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LukeRS
New Zealand
Приєднався 5 лип 2011
Top Down Survivors Part 11 - Levelling Up
This video series will cover how you might create a Top Down Survivors game in Godot
Note : My approach with these videos is to present them to a wider audience of absolute beginners. Most people aren't going to be familiar with a lot of computer science concepts so my approach is to take the most easily understandable way of doing a job, rather than the most efficient way. The drawback of this is that later parts of the series often require rewrites of earlier parts, as we make systems more efficient in the long term.
Sprites Link : www.oryxdesignlab.com/
These are great sprites at affordable prices.
Note : My approach with these videos is to present them to a wider audience of absolute beginners. Most people aren't going to be familiar with a lot of computer science concepts so my approach is to take the most easily understandable way of doing a job, rather than the most efficient way. The drawback of this is that later parts of the series often require rewrites of earlier parts, as we make systems more efficient in the long term.
Sprites Link : www.oryxdesignlab.com/
These are great sprites at affordable prices.
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Відео
Top Down Survivors Part 10 - Player Damage
Переглядів 56Місяць тому
This video series will cover how you might create a Top Down Survivors game in Godot Note : My approach with these videos is to present them to a wider audience of absolute beginners. Most people aren't going to be familiar with a lot of computer science concepts so my approach is to take the most easily understandable way of doing a job, rather than the most efficient way. The drawback of this...
Top Down Survivors Part 9 - Signals
Переглядів 61Місяць тому
This video series will cover how you might create a Top Down Survivors game in Godot Note : My approach with these videos is to present them to a wider audience of absolute beginners. Most people aren't going to be familiar with a lot of computer science concepts so my approach is to take the most easily understandable way of doing a job, rather than the most efficient way. The drawback of this...
Top Down Survivors Part 8 - Enemy Take Damage
Переглядів 60Місяць тому
This video series will cover how you might create a Top Down Survivors game in Godot Note : My approach with these videos is to present them to a wider audience of absolute beginners. Most people aren't going to be familiar with a lot of computer science concepts so my approach is to take the most easily understandable way of doing a job, rather than the most efficient way. The drawback of this...
Top Down Survivors Part 7 - Singletons and User Interface
Переглядів 100Місяць тому
This video series will cover how you might create a Top Down Survivors game in Godot Note : My approach with these videos is to present them to a wider audience of absolute beginners. Most people aren't going to be familiar with a lot of computer science concepts so my approach is to take the most easily understandable way of doing a job, rather than the most efficient way. The drawback of this...
Top Down Survivors Part 6 - Player Experience
Переглядів 156Місяць тому
This video series will cover how you might create a Top Down Survivors game in Godot Note : My approach with these videos is to present them to a wider audience of absolute beginners. Most people aren't going to be familiar with a lot of computer science concepts so my approach is to take the most easily understandable way of doing a job, rather than the most efficient way. The drawback of this...
Top Down Survivors Part 5 - Quick Tilemap
Переглядів 131Місяць тому
This video series will cover how you might create a Top Down Survivors game in Godot Note : My approach with these videos is to present them to a wider audience of absolute beginners. Most people aren't going to be familiar with a lot of computer science concepts so my approach is to take the most easily understandable way of doing a job, rather than the most efficient way. The drawback of this...
Top Down Survivors Part 4 - Enemy Spawner
Переглядів 138Місяць тому
This video series will cover how you might create a Top Down Survivors game in Godot Note : My approach with these videos is to present them to a wider audience of absolute beginners. Most people aren't going to be familiar with a lot of computer science concepts so my approach is to take the most easily understandable way of doing a job, rather than the most efficient way. The drawback of this...
Top Down Survivors Part 3 - Basic Enemy
Переглядів 259Місяць тому
This video series will cover how you might create a Top Down Survivors game in Godot Note : My approach with these videos is to present them to a wider audience of absolute beginners. Most people aren't going to be familiar with a lot of computer science concepts so my approach is to take the most easily understandable way of doing a job, rather than the most efficient way. The drawback of this...
Top Down Survivors Part 2 - Weapon Creation
Переглядів 261Місяць тому
This video series will cover how you might create a Top Down Survivors game in Godot Note : My approach with these videos is to present them to a wider audience of absolute beginners. Most people aren't going to be familiar with a lot of computer science concepts so my approach is to take the most easily understandable way of doing a job, rather than the most efficient way. The drawback of this...
