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14. June 2015

 

As mentioned recently, I am in the process of compiling the Godot Game Engine Tutorial Series into an e-book format.  Today I just published the 10 chapter, 150 page first draft of the Godot Engine book.

 

BookCover

It can currently be downloaded by Patreon backers right here.

 

It is currently available in the following formats:

  • PDF
  • epub
  • mobi

 

Due to the large file size (@15mb) to install on a Kindle you will need to install via side-loading, the file is beyond the limits for emailing to Kindle.

 

Right now, this is mostly just a straight compilation of content available here on GameFromScratch.com.  I will need to do an editorial pass to make sure text makes sense in book format, as well as replacing now static animated gifs with more meaningful images.  If you prefer to read offline, wish to print or want to reader on an e-reader, this book should be perfect for you.

 

If you are interested in checking it out, Chapter 8: Using Tilemaps can be downloaded here. Of course, if you’ve already read the Godot tutorial series, this is going to be incredibly familiar.

Programming News


7. June 2015

 

In the previous tutorial we covered Sprite Animation, although to be honest it was more about creating animation ready sprites.  The actual way we performed animation wasn’t ideal.  Fortunately we are about to cover a way that is very much ideal… and capable of a great deal more than just animating sprites!

 

As always, there is an HD video of the this tutorial available right here or embedded below.  It’s important to have followed the previous tutorial, as we will be building directly on top of it.

 

Keyframes Explained

 

Before we get to far into this tutorial I think it’s pretty critical to cover a key concept in animation, keyframing.  Essentially you animate by setting a number of “key” frames in the animations timeline, then let the computer take care of the rest.  You can set a keyframe on just about any property available in Godot as we will soon see.  For example you can create a key on the position value of a sprite.  Then advance the timeline, set another key at a different position.  The computer will then interpolate the position over time between those two keys.  This interpolation between key frames is often referred to as a “tweening” as in “inbetween”.  Don’t worry, it will make a lot more sense when we jump in shortly.

 

AnimationPlayer

 

In the previous tutorial, we created a simple animation using code to increment the current frame at a fixed play rate.  Now we are going to accomplish the same thing using the built in animation system in Godot. 

Start by opening up the previous project and remove the code from our AnimatedSprite.  Now add a AnimationPlayer node under the root of your scene, like so:

image

 

With the AnimationPlayer selected, you will notice a new editor across the bottom of the 2D window:

image

 

This is your animation timeline control.  Let’s create a new animation named “walkcycle”

Click the New Animation icon

image

 

Name your animation and click Ok

image

 

Click the Edit icon

image

 

This will extend the animation options even more.

image

 

First let’s set the duration of our animation to 2 seconds:

image

 

You can then adjust the resolution of the animation timeline using the Zoom slider:

image

 

Here we’ve zoomed in slightly to show just over 2 seconds:

image

 

Now that we are in edit mode with our AnimationPlayer selected, in the 2D view, you will notice there are new options available across the top

image

 

This is a quick way to set keys for a nodes positioning information.  You can toggle on or off whether the key will store location, rotation and/or scale data.  You set a key by pressing the Key icon.  The first time you press the key icon you will be prompted if you want to create a new track of animation.

Select your sprite, make sure the timeline is at 0 and create a key. Advance the timeline to 2secconds, then move the sprite to the right slighly, then hit the key icon again to create another key frame.

g1

 

Press the play icon in the AnimationPlayer to see the animation you just created:

g2

 

Well that’s certainly movement, but pretty crap as far as animations go eh?  How about we add some frame animation to our mix.  Here is where you start to see the power of animation in Godot.

 

With the AnimationPlayer selected, rewind the timeline back to zero, make sure you select your AnimatedSprite, then in the Details panel you will notice that all of the properties have a little key beside them:

image

 

This is because you can keyframe just about any value in Godot.  We are now going to do it with the Frame value.  This is the value we programmatically increased to create our animation before.  Now we will instead do it using keyframes.  With the timeline at 0, set Frame to 0 then click the Key icon to it’s right.  Click Create when it prompts you if you wish to create a new track.  Then move the timeline to the end, increase Frame to the final frame (21 in my case), then click the Key again.  This will create a new track of animation:

image

 

You can see the different track names across the left.  The blue dots represent each key frame in the animation.  There is one final change we have to make.  Drop down the icon to the right of the animation track and change the type to Continuous, like so:

image

 

Now when you press play, you should see:

g3

 

Playing Your Animation

 

While your animation appears properly if you press Play in the AnimationPlayer interface, if you press Play on your game, nothing happens.  Why is this?

 

Well simply put, you need to start your animation.  There are two approaches to starting an animation.

 

Play Animation Automatically

You can set the animation to play automatically.  This means when the animation player is created it will automatically start the selected animation.  You can toggle if an animation will play automatically using this icon in the Animation Player controls.

image

 

Play an Animation Using Code

Of course, AnimationPlayer also has a programmatic interface.  The following code can be used from the scene root to play an animation:

extends Node

func _ready():
   get_node("AnimationPlayer").play("walkcycle")

 

Scripting the AnimationPlayer

 

Say you want to add a bit of logic to your keyframed animation…  with AnimationPlayer you have a couple options we can explore.

