BitlyticIn this video we'll walk though the setup and creation of a Finite State Machine (FSM) in Godot 4.
Finite State Machines are incredibly useful for managing simple states and transitioning between them. For this video we will look at an enemy with the states of wandering, following, and attacking. Then, we'll build the wander and follow states together in Godot.
Chapters: 00:00 Intro 00:27 State Explanation 01:06 Wander State 01:28 Finite State Machine 01:59 Godot Time 02:07 Base State Setup 02:28 State Machine Initial Setup 03:55 Idle State Code 04:40 Testing the Idle State 05:08 Follow State Code 05:40 Testing the Follow State 05:58 Transitioning Between States 06:34 Afterthought 07:03 Cow
Finite State Machines in Godot 4 in Under 10 MinutesBitlytic2023-06-15 | In this video we'll walk though the setup and creation of a Finite State Machine (FSM) in Godot 4.
Finite State Machines are incredibly useful for managing simple states and transitioning between them. For this video we will look at an enemy with the states of wandering, following, and attacking. Then, we'll build the wander and follow states together in Godot.
Chapters: 00:00 Intro 00:27 State Explanation 01:06 Wander State 01:28 Finite State Machine 01:59 Godot Time 02:07 Base State Setup 02:28 State Machine Initial Setup 03:55 Idle State Code 04:40 Testing the Idle State 05:08 Follow State Code 05:40 Testing the Follow State 05:58 Transitioning Between States 06:34 Afterthought 07:03 CowHow to use Resources in Godot 4Bitlytic2024-12-24 | This video gives a quick overview of how you can use Resources in Godot 4, and how to create your own custom Resources.
Resources are a very handy way to handle bundles of data and code. They can be saved to disk and loaded by other objects in the project. This makes it super handy to swap in and out functionality as needed.
Timestamps: 00:00 Intro 00:15 What are Resources? 00:42 How to use Resources 01:15 EnemyStats class 01:52 Duplicating Resources 02:16 Simple Items & Inventory 02:59 Crafting Recipes 03:23 Godot Time 03:42 Enemy Stats 04:05 Adding a new Enemy 04:34 Item Overview 04:49 Minecraft Inventory 05:20 Crafting Overview 05:52 Coding a Custom Resource 07:35 Outro (You are free to leave)Why Animation Trees in Godot 4 are Unbelievably UsefulBitlytic2024-09-17 | In this video we go over the basics of Animation Trees in Godot 4. We rebuild a top down animation set with idle, run, and attack animations from simple to complex.
Animation Trees are unbelievably useful, and I use them all the time and would highly recommend using them yourself.
Chapters: 00:00 Project Overview 00:14 Adding Animation Tree 00:34 BlendSpace2D 01:29 Controlling it through code 02:19 Switching to Animation State Machine 03:03 Adding Idle State 03:53 State Machine code 04:31 Expressions & Automatic Conditions 05:04 Attack State 05:37 Switching to AnimationNodeBlendTree 06:54 AnimationTree Active tips 07:11 Done :DThis makes the AnimationPlayer the best node in Godot #waitingforgodot #godot4 #godot #godotengineBitlytic2024-07-06 | This video shows a few examples of how to use the Call Method track in the AnimationPlayer in Godot 4.
The track alone makes the AnimationPlayer my favorite node out of all the engine has to offer (sometimes I may overuse it though)Modular Upgrades Made Easy Using the Strategy PatternBitlytic2024-05-25 | In this video we'll look at an application of the Strategy Pattern to game dev in Godot 4.
The Strategy Pattern is a programming pattern useful for switching how an algorithm works at runtime. We use it a little differently here to apply a variable set of upgrades to a projectile fired by the player. A very closely related term is "polymorphism" if you're familiar with that.
Timestamps: 00:00 Intro 00:12 The Strategy Pattern 00:17 Simple list example 00:50 Number filter class 02:17 But why use it? 02:34 Applying upgrades 02:55 GitHub and project info 03:34 Godot time 03:51 Base upgrade class 04:19 Player upgrade usage 04:38 Upgrades as resources 05:10 Custom upgrade 05:59 Possibilty for extension 06:11 Semi-important announcement (You are free to leave)[Godot 4] Working on Godot Project for New VideoBitlytic2024-05-16 | I'm working on a Godot project to be used in my upcoming video on the Strategy Pattern.
#shorts #twitch #bitlytic #godot4How You Can Easily Make Your Code Simpler in Godot 4Bitlytic2023-04-26 | In this video we look at Inheritance vs Composition and a scenario where Composition is preferable in Godot 4.
Both Inheritance and Composition have their pros and cons, but Inheritance is for more often taught, despite Composition being very important in Game Development. I recently ran into Composition in my own projects and felt that it was vastly underrated and deserved to be taught.
