Game EndeavorNow that we know how to make a simple state machine, we need to convert our standard player controller into one. This will allow us handle more advanced tasks in the future such as wall jumping, dodging, attacking, death states, stunning, and a whole lot more. The possibilities are limitless with a player state machine, and we're just getting started!
How to Make a Player State Machine in Godot 3.1Game Endeavor2019-05-10 | Now that we know how to make a simple state machine, we need to convert our standard player controller into one. This will allow us handle more advanced tasks in the future such as wall jumping, dodging, attacking, death states, stunning, and a whole lot more. The possibilities are limitless with a player state machine, and we're just getting started!
Into: Splashing Around - The Green OrbsI Disappeared for a Year, but I Was Working On My Game! | DevlogGame Endeavor2023-12-28 | When I came back to my project, I was full of passion. Excited to start over fresh. To turn a new leaf!! And then I immediately returned to the shadows to work in solitude once again. It's been over a year since my last video, so here's an update on what I've been doing.
Howdy! And welcome to the 2nd indie game devlog for Zoe and the Cursed Dreamer: Reborn. ZatCD is a 2D Pixel Art Sandbox RPG made with the Godot Engine where you'll explore an immersive open world, meet lovable characters, and build a base to stash your precious cheese.
Become a patron to get exclusive content and support the channel: patreon.com/GameEndeavorI HATED My Game, So I Remade It | Nightmare Game Devlog 1Game Endeavor2022-10-21 | A year and a half ago I released the demo for a game that was very sentimental to me. Normally you would expect this to be a joyful moment, but I HATED it so much. It was under developed, unpolished, and just wasn't ready. It was so bad that I postponed the game for a year to work on other things. However, now I'm back to take up the project again, and this time the passion for it is even more intense!
Howdy! And welcome to the 1st indie game devlog for Zoe and the Cursed Dreamer: Reborn. The Reborn part is just for this series, since the game is so dramatically different now. ZatCD is a 2D Pixel Art Sandbox RPG made with the Godot Engine where you'll explore an immersive open world, meet lovable characters, and build a base to stash your precious cheese.
00:00 - The Fall 00:53 - What Happened? 01:45 - Reborn 03:10 - A Fresh Start 04:35 - What is it Then? 06:08 - Change is a Good Thing 07:55 - A New Kind of Attack 09:21 - The Lesson Learned
#devlog #ZatCD #NightmareGameMaking Cutscenes is So Easy With My New Custom Plugin! | DevlogGame Endeavor2021-11-20 | I love to tell stories, which is why they're such a big part of game development for me. So I've created a fancy pants cutscene editor so that I can easily build events for the upcoming demo. It'll also be useful for fun little gags in these devlogs. I have already done this before with Zoe and the Cursed Dreamer. But this time I built it as a plugin inside of the Godot Engine!
This is the 4th devlog for reQuest, a 2D pixel art mini-RPG Indie Game built in the Godot Engine where you'll explore a cozy open world which you solve like a puzzle, unlocking new areas to explore and cute enemies to destroy.
Become a patron to get exclusive content and support the channel: patreon.com/GameEndeavorSimple Enemies are MORE Fun! Tips For Creating Enemies | DevlogGame Endeavor2021-11-06 | Players often request complex enemies with randomization and lots of behaviors thinking this will make for a more fun enemy, but I disagree! Enemies that are simple are better for the player to form strategies around and are more memorable. But that doesn't mean they have to be easy. I have some tips and tricks for how you can design enemies to be simple yet engaging for your players!
This is the 3rd devlog for reQuest, a 2D pixel art mini-RPG Indie Game built in the Godot Engine where you'll explore a cozy open world which you solve like a puzzle, unlocking new areas and enemies.
Become a patron to get exclusive content and support the channel: patreon.com/GameEndeavorNew Skills Dont Need to be Boring! | DevlogGame Endeavor2021-10-20 | It's not enough to add abilities to a game and call it done. If an ability only does one thing then you've only created a key. To really improve the depth of your game, you need to expand on this and use what you have in creative ways. So I added arrows that blow stuff up!
I added an equipment system that allows you to equip items to the player such as weapons and gear that alter how the character plays. You'll be able to destroy all in your path with a sword in one hand, a bow in the other, and a quiver full of boom arrows!
This is the 2nd devlog for reQuest, a pixel art mini-RPG game using the Godot Engine where you'll explore a tiny open world which you solve like a puzzle, unlocking new areas and enemies.