 

First there are the events that are built into the AnimationPlayer itself:

image

For simple actions like running a script when an animation changes or ends, using AnimationPlayer connections should be more than enough.

 

What about if you wanted to execute some code as part of your animation sequence?  Well that is possible too.  In your Animation editor window, click the Tracks button to add a new animation track:

image

 

Select Add Call Func Track:

image

 

Another track will appear in your animation.  Click the green + to add a new keyframe.

image

 

Now left click and drag the new key to about the halfway (1 second) mark.  Switch to edit mode by clicking the pen over a dot icon, then click your keyframe to edit it.  In the name field enter halfway.  This is the name of the method we are going to call:

g4

 

Add a method to your root scene named halfway:

extends Node

func _ready():
   get_node("AnimationPlayer").play("walkcycle")

func halfway():
   print("Halfway there")

 

When the keyframe is hit, the halfway method will be called.  Adding more function calls is as simple as adding more keys, or complete Call Func tracks.  As you may have noticed in the video above, you have the ability to pass parameters to the called function:

image

 

Finally, you can also access animations, tracks and even keys directly using code.  The following example changes the destination of our pos track.  This script was attached to the AnimationPlayer object:

extends AnimationPlayer


func _ready():
   var animation = self.get_animation("walkcycle")
   animation.track_set_key_value(animation.find_track("AnimatedSprite:transform/pos"),1,Vector2(400,400))

 

Now when you run the code you should see:

g5

 

The Video

Programming


3. June 2015

 

In this tutorial we are going to look at Sprite Animation in Godot Engine, specifically on using the AnimatedSprite class.  We are going to import and create a node that has multiple frames of animation, then look at some code to flip between frames.  In the immediately following tutorial, we will then cover a much better animation method using AnimationPlayer.

 

As always, there is an HD Video version of this tutorial available right here or embedded below.

 

Alright, let’s just right in with AnimatedSprite.

 

Sprite Animation

AnimatedSprite is a handy Node2D derived class that enables you to have a node with multiple SpriteFrames.  In plain English, this class enables us to have a sprite with multiple frames of animation. 

 

Speaking of frames of animation, this is the sequence of png images I am going to use for this example:

image

 

You can download the zip file containing these images here, or of course you can use whatever images you want.

 

Now we simply want to import them to our using the standard Import->2D Texture method.  Be aware, you can multi select in the Importer, so you can import the entire sequence in one go.  Assuming you’ve done it right, your FileSystem should look somewhat like:

image

 

Now add an AnimatedSprite node to your scene like so:

image

 

Now we add the frames to our AnimatedSprite by selecting Frame->New SpriteFrames

image

 

Now drop it down again and select Edit:

image

 

The 2D editor will now be replaced with the SpriteFrames editor.  Click the open icon:

image

 

Shift select all of the sprite frames and select OK

image

 

All of your sprites should now appear in the editor:

image

 

Now let’s add some code to flip through the frames of our AnimatedSprite.  Attach a script to the AnimatedSprite node, then use the following code:


extends AnimatedSprite

var tempElapsed = 0

func _ready():
   set_process(true)
   
func _process(delta):
   tempElapsed = tempElapsed + delta
   
   if(tempElapsed > 0.1):
      if(get_frame() == self.get_sprite_frames().get_frame_count()-1):
         set_frame(0)
      else:
         self.set_frame(get_frame() + 1)
      
      tempElapsed = 0
   
   print(str(get_frame() + 1))

The logic is pretty simple.  In our process tick we increment a variable tempElapsed, until 1/10th of a second has elapsed, at which point we move on to the next frame.  If we are at the last frame of our available animation, we then go back to the very first frame.

 

When you run it, you should see:

walking

 

Pretty cool!  However, instead of advancing the frame using code there is a much better approach to animation, that we will see in the next tutorial.  Stay tuned.

 

The Video

Programming


22. May 2015

 

Following the Beta release a few weeks back, the Godot Engine team have just released Godot Engine 1.1.

 

The highlights of the release are:

  • Rewritten Auto-Completion in the Code-Editor. Supports a lot of scenarios and perform smart-completion of node types if a scene where the script is being used is open.
  • Visual Shader Editor (Edit shaders connecting nodes)
  • New API in OS for managing the screens and window, with multi-monitor support.
  • Largely rewritten 2D engine, with support for:
    • Shaders (Visual and Code)
    • 2D Materials
    • 2D Independent Z ordering per-node.
    • 2D Lights
    • 2D Shadows with Polygonal Occluders
    • 2D Normal Mapping
    • Back-Buffer compositing for shaders that read from screen (allows all sorts of post-processing effects).
    • Improved Isometric TileMap Support (proper Z ordering of tiles and children nodes).
    • Distance-Field font support.
  • New 2D Navigation Polygon support, for efficient 2D pathfinding. Navigation Polygons can be edited visually and combined, disabled, etc.
  • Improved Usability in 2D Physics API:
    • Area2D and RigidBody2D can receive input events
    • Area2D can detect overlap with another Area2D
  • New Dark Theme
  • Much Improved Blender Collada Exporter (BetterCollada).
  • Large amount of bug fixes and smaller improvements.

