Creating a Metroid inspired platformer in Godot [or Hollow Knight / Castelvania]

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A Metroid inspired platformer in Godot 4 [or Castlevania / Hollow Knight, I guess]. We will cover fancy platformer movement, state management, lots of inheritance and interactive tool building along with some cool monsters and guns.

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Timestamps:
00:00:00 - Intro + setup
00:09:34 - Player movement
00:59:13 - Player graphics
02:02:35 - Tools
03:08:22 - Entities
04:29:48 - Bullets
05:23:46 - Finishing the project

Project files:
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I know this is a lot to ask with everything that you have provided us with, but I would really appreciate tutorial on 3D style game in Godot: DOOM, Minecraft (as a course on Udemy maybe), or something else!

Thank you

GCKteamKrispy
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Is it normal if a big part of the player movement is already done in the project file? Im lowkey scared to start because i want to make sure i downloaded the right thing

ramonpablito
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Your skills and teaching style is unparallel. I have ADHD so it's very hard for me to normally stay focused but the way you teach and pause as well as give us a task to do on our own feels interactive. Moreover you always encourage to read the documentation and tinker with stuff. I know you have your own tech domain that you like but man I wish only if you taught things like web development or springboot type of stuff I would never have an excuse not to finish the full course cause your teaching style is amazing.

grandparick
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Thank you. You are amazing! Can't wait to learn a bunch with this as with the first one. Hope you have more Godot tutorials cooking for us :)

Just an edit for info: Version 4.3 starter isn't 4.3. It asks for a conversion when opening.

alprn
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GODOT Bookmarked, scheduled in my calendar. I'll be back soon to binge this!

CassyCodes
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Thanks for this tutorial. It's seriously better than some paid courses I've taken (and not only for Godot, but overall).

VertexRage
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I enjoy the way you code. Your videos are very informative. I am for you. I beg you to do me a humongous favor and code a game like Risk or a game like imperialism made by frog city along time ago.

craig
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At 5:20:56 the condition for the shotgun angle should be < 45 for the 90 degree arc coming from the crosshair (45 to -45 since we are taking the absolute difference) otherwise the arc will be 180 degrees. Most importantly, the angle returned by the angle function seems to return the smallest angle from the x-axis so when aiming to the left above the x-axis it would return an angle of -180 whereas slightly below would return 180 which is a problem because the difference will be 360 degrees even though the two angles are directly next to each other. This only applies when aiming left so to account for this you also need to include angle differences greater than 315 as well (for the lower 45 degree arc). The full condition should be:

< and (abs(bullet_angle - enemy_angle) < 45 or abs(bullet_angle - enemy_angle) > 315)

P.s great tutorial

nghia
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velocity.x = direction.x * speed is giving an error of not being declared, how can I fix this

nyeshiakobe
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Bro you are goated 👏👏

Ps. Please make a tutorial on flet 🙏🙏

danteslair
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I am just halfway your first godot video and you already dropped this wtf😂

GingerBread-yfql
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Clear Code, thank you! I was waiting for yours metroid inspired game dev course!

brandonjacksoon
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im at around the 5h mark now and im wondering if making a shader for a hit flash is a bit overkill? Like if it wasn't in the context of a course and you weren't trying to show us the basics of shaders would it be a good idea to simply use modulate ?

something like this in the hit() func:

modulate = Color(1, 0, 0)
await
modulate =

3 lines of code, same result no?

ramonpablito
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I hope that one day you develop an action-adventure tutorial, focused on stories, in a platform format, with puzzle solving and an open world.

jordanealmeida
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Clear, you are the Santa Claus of game coding. <3

samtreich
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Could we get an isometric python game course?? Please! I haven't found any good tutorials in this area to show how this works using Tiled and the potentially the different issues that you face when coding versus say a 2D game.

FalconBeatbox
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hi man im at 3:08:00 and i see that in your game if you go in the door and change scenes and then comeback (from station to sky and back to station for example) your game remebers the player's last position in station instead of just reloading the scene with the player's default position. How?. When i come back i just spawn in the middle of the station nowhere near to where the door was. Also i envision this will cause many problems like enemies respawning when coming back in the room etc. Im not sure if you mention it later in the tutorial, if you do then im sorry

ramonpablito
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i really really struggle with setgets and how to use them. Even if you explained it in the vid it almost seems like it's entering my head and leaving right away. Can anyone explain them like im 5 or use analogies for them so i can understand how they'd work in a real world context? Thanks in advance

ramonpablito
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hey can u make a 3h tutorial on how to make a veryyy simple platformer game for intermediate lvl programmers

GustonExE
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Thanks for Brilliant, I will check it out!

brandonjacksoon