Become a patron to get exclusive content and support the channel: patreon.com/GameEndeavorI Overscoped a Game Jam, but it Worked! | Ludum Dare 49 DevlogGame Endeavor2021-10-06 | I joined Ludum Dare 49 last weekend, and made a game in 72 hours! As usual I overscoped it way too much this time, possibly more so than I ever have before. But yet, I still managed to finish the game! I mean, if you ignore the missing run animation from the little monster that is...
Become a patron to get exclusive content and support the channel: patreon.com/GameEndeavorStarting a New Game with a Cute Sun God | Devlog 1Game Endeavor2021-09-03 | Howdy! I've been working on a game where you'll explore a small open world and discover its many secrets. This is the start of my journey and in this devlog series I will share with you my gamedev process and how I develop games!
I am creating this game using the Godot Engine, which is a lightweight beginner friendly game engine that is powerful enough to handle everything I've ever thrown at it.
This is a small indie game project that I expect to only spend a few months on. Zoe and the Cursed Dreamer is not cancelled, but is put on hold for the time being while I work on smaller projects. If this project is successful enough then we'll return to it afterwards. :)
Become a patron to get exclusive content and support the channel: patreon.com/GameEndeavorI Made Enemies Fight Each Other.. It was AMAZING! | Devlog RPGGame Endeavor2021-04-15 | I made the most fun combat system I've ever designed, and immediately after I thought "What if I made them fight each other?". It was amazing! It was so satisfying to see enemies fighting each other, so I turned it into a game mechanic. Now you can tame pets, summon monsters, and have party members fight with you in combat.
Howdy, and welcome to the 13th indie game devlog for Zoe and the Cursed Dreamer. A 2D Pixel Art Open World RPG made with the Godot Engine where you will explore an immersive world, meet lovable characters, and decorate your home!
Music: opengameart.org/content/4-chiptunes-adventureZoe and the Cursed Dreamer | Kickstarter TrailerGame Endeavor2021-04-03 | The demo is finally here! Zoe and the Cursed Dreamer is a cozy open world RPG where you’ll meet lovable quirky characters, live amongst them as a member of the community, and help guide them through the dark and desperate times that await them.
Play the demo: game-endeavor.itch.io/zatcd-demoThe Trick I Used to Make Combat Fun! | DevlogGame Endeavor2020-12-10 | Combat keeps the player engaged as they explore my game, so I improved how the enemy interacts with the player and their environment. This tweak made combat so fun that a tester spent over an hour repeatedly fighting a handful of enemies. At this point I knew I had an engaging combat system!
Howdy, and welcome to the 12th indie game devlog for Zoe and the Cursed Dreamer. A 2D Pixel Art Open World RPG made with the Godot Engine where you will explore an immersive world, meet lovable characters, and decorate your home!
Howdy, and welcome to the 11th indie game devlog for Zoe and the Cursed Dreamer. A 2D Open World RPG made with the Godot Engine where you will explore an immersive world, meet lovable characters, and decorate your own home!
Pixelorama: orama-interactive.itch.io/pixeloramaImproving Enemy Teamwork in Our Action RPG! | Devlog #10Game Endeavor2020-10-20 | Enemies that work together are often more dangerous than ones that just ignore the player while their buddies get smacked around by the player. So this week I created an alert system that allows enemies to inform nearby enemies when they spot the player.
Howdy, and welcome to the 10th indie game devlog for my game Zoe and the Cursed Dreamer. A 2D Open World RPG made with the Godot Engine where you will explore an immersive world, meet lovable characters, and build your own base to call home!
Music: opengameart.org/content/4-chiptunes-adventureCreating an In-Game Level Editor | Indie Devlog #9Game Endeavor2020-10-10 | As I get closer to adding the first dungeon to my open world RPG, I need a better method for creating levels. Godot's built in editor is too restrictive and slow for my needs. So I decided to build my own in-game editor with chunk loading. The best part is that you'll be able to use this level editor too, to design your own dungeons!
Howdy, and welcome to the 9th indie game devlog for my game Zoe and the Cursed Dreamer. A 2D RPG made with the Godot Engine where you will explore an immersive world, meet lovable characters, and build your own base to call home!
Music: opengameart.org/content/4-chiptunes-adventureI Created My Own Lighting System | Devlog #8Game Endeavor2020-09-26 | I wanted a lighting system that was immersive and gorgeous, so I made my own using shader magic and lots of time. I have been attempting to do this type of lighting system for nearly as long as I've been working with the Godot Engine, and I am beyond excited to have finally figured it out. I love day / night cycles in RPG games, so now that I have my own, I feel so much more inspired to continue development on my game!
