User Input Prompt in Godot 4 - Await User Input
Let's create a Confirmation Modal that awaits User input. We can use a confirmation modal to prompt a user to continue or cancel and execute follow up code accordingly.
Read MoreLet's create a Confirmation Modal that awaits User input. We can use a confirmation modal to prompt a user to continue or cancel and execute follow up code accordingly.
Read MoreIn April I completed a Game Jam for The Godot Wild Jam #68, which had the theme 'Forge'. This had some exciting prospects and some great submissions! Survive the Mines takes inspiration from Minecraft, Terraria, Core Keeper, and other Crafting/Mining focused survival sandbox games as well as the typical Survivor genre where enemies constantly pursue you.
Read MoreUsing Control and Container Nodes, we can layout our User Interface to meet the needs of our games, by presenting information clearly to our users. We can use these nodes to give us ultimate control over how we structure our views, and compose scenes together.
Read MoreReady to take your Godot UI skills to the next level? We'll delve into the powerful world of control nodes and show you how to master them for creating dynamic and interactive user interfaces in Godot.
Read MoreI spent 1 week making a game about managing 4 survivors who are attempting to repair their vehicle while under attack from an onslaught of zombie hoards!
Read MoreIn this post we'll be performing a Feature Study of Diablo IV's Inventory system. We'll take a look at how the Itemization is composed and break down the elements with in the inventory and recreate a similar look and feel within Godot.
Read MoreIt's been over a week since GodotCon 2023 wrapped up. I wasn't able to make it in person, so I was excited to be able to watch all the recordings thanks to the work of Chaos Computer Club.
Read MoreIn this post of Godot Fundamentals, we'll be implementing saving for our User Preferences using a Custom Resource and the Resource Saver. With this we'll be able to track our settings for the music and sfx audio levels, our control scheme, and our custom control mappings for our Input Map.
Read MoreIn this post of Godot Fundamentals, we're covering how we can remap our input actions to different keys to allow our users full customization of how they play our game. We'll create a custom button that we can select in our menu to listen for our InputEvents and remap the action to the pressed key.
Read MoreIn this post we’re going to continue our series on Godot Fundamentals. We’ll be adding controller support to move our tank and navigate our UI. We will also be adding input scheme options within our game menu, controller vibrations when firing, and replacing our mouse cursor with a weapon crosshair when our input scheme changes to the gamepad.
Read MoreIn this post we’re going to continue our series on Godot Fundamentals. We’ll be creating a new main menu in which our game will start at and allow us to start and quit our game, as well as introduce some scene transitions when leaving and entering our menu.
Read MoreIn this post we’re going to continue our series on Godot Fundamentals. We’ll be introducing a Camera with different modes that will follow our mouse or focus a target. We'll also setup a custom cursor icon. Our Tank's turret controls will also be updated to always point towards the direction of our mouse.'
Read MoreIn this post we’re going to continue our series on Godot Fundamentals. We’ll be covering the TileMap and TileSet features within Godot and how you can setup Terrains, Layers, Auto-Tiling, Patterns, and Custom Data for your Levels. By the end we should be able to design our Level using the our TileSet, and see our Tank behave differently based on our current tile type we are interacting with.
Read MoreIn this post we’re going to continue our series on Godot Fundamentals. We’ll cover adding Audio to our Game to improve the overall feel. We’ll look at The Audio Bus Layout, Adding Audio via Audio Stream Players, and controlling our custom Bus volumes from our UI.
Read MoreIn this post we’re going to continue our series on Godot Fundamentals. We’ll be adding a simple User Interface to our game which will include a Score which will increase when we pickup our collectables. We’ll also add a reload indicator to visualize the weapon’s reload status.
Read MoreIn this post we’re going to continue our series on Godot Fundamentals. We’ll be improving our collision detection as well as adding interaction with our Tank and Bullets, by creating some additional interact-able objects such as a crate, pickups, and walls to collide into.
Read MoreIn just a weeks time we have another beta version for Godot 4.1 which includes some good bug fixes in preperation for July's stable release target for Godot 4.1
Read MoreIn this post we’ll be covering the basics of GDScript and how to use it as our primary scripting language within Godot.
Read MoreGodot 4.1 enters the beta phase with it's first pre-release. With over 3 months of work from hundreds of contributors and over 1000 changes, the team are working hard to make Godot 4 more compatible.
Read MoreWe’ll cover how Godot composes Scenes using Nodes in the SceneTree for things large and small.
Read MoreGodot closes out it's feature merging phase and prepares to enter it's feature freeze phase. Beta releases for Godot 4.1 are on the horizon.
Read MoreWe’ll cover an introduction to Godot. How to download and install. Go over the interface and the sections we’ll want to be familiar with, and the main concepts of working in Godot: Scenes, Nodes, the Scene Tree and Signals. By the end of this video you will have what you need to know to start your own project and understand where to begin inside the Godot Engine.
Read MoreMore progress has been made towards the 4.1 release, they are nearing a feature freeze.
Read MoreI took part in the Godot Wild Jam 57 and wanted to provide a post mortem or retrospective on how it went.
Read MoreWith the team hard at work on Godot 4.1, we get some nice bug fixes backported as a maintenance release for 4.0.3
Read MoreStop using JSON and use Custom Resources instead. Godot's Custom Resources have many great uses, let's look at one together.
Read MoreFollowing the announcement for a new development and release plan, Godot has released it's first dev snapshot for version 4.1
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