Chapters: 00:00 Intro 00:27 Inheritance Approach 01:57 Composition Approach 03:06 Setting up the Components 04:53 Using the Components 06:01 Creating Example Objects 06:44 OutroMaximize Your Game Development Potential with Classes in Godot (class_name is OP)Bitlytic2023-02-28 | A quick video to show you how Godot's class_name can be used to create a custom class that makes it easier to add and change functionality in a game.
I'm technically using Godot 4/GDScript 2.0, but that should be irrelevant for this topic.
It's been a minute, so please leave feedback on how I covered things and the video.
Chapters: 0:00 Intro 0:25 Project Overview 0:50 Adding Knockback the Simple Way 1:20 The Problem With Simplicity 2:03 Introducing Classes 3:41 Using the Class Again 4:06 Functions in Classes 4:21 Time for Another Year Long BreakBest of Bitlytic 2022Bitlytic2023-01-01 | We had a good run this past year. Hoping for a 50% increase in content in 2023.
Goomba BehaviorSM64 Decomp - Fading, Door, and Instant WarpsBitlytic2021-12-27 | In this video we set up three different types of warps: Fading, Door, and Instant. This should be as much as you need to use any other type of warp, with the exception of paintings, which I will cover next video.
00:00 Intro 00:15 Fading Warps 01:22 Door Warps 01:53 Door Models 03:28 Instant WarpsGame Math is easier than you think.Bitlytic2021-08-23 | Linear Algebra is a scary term that is often associated with Game Development, but the reality is that the average game developer will only use simple arithmetic when making their games.
My goal in this video is to demystify the math that goes into making a game and show a concrete example of what can be done with extremely simple rules.
This was technically for the 3B1B SoME1 (Summer of Math Exposition #1) Competition, but is something I have wanted to make for a while. I will make more videos like this in the future explaining either Math or Development subjects that seem scary when you first hear about them but are actually very approachable.
#SoME1
Timestamps: 00:00 Intro 00:47 What is a Vector? 01:43 Addition 02:22 Subtraction 03:07 Vector Length 03:32 Division 04:00 Normalizing a Vector 04:27 Multiplication 04:51 Creating an ExampleSM64 Decomp Tutorial 4: Basic Object BehaviorsBitlytic2021-08-11 | Episode 3: youtube.com/watch?v=BuCpjradzgc
We create our first behavior which is a 1-Up that gives us an amount of lives we can specify, it also doubles the lives if Mario is ground pounding. This is the first *real* code episode, and will be followed up with another one implementing more advanced behavior. You can follow along if you don't know C Programming, but I would highly recommend at least learning beginner amounts as it will help you a ton.
00:00 Intro 00:09 What We're Making 00:28 Code Explanation 01:59 Foreword About Code 02:28 Coding 04:18 Putting the Object in a Level 04:43 Possible Issues 05:00 Adding Ground Pound Code 05:24 Bonus InfoSM64 Decomp Tutorial 3: WarpsBitlytic2021-06-28 | Episode 2: youtube.com/watch?v=gzaOgvZSzCM
This episode explains how warps work and how you can add them to a level. I've also created some animations to help in understanding how warps are set up as they can be a bit confusing.
00:00 Intro 00:20 What is a Warp? 00:38 Behavior Params 01:00 Warp IDs 01:27 Warp Nodes 02:36 Adding Warps in Blender 03:50 Bonus InfoSM64 Decomp Tutorial 2: Importing Levels and Making Objects With Fast64Bitlytic2021-06-07 | Episode 3: youtube.com/watch?v=BuCpjradzgc
UPDATE: Fast64 has been moved to github, you can go to the new link and download. To do so: 1. Go to github (github.com/Fast-64/fast64) 2. Click on the green "Code" button 3. Download as zip
Afterwards, install as normal
This episode goes into creating basic levels in Blender using Fast64 and adding objects and textures to that level. Episode 1 goes through setup, and I would recommend checking it out if you haven't.
Contents of Video: 00:00 - Intro 00:24 - Blender/Fast64 Setup 00:40 - Getting Started 01:11 - Exporting Level 02:18 - Emulator Settings 02:48 - Adding Terrain 03:05 - Adding Materials 03:32 - Adding a Death Plane 04:02 - Textures 04:32 - UV Mapping 04:50 - Adding Objects 05:36 - Bonus Wall InfoSM64 Decomp Tutorial 1: Setting Up and First Code ChangesBitlytic2021-05-29 | This tutorial is aimed to help people get started with Romhacking using SM64 Decomp and Fast64. The first episode goes over basic setup and adds a simple feature to sm64: the ability to ground pound out of a long jump. Next episode will be a beginning to Fast64 use and will release alongside a video explaining how to set up warps. Please leave any feedback that would help make it easier to show new people how to romhack, as I think it's an amazing thing to take part in.