Howdy, and welcome to the 8th indie game devlog for my game Zoe and the Cursed Dreamer. A 2D RPG made with the Godot Engine that focuses on roleplaying through immersive gameplay and loveable characters.
Free Patreon post explaining how I created this system. Includes project files: patreon.com/posts/42040761
Music: opengameart.org/content/4-chiptunes-adventureBuild Your Base in an RPG? | Indie Game Devlog #7Game Endeavor2020-09-19 | I'm making a game where the player will be completely immersed in the world. Like their character truly lives in the game. So this week I added a base building mechanic that will allow you to place items and decorations that you can then use. Like chests for storing your equipment, or flowers for decorations.
Howdy, and welcome to the 7th indie game devlog for my game Zoe and the Cursed Dreamer. A 2D RPG made with the Godot Engine that focuses on roleplaying through immersive gameplay and loveable characters.
Music: opengameart.org/content/4-chiptunes-adventureLeveling Up Our Player - Devlog #6Game Endeavor2020-09-12 | Roleplaying games needs some form of character progression to them, so I added levels for the player to obtain and experience to help them get there. I also laid the foundation for the skill tree that players will use to select how they want enhance their characters.
Howdy, and welcome to the 6th indie game devlog for my game Zoe and the Cursed Dreamer. A 2D RPG made with the Godot Engine that focuses on roleplaying through immersive gameplay and loveable characters.
Music: opengameart.org/content/4-chiptunes-adventureEnhancing Our Characters With Dialogue in Our Indie Game | Devlog #5Game Endeavor2020-09-05 | Characters are the most important part of my game, so I'm going to need a powerful dialogue system that allows you to interact with them. So I created a dialogue system that will solve many of these problems and more.
Howdy, and welcome to the 5th indie game devlog for my game Zoe and the Cursed Dreamer. A 2D Action RPG made with the Godot Engine that focuses on the roleplaying through immersive gameplay and loveable characters.
Watch Emilio's tutorial on creating an RPG style dialogue box: youtu.be/kkLqW8WhCgg
Music: opengameart.org/content/4-chiptunes-adventureAdding Bridges to Our Indie Game - Devlog #4Game Endeavor2020-08-29 | I added a layering mechanic that allows the player to run under a bridge or over it depending on if they're on the cliff or at the base of it. I also added the roof transition that I mentioned in the previous video, and made some major quality of life improvements for several of my tilesets which will save me hundreds of hours of work in the future!
Howdy, and welcome to the 4th indie game devlog for my game Zoe and the Cursed Dreamer. A 2D Action RPG made with the Godot Engine that focuses on the roleplaying through an immersive story and loveable characters.
Become a patron to get exclusive content and support the channel: patreon.com/GameEndeavorAdding Unique NPCs to Our Indie Game - Devlog #3Game Endeavor2020-08-22 | This week I designed some of the characters that will inhabit our little town. Learn about the NPCs that will you'll be interacting with and find out what makes them so lovable and unique. There are some rather... Interesting traits that they have.
Howdy, and welcome to the 3rd indie game devlog for my game Zoe and the Cursed Dreamer. A 2D Action RPG made with the Godot Engine that focuses on the roleplaying through an immersive story and loveable characters.
Music: opengameart.org/content/4-chiptunes-adventureAdding Powerful Combat Abilities to Our Indie Game - Devlog #2Game Endeavor2020-08-15 | I wanted to continue building on the combat system by adding some new abilities for each of the primary classes. There were quite a few abilities to add, and systems to change to make sure they worked flawlessly. I also implented a big tweak to the stamina system that should make combat a lot more interesting and engaging.
Howdy, and welcome to the 2nd indie game devlog for my game Zoe and the Cursed Dreamer. A 2D Action RPG made with the Godot Engine that focuses on roleplaying through an immersive story and loveable characters.
Music: opengameart.org/content/4-chiptunes-adventureHow To Make Interesting TutorialsGame Endeavor2020-08-10 | Are you making tutorials, or considering it? Making tutorials is an art form that requires honing your skills, making quality content, and not putting your audience to sleep. In this video I give you my tips for how to create tutorials that your viewers will actually enjoy watching.
This video is a "How to make tutorials" meme that may be starting in the development community. If you haven't already then be sure to watch miziziziz's and GDQuest's videos on this topic as well: miziziziz: youtu.be/IrrdC_pkmGM GDQuest: youtu.be/c3EDAJrlHQw
A big thanks to Lucy Lavend for the amazing animation of Master Cube!
