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Showing posts from November, 2022

How to Make Soft UI buttons In Godot under 5 min | Neumorphism

Complete Video Tutorial:    Text Version: To create a neomorphic design, the color of the button must be the same as the background. Then we add a shadow of slightly darker color in the bottom right direction. And a shadow of slightly lighter color in the top left direction. And when we press the button, we are going to switch the shadow colors. That means the lighter color comes down and the darker one goes up. Now, since we can only set the shadow in one direction. So, add one more button under it, and set its layout to full rect. Now, I will use the button in the behind to show the lighter shadow and Button on the front to show the darker shadow. Now select the first button. And inside it, first set the button color to transparent. Because we are only going to use this button for shadow. Now to make edges smooth, I will set the corner radius to 5 in all directions. Then coming to shadows, first we are going to set the shadows color to white. Now, size determines the blur amount and

Improve your jumping! | Type of jumps in Godot

Wall jump, Wall climbing, Wall sliding and double jump are some of the most common mechanics for a plat-former game. And on top of that they are super easy to create in Godot. So in this Godot tutorial, I have tried to implement all these things in the simplest way possible. I would highly recommend you to watch the 2-D movement video first, because I am adding wall jumps and other stuff in that same script. So, watch it at 1.5x speed! to get an overview. VIDEO TUTORIAL TEXT TUTORIAL Double Jump For this, create a variable jump_counter. This will keep track of how many jumps we have done, while we're in the air. So by default it will be 0. var jump_counter : int = 0 <------- var jump_buffer_counter : int = 0 var cayote_counter : int = 0 Now if you remember, in the previous video, when we are pressing the jump button. We are setting the jump_buffer_counter. So, when we are not on the ground, we will check if buffer_counter > 0 This will be true, only when we have pressed th