getting_started/first_2d_game/02.player_scene #105
Replies: 10 comments 16 replies
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You state "Godot will display a warning icon next to the node in the scene tree. You can ignore it for now. We will address it later." However, this is never directly addressed. By the end of this section the warning is gone, but why? |
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I'm using Godot 4.3 on Ubuntu 22.04. Is anyone else encountering an issue with the |
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Thanks for the reference -- not trying to pin it though, this is happening
just in the course of using the panel to add animation types and frames.
…On Fri, Sep 6, 2024, 16:23 Hugo Locurcio ***@***.***> wrote:
If you're trying to pin it, this is a known issue: godotengine/godot#94041
<godotengine/godot#94041>
I don't know if it applies to the SpriteFrames editor specifically though.
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I believe the intended text should be: "Drag the two images for each animation, named playerGrey_walk[1/2] and playerGrey_walk[2/2], into the "Animation Frames" side of the panel for the corresponding animation:" instead of : "Drag the two images for each animation, named playerGrey_up[1/2] and playerGrey_walk[1/2], into the "Animation Frames" side of the panel for the corresponding animation:" |
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Why my image scale distorted when I import them in the sprite?I need to make their scale to be 0.3*0.5 to make it seemed to be proper |
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Pull pls. Should instead be this: "Drag the two images for each animation, named playerGrey_walk[1 & 2] and playerGrey_up[1 & 2], into the "Animation Frames" side of the panel for the corresponding animation:" given the mention of "corresponding animation at the end". |
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Wouldn't hurt to clarify that the saved scene should be named "player.tscn". There's a note about naming conventions but nothing about the actual filename in this specific case. Would be helpful for beginners! |
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As a new user it took me a little to figure out how to get the Collision Shape and the AnimatedSprite into view. I ended up clicking the "Center View" icon in scene view to get both into view. |
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I am curious why this tutorial uses Area2D instead of CharacterBody2D, which already has things like velocity defined (which the tutorial has us define in the next section to be the default setting that is inherent in a Characterbody2D). Seems like it's more intuitive to use a Characterbody2D to create a player instead of an Area2D... Just curious why the choice was made to use one over the other. |
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Hi guys, I was trying to configure the CapsuleShape2D, but it doesn't exist when you add a New Child Node to our Player. We should update the documentation by inserting the correct name, CollisionShape2D. |
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getting_started/first_2d_game/02.player_scene
With the project settings in place, we can start working on the player-controlled character. The first scene will define the Player object. One of the benefits of creating a separate Player scene i...
https://docs.godotengine.org/en/stable/getting_started/first_2d_game/02.player_scene.html
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