Комментарии:
HI,Why doesn't state_machine(state.gd) and state(StateMachine.gd) create a circular dependency, and how efficient is it to do so?
ОтветитьI got a quick question, I find my self in a unique situation, so lets say I have a idle, walk, sprint and jump states and I am currently implementing a crouch state, I have noticed that it will become messy since in my crouch state I want it to walk and sometimes go to idle, So I was thinking would it be possiable to have a state machine inside a state machine, so that the whole main state machine will see that I am in a crouched state machine but if I press a button say to sprint the main state machine should restart the crouch state machine and change normally to the sprint state, I hope I explained it well lol.
ОтветитьDoes this also work in godot4?
ОтветитьThanks for the tutorial! Any plans to release a version for Godot 4?
ОтветитьVery nice tutorial, thank you! One question: What is the best way to bring states into this pattern that are triggered from outside like being hit? For example I have a hit-state and being hit is triggered by a mob which calls a hurt() function on my player. Should I then call transition_to("Hit") from my player or is there a better way? Feels a bit like breaking the pattern if I call transition_to() from the player script. Thanks in advance!
ОтветитьI've followed the tutorial and I found a problem where when I run to the void when I hold down the right button they still play a walking animation in the air
ОтветитьTHANKS!!!!
ОтветитьI'm using Godot 0.4 and the "if not is_zero_approx(player.get_input_direction()):" within the 'Air' state keeps returning "invalid call. Nonexistent function 'get_input_direction' in base 'Nil'" is there a possible fix?
Ответитьgreat tutorial
ОтветитьCan you show this method for a 3D character as well?
ОтветитьI'm getting a error "Trying to assign value of type 'Node' to a variable of type 'AnimationPlayer'" on onready var animation_player:AnimationPlayer = get_node(_animation_player)
Ответитьfor some reason my player will only jump one time if i have either direction held. for example i have 'move_right' held char moves right, i press jump and he jumps while moving. he lands and continues to move but he will not be able to jump until i release that direction. any ideas why?
ОтветитьNow how would you implement coyote time in a state machine??
ОтветитьPerfect. I was struggling a little bit with the GDQuest version of this tutorial, but this video answered all the questions I had. Nice one!
Ответить<3
ОтветитьDRY that code out. Move those repeated physics checks into the player node.
ОтветитьYou tell what we do, not why we do it. Not so informative as I hoped for.
ОтветитьYou're awesome!
Ответитьits concise, but because of that it had my brain hurting from the amount of pausing and copy/pasting there was. But yeah AT LEAST IT WORKS
ОтветитьI just have 1 question, how do I re-use the state machine for multiple payable characters?
ОтветитьHow do you transition state when area entered? Cannot use state_machine.transition_to since state isnt declared. I would appreciate if you could help me with that.
ОтветитьOh , GOD !!!! Thx you so much !!!! Your vid made me know more about player state machine !!! THXXXXX !!!
ОтветитьThank you for the great tutorial! I would appreciate if you could tell me how to implement fall and double jump state. Thanks.
Ответитьwent from shaggydev to gdquest to you and now im starting to understand how implementation was used i just have to wrap my brain around a multiple attack but im guessing jus like animationtree ending the combat mechnaic with state.idle is better approach
ОтветитьGreat tutorial, thanks!
Ответитьstraight to the point, gold star! great tutorial!
ОтветитьAssertion failed.
that happens everytime i start to debug.
edit: fixed it lol, tunrs out i also had to assign the player script to the one in the level scene.
Great video btw, im subscribed now
Lovely explanation. Concise and easy to understand.
Ответитьthanks
ОтветитьI've been waiting for this tutorial, thank you very much
ОтветитьGreat tutorial, but I'm not sure I follow why you have exported the animation player in the states? All three states use the same animation player?
ОтветитьNice tutorial. Thank you for sharing!!
ОтветитьVery concise tutorial, thank you very much!
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