Object Creation at Runtime for Projectiles with C# and Godot [Andromedoom Dev Log 4]
Polysthetic
๐พWelcome to the Andromedoom dev logs! In episode 4, I'm showing you how to instantiate per-fabricated objects at runtime in the Godot engine with C#. This is for the purposes of creating the player's fire. In the next episode, I will show you how to handle object destruction. In the dev log, I will be presenting the city building models I pulled together for the remaining four cities in the Asia-Pacific region: Hong Kong, Shanghai, Seoul, and Tokyo. I hope you enjoy this video series and stick around for the game's development! ๐
โฑ๏ธ Timestamps: 0:00 Intro 0:39 Setting up input map 1:11 Setting up touch screen button 2:34 Setting up projectile scene 4:20 Scripting - Moving the projectile forward 5:12 Scripting - Setting up the Player Fire object 6:00 Scripting - Referencing PackedScene objects in script 7:25 Scripting - Generating objects at runtime 9:14 Scripting - Updating the initial location of objects 12:20 Collision layers and masks 13:46 Scripting - Firing rate 16:30 Attaching signal to the touch screen button 18:10 Dev log - Hong Kong city buildings 19:45 Dev log - Seoul city buildings 21:13 Dev log - Shanghai city buildings 22:27 Dev log - Tokyo city buildings 24:16 Conclusion
๐ป Addenda:
- The forward direction convention in Godot is actually -Z not +Z, so use -Transform.basis.z. for forward movement.
- Apologies for the audio change halfway. My computer was playing up.
๐ถ Music tracks from:
- Flitz&Suppe - Yokai
- Provided by Lofi Girl
- Listen: https://fanlink.to/YokaiEP
You can also visit me at: WEBSITE ๐ https://polysthetic.com THREADLESS ๐ถ๏ธ https://polysthetic.threadless.com DRIBBBLE ๐ https://dribbble.com/polysthetic YOUTUBE ๐ฅ https://youtube.com/c/polysthetic AUDIOMACK ๐ผ https://audiomack.com/polysthetic ... https://www.youtube.com/watch?v=4WjH9NR16FE
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