Top Down Survivors Part 1 - Player Movement
Переглядів 402Місяць тому
This video series will cover how you might create a Top Down Survivors game in Godot Note : My approach with these videos is to present them to a wider audience of absolute beginners. Most people aren't going to be familiar with a lot of computer science concepts so my approach is to take the most easily understandable way of doing a job, rather than the most efficient way. The drawback of this...
Godot Cyclops Level Editor
Переглядів 3,3 тис.Місяць тому
Cyclops Level Editor - github.com/blackears/cyclopsLevelBuilder Texture Assets - marlin-media.itch.io/tutorial-assets
Godot 4 Platformer Tutorial - Part 6 - Basic Enemies
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Godot 4 Platformer Tutorial - Part 6 - Basic Enemies
Godot 4 Platformer Tutorial - Part 5 - Collectable Items
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Godot 4 Platformer Tutorial - Part 5 - Collectable Items
Godot 4 Platformer Tutorial - Part 4 - Parallax Backgrounds
Переглядів 2,2 тис.7 місяців тому
Godot 4 Platformer Tutorial - Part 4 - Parallax Backgrounds
Godot 4 Platformer Tutorial - Part 3 - Autotiles
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Godot 4 Platformer Tutorial - Part 3 - Autotiles
Godot 4 Platformer Tutorial - Part 2 - Animation State Machine
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Godot 4 Platformer Tutorial - Part 2 - Animation State Machine
Godot 4 Platformer Tutorial - Part 1 - Character Controller
Переглядів 2,1 тис.7 місяців тому
Godot 4 Platformer Tutorial - Part 1 - Character Controller
Installing & Using Stable Diffusion AI Image Generator
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Installing & Using Stable Diffusion AI Image Generator
Godot Doom Clone - Part 19 : Health Pickups
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Godot Doom Clone - Part 19 : Health Pickups
Godot Doom Clone - Part 17 - Trenchbroom #2 Timelapse + Music too epic for this video
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Godot Doom Clone - Part 17 - Trenchbroom #2 Timelapse Music too epic for this video
Godot Doom Clone - Part 16 : Trenchbroom Basics
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Godot Doom Clone - Part 16 : Trenchbroom Basics
Godot Doom Clone - Part 15: Setting up Trenchbroom and Qodot
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Godot Doom Clone - Part 15: Setting up Trenchbroom and Qodot
Godot Doom Clone - Part 14: Adding a Crosshair
Переглядів 1,3 тис.Рік тому
Godot Doom Clone - Part 14: Adding a Crosshair
Godot Doom Clone - Part 13 : Better Enemy AI Part 2
Переглядів 1,3 тис.2 роки тому
Godot Doom Clone - Part 13 : Better Enemy AI Part 2
Godot Doom Clone - Part 12 : Better Enemy AI Part 1
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Godot Doom Clone - Part 12 : Better Enemy AI Part 1
Godot Doom Clone - Part 11 : Player Stats and GUI
Переглядів 1,5 тис.2 роки тому
Godot Doom Clone - Part 11 : Player Stats and GUI
Godot Doom Clone - Part 10 : Projectile Weapons (Rocket Launcher)
Переглядів 1,3 тис.2 роки тому
Godot Doom Clone - Part 10 : Projectile Weapons (Rocket Launcher)
Hey, great video ! Please do more 😃 ur helping me out a lot
Holy shit you just showed me a child hood game that i never knew the name of, tyvm
Nice you've played Lunacid.
Music is a bit too loud.
Godot 4: Couldn't figure out how to get the Margins adjusted with the Margin setting now located in Theme Overrides. so I just used Scale and Position... hopefully this works.
under the reset() function why do you have var in front? Doesn't that just remake the variable?
hello! i’m just wondering if this tutorial works on projects that haven’t followed this entire tutorial series.
Maybe, depends how you've set your scenes up in game. In this tutorial, I use a singleton to track all the players stats and health and ammo etc.
