How to initiate a battle scene in Godot

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  • čas přidán 27. 01. 2020
  • In this tutorial I give you a brief explanation how to initiate a battle scene in godot.
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Komentáře • 26

  • @jordanmason4024
    @jordanmason4024 Před 3 lety +1

    This is a very helpful and simple tutorial. I'd love to see more 2D turn-based tutorials from you.

  • @lithmouth
    @lithmouth Před rokem

    Great video man. I love how you didn't gloss over anything, but you didn't get in the weeds too much either. Thank you for taking time out of your day to put this thing together. You're an allstar.

  • @bertangokalp9002
    @bertangokalp9002 Před 2 lety

    you are the best of godot tutorials

  • @Nixthelf
    @Nixthelf Před rokem +1

    Could not be more thankful

  • @bighomiemike5675
    @bighomiemike5675 Před 3 měsíci

    this is EXACTLY what i was looking for!!

  • @viveksiddharth84
    @viveksiddharth84 Před 4 lety +2

    great tutorial, to the point, thanks

  • @jasonlin5214
    @jasonlin5214 Před 4 lety +1

    Nice tutorial. Covered a lot in just 11 min. Subscribed to make it 100 subscribers =)

  • @abhelitocenteno6264
    @abhelitocenteno6264 Před 4 lety +1

    Great tutorial tho 👌🏻

  • @nsl10b535
    @nsl10b535 Před 3 lety +5

    Great tutorial, but I'm having an error when emitting the signal. It's not recognizing the signal from the event_handler script. I have done everything step by step

    • @ryanbaker2762
      @ryanbaker2762 Před 2 lety

      dude same did u ever figure out how to fix it?

    • @tonyescobar715
      @tonyescobar715 Před 2 lety +8

      when you create the singleton, check for the name of the node, the name changes to EventHandler without the underscore

    • @718Outdoors
      @718Outdoors Před 4 měsíci

      thanks for the tip@@tonyescobar715

  • @sprite9849
    @sprite9849 Před rokem

    Does anybody know how to do this
    event_handler.connect("battle_started", self, "init")
    in Godot 4?

    • @lithmouth
      @lithmouth Před 9 měsíci

      I've got the same issue. Did you ever find a way around this?

    • @sprite9849
      @sprite9849 Před 9 měsíci

      @@lithmouth for this unfortunately not, but the "Dokimon" Tutorial series by "Coding Quests" helped me to make a similar battle scene

    • @yondaiime
      @yondaiime Před 6 měsíci

      I found a workaround. Change that line for event_handler.battle_started.connect(init)

    • @ratswing
      @ratswing Před 6 měsíci

      I was just looking at this and figured it out for anyone who might need
      event_handler.connect("battle_started", self, "init")

    • @swine_
      @swine_ Před 6 měsíci +1

      @@lithmouth event_handler.battle_started.connect(Callable(self, "init")). i hope you've found another way in the future, but this is how it's working for me, and it'll work for anyone else finding this video in the future
      connect() is a function called on the signal itself, so we do event_handler.battle_started to reach the signal. the parameters for connect are the function you want to call, but if you just write the function right there you'd call it (connect(init()). so we have to pass it through as a callable. since the location is in this script, that's why we pass in self. therefore: Callable(self, "init")

  • @abhelitocenteno6264
    @abhelitocenteno6264 Před 4 lety

    Animal Crossing BGM 💕

  • @helloitsowen6639
    @helloitsowen6639 Před 3 lety +2

    What do i do when the battle screen doesn't fade in?

    • @guillotine
      @guillotine Před 3 lety +15

      So I had this issue because of get_tree().pause which is pausing everything under the root node including the battle scene. Select the battle_scene node, scroll down in the inspector and look for the "pause" tab, expand that, then set the "Mode" to "Process". This sets the node and all it's children to keep processing even when get_tree().paused is active. Hope this fixes your issue!

    • @PilloPallo
      @PilloPallo Před 3 lety

      @@guillotine I think that was a problem too, because I did a print("visible") if the battle scene was visible and, before doing that thing, it just stopped without printing anything... now though, even If the debugger actually prints "visible", nothing appears on the screen and the game just pauses, I looked for a solution on the ner, but any of those seemed to work, can you help me somehow?

    • @BoazAdreal
      @BoazAdreal Před 3 lety +1

      @@guillotine that fixed it for me. Thanks for posting this!

    • @pedrohereu745
      @pedrohereu745 Před 2 lety +1

      @@guillotine Thanks for explaining, this is the exact same problem that I'm having

  • @muziklol69
    @muziklol69 Před 2 lety

    follow the tutorial well and the buttons don't work :(