Book Image

Godot 4 Game Development Cookbook

By : Jeff Johnson
5 (1)
Book Image

Godot 4 Game Development Cookbook

5 (1)
By: Jeff Johnson

Overview of this book

Want to transition from Godot 3 to 4? Look no further than the Godot 4 Game Development Cookbook. This comprehensive guide covers everything you need to become proficient with the latest GUI, GDscript 2.0, Vulkan 2D/3D rendering, shaders, audio, physics, TileSet/TileMap, importing, sound/music, animation, and multiplayer workflows. With its detailed recipes, the book leaves no stone unturned. The Godot 4 Cookbook begins by exploring the updated graphical user interface and helps you familiarize yourself with the new features of GDscript 2.0. Next, it delves into the efficient rendering of 2D and 3D graphics using the Vulkan renderer. As it guides you in navigating the new Godot 4 platform, the book offers an in-depth understanding of shaders, including the latest enhancements to the shader language. Moreover, it covers a range of other topics, including importing from Blender, working with audio, and demystifying the new Vulkan Renderer and the physics additions for 2D and 3D. The book also shows you how the new changes to TileSet and TileMap make 2D game development easy. Advanced topics such as importing in Godot 4, adding sound and music to games, making changes in the Animation editor, and including workflows for multiplayer in Godot 4 are covered in detail. By the end of this game development book, you’ll have gained a better understanding of Godot 4 and will be equipped with various powerful techniques to enhance your Godot game development efficiency.
Table of Contents (13 chapters)

Setting up and moving the CharacterBody in 2D

In this recipe, we set up a 2D player character with the new CharacterBody2D node that replaced the kinematic bodies used in Godot 3.x. We will use free assets by Kenney for the player’s idle, jump, fall, and walk animation.

The CharacterBody2D node has a basic default movement script that we will add to the player and modify the script to show the animations.

Getting ready

For this recipe, click the + sign to the right of the Heightmap scene we just completed to add a new scene. In the Scene tab, click on Other Node, and in the Search box that appears, type cha and select CharacterBody2D, then click the Create button. Now, we have CharacterBody2D as the base node for this scene. Click on the word Scene in the main menu next to Project, then select Save Scene As and name it Player2D.

Download Platformer Characters by Kenney from https://www.kenney.nl/assets/platformer-characters and extract it to a new folder.

How...