Into: Splashing Around - The Green OrbsCreating My Dream Game - Devlog #1Game Endeavor2020-08-08 | It's finally time for me to make the indie game I always wanted to play as a child. I've been learning game design and development for over 10 years. I've honed these skills with several game jams over the years, and now is the time I make my dream game a reality! And in this devlog series, I'll be dragging you along with me through all of the fun and not so fun times. This project is a month into development at this point, and I'm giddy with excitement for how well it's coming along. It's a 2D Action RPG made with the Godot Engine that focuses on the roleplaying through an immersive story and loveable characters.
Intro: Splashing Around - The Green OrbsHow I Became A Game Developer - 10k Q&AGame Endeavor2020-08-01 | We did it! We reached 10k subscribers. Thank you to everyone that has supported the channel by watching, leaving comments, and being a part of the community. Recently I asked y'all for questions you would like to ask, and in this video I answer those questions. I recieved questions about how I became a game developer, why I started tutorials, and if I plan to make any games, so I'll be getting a little more personal in this video. Learn about who I am, and what I have planned for the future.
Watch me stream development over on Twitch. Feel free to chat, I won't bite unless you're into it: twitch.tv/GameEndeavor
Into: Splashing Around - The Green OrbsCreate a Flash Shader in Godot 3.2Game Endeavor2020-06-13 | Player feedback is very important in your games. It's absolutely crucial that you inform the player everytime they interact with or damage an entity. One way of doing this is to flash the entity's graphic. This simple trick will inform the player that an action occurred and drastically improve the quality of your game.
Into: Splashing Around - The Green Orbs10 Tips To Improve Game Feel In Your Games ft ArtindiGame Endeavor2020-05-10 | One of the most critical aspects of game development is how your game feels to your player. This includes things like how responsive your controls are, how immersive your feedback is, and how the music and sfx in your games sets the mood for your player. In this video, Artindi and I have 10 tips you can use to improve your "Game Feel" which will make your games extra juicy!
Be sure to watch the other video of this collaboration on Artindi's channel for 10 tips on how to use the AnimationPlayer in Godot! youtu.be/aA46pCeL4wU
Intro: Splashing Around - The Green Orbs We Persist - Trevor LentzSave And Load Data in Godot 3.2Game Endeavor2020-04-25 | Saving and loading data can be a daunting task if you've never done it before, but it's a lot easier than you might think. In this video I'll be showing you how you can save binary data onto your player's machine so that you can retrieve it later. This is useful for allowing your player to come back to their game without losing their progress. You can store many things such as player stats, levels completed, and even collectables they've gathered.
Into: Splashing Around - The Green OrbsImprove Your Game Feel With Coyote Time and Jump BufferingGame Endeavor2020-03-14 | Making your game feel fair and responsive is absolutely critical. Interestingly enough this means that you will need to make your game unfair, but in favor of your player. Coyote Time and Jump Buffering are commonly used tricks in platformer games to make the whole platforming aspect (admittedly a pretty important aspect of the game) feel a lot better. Coyote Time is a brief period of time after a player walks over a ledge that they are still able to jump (and in this video even defy gravity), and Jump Buffering is a brief period of time (starting to notice a pattern yet?) where the player presses the jump button but they're not grounded, we remember that they pressed the jump button, and cause them to jump.
Into: Splashing Around - The Green OrbsHow to Show Off-Screen Warnings in Godot 3.1Game Endeavor2020-01-12 | It can be frustrating to take damage from unknown sources that you couldn't have possibly foreseen. In this video I'll show you how to create offscreen markers that point to things that are just out of the character's view range. This can include hazards that they need to avoid, and loot that they'd want to gather. We'll be placing these markers along the edge of the screen so that you can easily see where they are relative to your character and react to them.
To see this same idea implemented a mini-map, then go watch KidsCanCode's video on how to create a mini-map: youtu.be/-R1rasEyuqY
Into: Splashing Around - The Green OrbsHow to Make Your Player Swim in Godot 3.1Game Endeavor2019-12-28 | Getting your player character to swim is an interesting challenge to tackle as a developer. There are countless ways to implement it, each with their own pros and cons. In this video, I'll be showing you one way to implement swimming in your game. This style of swimming will cause the player to float upwards towards the surface of the water, and then tread water when near the surface, and allow them to jump out of the water. You can modify this however you like. An alternative style would be like Super Mario World where your character always floats down, but the jump button causes your character to float upwards. Have fun and experiment.
