Save Countless Lines of Code With Animations in Godot

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genius, i always thought there was something i was doing wrong when i had several timers and tons of deltatimes, i didn't know animation players could call functions, awesome stuff

ishdx
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YOU CAN DO THIS BY ANIMATION???? This is a game changer ngl. Thank you!

helianthe
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Me, an animator: Wonderful! Time to make an entire game with just animations

boschlowtxt
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I've always had some pride when I did animations completely through code, but the fact that you can fine tune the timer is extremely powerful. I messed animation player once in the past, and although a bit tedious to setup, it's so easy to mess with once done so.

UsaraDark
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Animation system in Godot is crazy! I had no idea it is capable of such things!

BlenderKiel
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We can call functions in animations ?! You just changed my coding life! Thanks for all the great videos!

noxen
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I wish I had this video back when i didnt know about animations.
This can dramatically speed up your workflow if you tend to do anything by code

idk-goq
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this is one of those things that felt like cheating when i first discovered it, i always assumed there was some unspoken reason to not rig things up through the animation player, but i suppose not! makes me feel a lot better about the "jury rigging" i did to make things work.

crabscrabscrabs
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Wow. Had no idea you could do so much via animations. 100% spending my evening reworking at least 3 different areas of my game to use this technique. Thank you!

paulsullivan
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It's incredible how powerful animations are in Godot.
One drawback, in my opinion, is that the code is less readable when you outsource a lot of logic to animations.

jayarrow
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Omg THANK you for this, I made like 3 whole scenes to just to spawn different effects for the bullet, to keep the sound going, etc, omg ty for this. I am like 2 weeks new to Godot, so this is huge for me.

sterlingsteele
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The moment I found this out a year ago (or so) I knew instantly that this is the most powerful feature of godot. Animating function calls, audio, literally every exposed variable, that is just crazy.

peatral
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Oh wow this changes everything. I've always felt that object lifecycles should be tied to the animations, and I've had numerous shower thought sessions thinking over generic solutions but failing to come up with one. Turns out it was right in front of me!

selgesel
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Just yesterday I was playing around with this idea and started writing my own simple property animator in GD script. Thinking animations were something that only came prepackaged in 3d models. Thank you so much for making this video. Bonus points, it's concise, you're well spoken and you offer helpful examples! Would be great to see if there's any overhead to this approach vs just coding the transformations? When to use animations/animation controllers vs when it's better to code it into the script.

chacelow
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hmm i have an animation question:
I have a 2D skeleton body (to animate a character made of bodyparts) and I want to make two such characters embace in an animation, which means some of limbs of one character go behind the second character and others go on top of him. How can I define such layering of bones between characters?

anastasiaklyuch
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Ive been using this method to animate Shaders for a while now and calling functions for hack and slash type games combo follow up attack system.(i.e have a function that resets a combo attack if the player hasn't pressed attack for the next chain attack)

Chevifier
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Well I've been mulling over whether to pitch in to the kickstarter and I'll let you know that this video pushed it over the line. Had no idea you could do that stuff, hopefully there's other neat tricks in the course :)

Kaedric
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This is cool for those who want to code less; I'll consider this if I want to code less.

soundrogue
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Wow, here I’m chocked again about how easy godot is! Thank you

PedroBrandesitsme
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Let's say you have a projectile that either splits up after a delay, or that can hit multiple times inside an area as it passes through (like piercing ammo in Monster Hunter). Would this be simpler with code or by making the animation call a function that creates more projectiles?
Do animations support conditionals?
If not then you'd have to call a function that does the branching logic for you and have that spawn more projectiles.

nanotross