 

Full (enormous) changelog since 1.0 here.

 

They also put together a video showcasing the new features:

 

Of course, if you are interested in learning more GFS has an extensive Godot Tutorial Series to get you started.

News


28. April 2015

 

In this tutorial we are going to explore the tilemap functionality built into the Godot game engine.  A tile map is a 2D game map composed of layers of “tiles”, which are essentially just a fixed size sprite with some additional properties.  It allows you to quickly paint a level and reuse art assets, greatly decreasing storage and memory requirements for levels.  In addition to supporting tile maps, Godot also includes a handy editor, although there certainly are some warts.

 

There is an HD video version of this tutorial available here or embedded below.

 

We are going to require two scenes for this example, one to create our tileset and one to actually use it.

 

Creating a Tileset

 

Before we continue though, I need a tileset to use.  Instead of creating one, I am going to use this one from OpenGameArt.org.  Of course, you can use whatever image you want, just be sure the tiles are the same size and have no spacing between them (if you want to keep the math easy).

 

Here is the tileset I chose:

PathAndObjects

 

This version however is shrunk down, use the link above if you want to use the exact same tiles.  Each tile in this image is 32x32 pixels in size.  This will be important shortly.

 

Now let’s create a tileset in Godot.  Create a new scene.  This process is really labor intensive unfortunately, but very powerful too.  Create a root Node, then a Sprite for your first tile.  Each tile needs to have a unique name.  I am only going to use a subset of what is available on that spritesheet, but you simply repeat the process to add more.

 

Create a hierarchy like this:

image

 

Now for Sprite Tile1.  Now configure the sprite’s Texture to your spritesheet.  Importantly, set Region to on and set the Region Rect to 0,0,32,32, like so:

image

 

This sets the image source of this tile to a 32x32 region at the top left corner of the texture.  Now you should see:

image

 

Now let’s setup snapping, so we can arrange our tiles in a nice grid.  Select Edit->Configure Snap

image

 

Set Grid step to the same dimensions as your tiles, in my case 32x32:

image

 

Now select “Use Snap” as seen in the menu above.

 

The next part is optional, if you want to use physics or collisions or not.  If you do, we now need to set up StaticBody and hit detection boundaries.  This process is the same as we went through in the previous tutorial so I am not going to go into details on how.  You do want the end result like this however:

image

 

Then define the areas of your CollisionsPolygon2D that are collide-able or not, like so:

image

 

Turning snap on and off is critical here.  Snap makes it easy to create the initial bounding box, as it will automatically snap to each corner.  However, when you start adding fine detail, be sure to turn it off.

 

Now repeat this process for each tile you wish to include from your spritesheet.  You can make the process a great deal quicker using the Duplicate option ( or Ctrl +D ).  Simply select your first tile then duplicate.  Then you just need to reposition it on the map, redefine the CollisionPolygon2D bounds and of course, update the region to the next tile, like so:

image

 

This will select the next tile from the top left of the image.  Repeat until you have all of your tiles defined.  Yes, it would be nice if this was an automated process!

 

Because I’m lazy, im only going to define three tiles, like so:

image

 

Which look like this with collision polygons defined:

image

 

Please note, there was no need to put space between each tile like I have here.  Now that we’ve defined our tiles, first save your scene, I called mine tilemap.scn.  Now we are going to export a tilemap.  Simply choose Scene->Convert To…->TileSet…

 

image

 

I called mine tileset.xml.  Be aware of the option Merge With Existing.  When you make changes to your tileset in the future, you probably want to turn this off if you want your changes to be completely overwritten.

image

 

I personally found the Collision polygon exporting to be extremely buggy.  You may want to open up the generated XML file and make sure collision information was properly exported:

image

 

Using a Tilemap

 

Now that we’ve got our tileset created, our collision polygons configured and all things ready to go, it’s time to create a new scene then create a Tilemap.

 

The Node you want to add is a TileMap, like so:

image

 

Configure your tilemap like so:

image

 

If you are using Physics, set Use Kinematic on, otherwise don’t.  Set the Cell Size to the size of your tiles and tileset to your newly exported tileset.

 

You will notice now, with the TileMap node selected, your tiles will appear down the left hand side of the 2D editor window:

image

 

You can now use these to “paint” your level, like so:

image

 

You can create multiple TileMap objects if you need to have different layers of tiles (like foreground props for example).  Today though, we are going to stick to this simple example.

 

Finally I created a RigidBody sprite to interact with our tilemap, so our final scene looks like this:

image

 

Now when we run it, it should look like:

g1

 

You can make some edits to your tilemap from within Godot without re-exporting the tileset.  With your Tilemap selected, select your Tileset property, then Edit:

image

 

You will notice a new Theme menu appears, allowing you to edit your Tileset, such as adding new items:

image

 

You can also see the tiles that make up the tileset in the Inspector:

image

 

The Video

 

Programming


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