@@luke_rs oh right thank you. i’m new to godot lol
Great video. Something is broken about my floor no shading hits it, but it hits the walls and ceiling, maybe the normal is flipped 🤔But wouldnt that mean i wouldnt see the texture then? Also the AI keeps lifting off the floor by like 3 or 4 inches like its ontop of the nav mesh instead of the actual floor
Godot 4: Putting changes here. DISCLAIMER: - I learned a ton problem solving these issues about godot and coding. I highly recommend doing your own research to solve these problems as Game Dev is mainly solving problems and doing research. ---------------------------------------------------------- For Navigation, my recommendation: - create new scene of node: NavigationRegion3D - Drag the mesh/asset you imported of the level into the Scene to make it a child of the NavigationRegion3D Also I set my collision on my level a bit different. I had to: - double left click the .glb file of the level -> select plane on the left -> set "Physics" to On -> a new category appears called "Physics" -> Set body type to Static -> Set Shape Type to Trimesh This way you don't have to worry about any dupe level nonsense. --------------------------------------------------------- - When creating var nav, had to remove "[0]" to get rid of an error
The navigation code is quite different. So I will just post my code here for the Enemy Script: - Ensure you have a node on your enemy of "NavigationAgent3D" -------------------------------- extends CharacterBody3D var speed = 200 var health = 20 @onready var nav = get_tree().get_first_node_in_group("NavMesh") @onready var player = get_tree().get_first_node_in_group("Player") @onready var collision_shape = $CollisionShape3D @onready var char_sprite = $AnimatedSprite3D @onready var nav_agent: NavigationAgent3D = $NavigationAgent3D func _ready(): nav_agent.path_desired_distance = 0.5 nav_agent.target_desired_distance = 0.5 call_deferred("enemy_setup") func enemy_setup(): await get_tree().physics_frame next_path() func _physics_process(delta): if nav_agent.is_navigation_finished(): next_path() var current_position = global_position var next_path_position = nav_agent.get_next_path_position() #updates the enemy along the path based on it's speed velocity = current_position.direction_to(next_path_position) * speed * delta move_and_slide() func next_path(): nav_agent.set_target_position(player.global_transform.origin) func take_damage(dmg_amount): health -= dmg_amount if health <= 0: death() func death(): set_process(false) set_physics_process(false) collision_shape.disabled = true if health < -20: char_sprite.play("exploding death") else: char_sprite.play("death") func shoot(target): pass
why _unhandled_input, instead of just _input with the other inputs?
Is this a complement to Cyclops Level Builder?
Can you explain how you made the rope? Was this a single sprite or did you chain the rope together yourself? Is a single sprite did you add the segments manually? If it is a series of sprite chained together how on earth did you get all the segments to swing together? I know I won't get a reply but there are so many things left unexplained.
I explain it very early in the video. It's a bunch of sprites, positioned one after the other vertically, and the lower ones have an area node on them that will trigger when the player enters it :) and make the player stick to it. I don't remember exactly how I did it, I'd probably do it differently now, with hinges or something to make it more realistic
@@luke_rs Yes, you are quite right you did do that. I re-watched that part of the video a couple of times, since I first watched it. Sorry for that - I have aspergers so sometimes I miss facts and make mountains out of molehills. The thing is I don't know how you made the sprites below move smoothly in an arc as they are not really connected in any physical sense. Anyway, I am trying to follow the tutorial as is. Though I am worried about the coding, as I am using one sprite with a ropelike appearance, with only one area2d node. And it really doesn't appear to be moving correctly. Live and learn :)
@@vaughanmacegan4012 No problem mate :) . The sprites are simply pivoting around the root node, so when I use the animator, I'm not rotating the sprites, but the root node. You can do the same thing with a single sprite and area node, just make sure that the top of the rope is set to the 0,0 position and you rotate around that.
@@luke_rs Success! Thanks so much for your help. It's great to have the help from a fellow Australian!!!
I have to select Rizz? What if I have no rizz? *badumtss*
I am having an issue which I am not able to resolve, the knife is only going to the right side.. extends CharacterBody2D @export var SPEED = 500.0 @export var ACCELERATION = -10.0 @export var FRICTION = 50.0 @onready var Sprite = $Sprite @onready var world = get_node('/root/World') var direction = Vector2.ZERO const knife = preload("res://Weapons/Knife/knife.tscn") func _physics_process(delta): var direction = Input.get_vector("left", "right", "up", "down") velocity = direction * SPEED if velocity.x > 0: Sprite.flip_h = true else: Sprite.flip_h = false move_and_slide() func _on_knife_timer_timeout() -> void: var knife = knife.instantiate() knife.global_position = global_position knife.rotate(direction.angle()) world.add_child(knife)
With my character movement I went like this, since with your script even thought I did exactly the same thing the Player character was floaty and it felt like it was ice skating.. func _physics_process(delta): var direction = Input.get_vector("left", "right", "up", "down") velocity = direction * SPEED move_and_slide()
Hi, love your videos, miss some Discord channel of yours 🙂
Hi, can you please send me some resources oryxdesinglab?
