Godot Tutorial || Part 1 || Basic Input System || Godot 3.X
Video Statistics and Information
Channel: KindoSaur
Views: 35,767
Rating: undefined out of 5
Keywords: 2D, Godot, Godot Engine, Tutorial, Godot Tutorial, Fighter, 2D Fighter, 2D Tournament Fighter, Arcade, Arcade Tutorial, Developer, GDScript, Godot Script
Id: XrR5jibBVxo
Channel Id: undefined
Length: 16min 19sec (979 seconds)
Published: Tue Sep 28 2021
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I feel like all of this is done 1000 times easier and more intuitively if done in the AnimationPlayer. AnimationPlayer also has .queue("animation").
Most of what you do here is setting properties to fit an animation timeline. Easy and most intuitively to do with AnimationPlayer because WYSIWYG. For the rest there are Method Call tracks, which are equally a joy to tune and balance as they are keys as well you can visually shift as you please in each Animation with all the other keys for Sprite frames, property changes, sound fx and so on.
I don't even want to imagine how unfun it would be trying to balance a medium sized fighter game with the approach you are suggesting here.
If it were me; I would use AnimationPlayer and enable the required collider. But as an alternative, it's a nice tutorial.