Into: Splashing Around - The Green OrbsHow to Crouch and Crawl in Godot 3.1Game Endeavor2019-12-07 | Allowing the player to crouch can be a surprisingly difficult task. You have to take the environment into consideration as to whether or not you can stand back up, whether you're standing under one-way platforms, and even issues when you walk over edges. Such a hassle. In this video I'll show you how we can handle all of these issues to achieve a flawless crouch and crawl mechanic.
Into: Splashing Around - The Green OrbsHow to Create Rotating Platforms in Godot 3.1Game Endeavor2019-11-30 | Learn how to create orbiting platforms that rotate around a central position. These platforms can be added as interesting mechanics in your platformer, they can be challenging to time your jump so that you land on them at the right time, and they look fantastic in your levels!
These platforms use a bit trigonometry to rotate them around a position. Nowadays, trig isn't as useful as a game developer, since most engines will do a lot of that leg work for you, but it can still be used to accomplish some interesting tasks in your game development.
Into: Splashing Around - The Green OrbsHow to Create Falling Platforms in Godot 3.1Game Endeavor2019-11-23 | You know exactly what I'm talking about. Falling platforms are those touchy places that you don't really want to stand on, but in almost every platformer game you don't have much of a choice. Today we're going to look at how to create these dastardly little traps. All we have to do is add gravity to a platform, yeah? Not exactly, there are a few tricks to consider when making this platform that I will be showing you.
Into: Splashing Around - The Green OrbsUsing Two State Machines Together in Godot 3.1Game Endeavor2019-08-17 | This week we're covering how you can use multple state machines together to combine independent tasks with the state machine without developing an abomination of duplicate unmaintainable code. Learn how to attack while running or crouching, or chew bubble gum while walking by using concurrent state machines at once and save yourself some hassle and headache.
Into: Splashing Around - The Green OrbsHow to Bounce on Enemy Heads in Godot 3.1Game Endeavor2019-06-28 | If you've ever tried to implement bouncing on an enemy's head, then you may have noticed that it can be a little tricky. Precision is crucial here, and in this tutorial, we're going to look at how we can better achieve this in a way that is accurate. Perfect for if you're trying to develop a speedrunning game. By the end of the video, you'll have a bounce mechanic similar to how Super Mario bounces on enemies like the Goomba.
Into: Splashing Around - The Green OrbsHow to Create a Health Bar in Godot 3.1Game Endeavor2019-06-21 | Now that your game has a health system, you need a way to display a character's health to the player. In this tutorial, we'll create a health bar that does that with style (and accuracy!). This health bar is high polished and will look amazing in any game, except for board games. It includes a burn down to accurately display the amount of health lost, as well as some color changing trickery.
Into: Splashing Around - The Green OrbsHow to Add Health and Damage in Godot 3.1Game Endeavor2019-06-14 | If you're going to include combat in your game, then you probably want to add a health system to compliment it. But you can't just add a health variable and call it done. In this tutorial, you'll learn how to manage that health variable as well as include some effects, such as a damage flash and a moment of invulnerability where the character will be immune to any further damage.
Into: Splashing Around - The Green OrbsHow to Aim Ranged Attacks With Gravity in Godot 3.1Game Endeavor2019-06-07 | Gravity in games has a tendancy to make things complicated. If you're aiming your projectiles with trial and error methods, then you're wasting valuable time, the result isn't likely going to be what you want, and it will have limitations. In this tutorial, you'll learn how to use kinematic equations to aim projectiles influenced by gravity so that they hit their mark perfectly. This allows you to aim at targets dynamically no matter where they are.
Into: Splashing Around - The Green OrbsHow to Create Ranged Attacks in Godot 3.1Game Endeavor2019-05-31 | Now that you have character movement implemented, it's time to learn how to start implementing ranged projectile attacks into your game. In this tutorial, you'll learn how to implement a ranged attack system that is flexible and allows you to make modifications that fit your needs. I'll show you some interesting tricks like how to implement bounce physics to your projectile, and how to make sure that your projectile isn't interrupted by one-way collisions.
Into: Splashing Around - The Green OrbsHow to Wall Jump in Godot 3.1Game Endeavor2019-05-24 | Howdy! Now that we have our player controller and our state machine, it's time to implement wall jumping and wall sliding. Wall jumping isn't easy to pull off, but after watching this tutorial, you'll have polished and fluid wall jumping for your games.