Hi, can you please send me some resources oryxdesinglab?
You'll have to buy them or find some free on itch.io
@@luke_rs Can't you throw it off? You have it
@@JdjdHdhdh-pg5lj wtf dude, just buy it its cheap as hell, or make your own sprites
@@JdjdHdhdh-pg5lj no, they are $5 or you could use their free roguelike pack. You could use this as a nice alternative sethbb.itch.io/32rogues or deepdivegamestudio.itch.io/
just got recommended, giving you commend and like for youtube algorhytm..this tutorials are sick you are doing great job! :)
Damn, watched this video hoping somebody knew why I can't disable tube mode! Oh well...
Hi, just curious what version of Godot is this? You dont need navigation mesh for your AI here? I jst clicked around in your videos and I dont see it
Godot 3. And yes, I do use a Navmesh, in one of the videos. I'm thinking of updating this to Godot 4 and actually completing it. We'll see.
@@luke_rs Would be definitely worth it since like 90% of the godot tutorials are for 2D platformers or something similar not FPS sadly.
Looks good. I might give this a try. Atm I'm just using csgmeshes
This seems quite useful, but the way it is implemented and the way we should use it is trash
There could definitely be improvements to the UI. It could be to do with limitations with how it has been implemented. If you've ever used an editor like Hammer or Trenchbroom for Source/Quake mapping, it's very similar. I imagine the designer has tried to emulate those. It also lacks a few features, like the ability to extrude (as far as I could tell).
What's wrong with the implementation?
@@Doom_CThe fact that you need to manually create an autoload, the fact that a new gizmo is create on the already existing gizmo. When i see this i just get the feeling that two different worlds have merged together
@@Doom_C nothing, it works fine, I just meant that maybe the way he implemented the features in code don't allow for tools like extrusion etc.
@@D01Light oh yeah, that is annoying. The double gizmo had me raging at the start. It's not integrated well into the existing UI.
great video!
This looks super cool and useful
banger slanger manger
Cool 😍
Neat
Please Godot 4.2 Doom Clone tutorials
banger vid
hisodddddhdhsssaaaadhvvvvcxz
Thanks mate. Really learning a lot from these videos while creating my one of my favorite characters swords.
mine was acting funky, and I managed to fix it by moving the ray down from the player's head (so he's shooting from the hip instead). I hope this helped someone!
holy shit its mr smith
Need a part 7 !!
hi everyone, i am having difficulties on the "move_and_slide" part, it says here that too many arguments. but i followed and copied it exactly like in the video. can anyone help me?
This is for Godot 3.X In Godot 4, velocity is a built in property, and move and slide needs no arguments (arguments/parameters are the things in the brackets) .
@@luke_rs ok let me try that thank you for replying 🙏
12 years later, still works like a charm! Thank you
usa godot 4??
Thank You, if they're on godot 4 and the "if body.in_is_group("Player") part doesn't work, just put "if body.name == "Player"," that's it
m.ua-cam.com/video/lVAN7WoPS3I/v-deo.html
thank u for tuorial
Mine doesn’t move
did you set up the input map?
Ok how to make it so if i touch the blade i die
Add an area node to the blade and put it in a group called "Deadly". On the player, add an area and call it hitbox. Set a trigger so that when an area node enters the area on the player, it checks if the collision is in the group "Deadly" and then kills the player. I do this in an eearlier video (or maybe a later one, can't remember sorry!)
Thank you Luke! Great video.
Hey @LukeRS - In the playlist there is an unlisted video. Could you make that video public?
Thanks a lot, man. I had no idea what the function was for detecting groups in the script.
Good content. Hopefully can see the complete series .
I think I actually just forgot to release them, pretty sure I have made them all. will double check, thanks for reminder.
Thanks! Your guide is the best I've seen! Works perfectly
Hey. Thanks for the tutorial! However, I seem to have many problems with this parallax system. When I assign motion scale values to my parallax layers and run the project, all of the sprites change position on the screen even with no camera movement. Also, when I only assign the parallax layer motion scale on the x axis my player suddenly is unable to move on the y axis at all. How come the parallax system affect the movement of the player? Can you tell what I am doing wrong?