Devlog04 Enemies


In video 4 of this playlist you add enemies, jumpkick, a few new states and manage all of it. It was only 32 minutes long but it took me awhile to finish and DEBUG. The author forgot to add a capsule shape on the enemy so you couldn't hit it and have the new HURT states appear. I imagine that also meant you couldn't queue free them either, although, once in awhile I can, but no matter how much punching or jump kicking I do, no enemy gets queue freed, even if I adjust the enemy health in the inspector. I'm a bit puzzled, although almost everything is working properly, so I"m going to move forward. This project relies heavily on inheritance, which I think is a little different from the GDQuest approach which I am more familiar with, I believe it's inheritance and composition whichever the context makes most sense of. I find it hard to follow when we make a base class, and then variations, and knowing where to do the edits during refactoring, the base class or the variation. He is not always clear in the video. Again, I don't think beginners could do this video as it is suggested. Maybe beginning users of Godot, but not beginners to game dev. If a total beginner did this, and they could finish, I"m not sure what they would learn from it or could make by themselves after it. I am also having some issues with the animation player or the character sprite node. For the jumpkick, I set the frame to use for the jumpkick in the inspector to frame 63 many times, but it kept resetting to 60 or 0, no rhyme of reason. Because of this, I was getting the wrong animation frame when jump kicking. Not game breaking, but it was definitely not the jumpkick expected. This whole way of importing animation and setting up the animation states is different as well so I was at a loss on how to debug when I ran into the errors. I think I prefer importing sprite sheets one state at a time or one long horizontal row and labeling where the state changes to the next one, but that's more just what I know. It is very useful to have a commit in their Github repo after each video so if you really mess it up, you can download their project and swap it in so you can make progress, like I do with my students, it's a good system to allow for experimentation but a safety net if you go wild.


UPDATE: I did fix the issue with no enemies queue_freeing so in the next update, the game will have that, plus what is in Video 5 of the series. My  mistake was thinking his commits called Video 4 were what the project should look like at the END of video 4 but it's what you should start video 4 like. That means I went through line by line of each of his scripts to find my error, I saw a line of code that looked different, so I changed it, but that was what removed the queue free. I looked in his video 05 commit and saw it, fixed, it now it works.

Files

FistFuryV04.zip 13 MB
68 days ago

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