[10] Let's Make a Godot Space Shooter: Remote Tree & Bullet Removal
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- čas přidán 19. 06. 2024
- We learn to use Godot's remote scene tree debug tool, and remove bullets once they leave the screen using a VisibilityNotifier2D node! Let’s Make a Godot Space Shooter together - a series covering basic Godot concepts and workflows to create a full PC, mobile, and controller-supported game!
See my website (source code link available per-episode!): codenmore.github.io/
Follow me on Twitter - @CodeNMore - / codenmore
Teaching to understand all subjects to the fullest extent!
Thumbnail: Godot Logo (C) Andrea Calabró Distributed under the terms of the Creative Commons Attribution License version 3.0 (CC-BY 3.0). creativecommons.org/licenses/.... - Jak na to + styl
PERFECT tutorial. Really appreciate how you taught about the local/remote scene trees (how to see that there is a problem at all) and showed the super simple solution. Thank you!
i am soo happy tat you made this series!!!!!
The fact that the number appended to the bullet nodes keeps incrementing (@bullet@450, @bullet@451, @bullet@452) and not resetting at all is making me kind of nervous. What happens when the number gets really high, like 9,000 or something?
@Skulll9000 I have the same issue as yours. I do as in the video but I don't have this green thing.
I've tried to write byself but getting bugs.
If you had solved this problem pls tell me how u've done this.
I found sollution and now the bullets disapear whenever they hit the up of screen.
func _physics_process(delta):
position.y -= speed * delta
if position.y < 0 :
queue_free
Probably just going to clock over if the counter is a plain old unsigned integer
I know I subscribed to you but my feed is being spammed so heavily, I will unsub for now but will resub after this tutorial blows over