Into: Splashing Around - The Green OrbsThe Easiest Way to Change Scenes in Godot 3.1Game Endeavor2019-05-18 | Howdy! Changing your scenes is important, otherwise your players will only ever play at most one level of your game. In this video, you'll learn how to implement an animated scene transition that is consistent throughout your game. You build this once and you can use it anywhere. Transition from the overworld to your level, level to overworld, or if you're lazy just transition from level to level. This is just one way to animate scene transitions. Let us know how you're implementing it.
Into: Splashing Around - The Green OrbsHow to Make a Simple State Machine in Godot 3.1Game Endeavor2019-05-03 | Howdy! If you've ever tried adding cool features to your player character, but quickly found that the code became confusing and riddled with bugs, then this video is for you. We're going to be taking a look at my most tried and true method for creating state machines. State machines will limit the scope of your code based on the condition it is in. This allows us to create things such as a more advanced character controller, as well as start dabbling in the basics of enemy ai, which we will be covering very soon!
Interested in the clip of Transmogrified that I showed? It's a puzzle platformer where you transform the enemies into puzzle elements that you need to progress. Check it out here: http://playtransmogrify.com
Into: Splashing Around - The Green OrbsHow to Create Perfect Moving Platforms in Godot 3.1Game Endeavor2019-04-26 | Moving platforms in Godot have traditionally been a massive hassle. Not anymore! In this video, you'll learn how to properly set up moving platforms so that they function flawlessly. No more slipping and sliding, not more jittering. This is moving platforms at its finest! Can you tell I'm a little excited to have finally solved this issue?
Into: Splashing Around - The Green OrbsHow to Improve Your Camera for Platformers in Godot 3.1Game Endeavor2019-04-19 | Ever notice how the default camera settings feel awkward for platformers in Godot? In this tutorial, we make a few tweaks to improve the camera that will make it feel a whole lot better for your players. We'll learn how to steady the camera whenever the player is jumping, so that they can see the ground better, and we'll make sure to keep the camera in front of the player rather than lagging behind them.
Into: Splashing Around - The Green OrbsHow to use the Camera2D in Godot 3.0Game Endeavor2018-11-09 | Camera's are an essential part of developing a game. In this video you'll learn how to create a camera, and how to adjust it's various settings so that it functions properly for your game. You'll also get some advice on how to make your camera's as pleasing to the player as possible.
Into: Splashing Around - The Green OrbsHow to Set Jump Height in Godot 3.0Game Endeavor2018-11-02 | In this tutorial, you'll learn how to define a specific jump height and duration to your player controller using kinematic equations. This is the easiest way to polish your physics, because it allows you to tweak these values directly rather than arbitrarily setting values for gravity and jump velocity. With this we can also set a minimum jump velocity, which we'll use to vary our jump height so that the player can choose how high they want to jump.
Into: Splashing Around - The Green OrbsHow to Drop Through Platforms in Godot 3.0Game Endeavor2018-10-26 | Howdy! We're continuing with part two of the platformer series. In this tutorial, you will learn how to make one-way collisions, how to handle them with raycasting so that they don't interrupt your animations, and how to drop through them with a keypress.
Into: Splashing Around - The Green OrbsHow to Make a Player Controller for Platformers in Godot 3.0Game Endeavor2018-10-19 | In this tutorial we'll create a player controller for 2D platformer games using the Godot engine, similar to what you might see in a Super Mario platformer. This controller will be able to move left and right with acceleration and deceleration, it will be able to jump, and we'll learn how to assign animations based on the characters state.
Into: Splashing Around - The Green OrbsHow to Cast an Array of Raycasts in Godot 3.0Game Endeavor2018-10-12 | In this tutorial, I show you how to make a direction raycaster using the Godot game engine. This will cast an array of raycasts in a given direction and return the information that you can process. This is useful for detecting ground collision in your player controllers, getting ground/wall normals, and detecting entities while taking impassable collisions into consideration, among many other uses.
Next week I will be participating in Blackthronprod's game jam. It's a week long event where hundreds of people will be developing a game from scratch. Come join us: itch.io/jam/blackthornprod-game-jam-1
Into: Splashing Around - The Green OrbsHow to Make a Run Cycle Using Cutout Animations in Godot 3.0Game Endeavor2018-10-05 | Rather than drawing individual frames of an animation, you can draw segments and move those to make animations as well! In this Godot tutorial I show you how to do that to create a running character animation.