box now, and connecting "Idle" to "Walk" and reverse will start an infinity loop (Idle and Walk box blinking red border) , where no animation is being played at all. The auto advance setting for transition is not there anymore. It shows Advance -> mode -> auto as default. Don't know if this is the same ?! But how can a newbie know? Disabling the advance mode for walk animation will let me play the idle animation again in the animationTree window, but starting the game wont show any animation at all.
    Tldr; 3 hours of waste, throwing my project to the bin. I don't know why they would change the UI all the time so every tutorial on the internet is useless...

    • @Clubgeist
      @Clubgeist ปีที่แล้ว

      Got it fixed with the help of Veldtwalker's comment below