|
@@ -23,7 +23,7 @@ contains.
|
|
|
|
|
|
.. image:: img/01.game_setup/02.browse_to_project_folder.webp
|
|
|
|
|
|
-Click *Import & Edit* to open the project in the editor.
|
|
|
+Click *Import* to open the project in the editor.
|
|
|
|
|
|
.. image:: img/01.game_setup/03.import_and_edit.webp
|
|
|
|
|
@@ -32,10 +32,12 @@ Click *Convert Full Project* to convert the project to your current Godot versio
|
|
|
|
|
|
.. image:: img/01.game_setup/import_project_to_4.x_prompt.webp
|
|
|
|
|
|
+If it doesn't open immediately open the project from your project list.
|
|
|
+
|
|
|
The start project contains an icon and two folders: ``art/`` and ``fonts/``.
|
|
|
There, you will find the art assets and music we'll use in the game.
|
|
|
|
|
|
-.. image:: img/01.game_setup/04.start_assets.png
|
|
|
+.. image:: img/01.game_setup/04.start_assets.webp
|
|
|
|
|
|
There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that
|
|
|
belong to these models, and a music track.
|
|
@@ -48,7 +50,7 @@ We're going to create our main scene with a plain :ref:`Node <class_Node>` as it
|
|
|
top-left and double-click on *Node*. Name the node ``Main``. An alternate method to rename the node is to right-click on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add
|
|
|
a node to the scene, you can press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on macOS).
|
|
|
|
|
|
-.. image:: img/01.game_setup/05.main_node.png
|
|
|
+.. image:: img/01.game_setup/05.main_node.webp
|
|
|
|
|
|
Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + S` (:kbd:`Cmd + S` on macOS).
|
|
|
|
|
@@ -61,17 +63,17 @@ node, then a :ref:`CollisionShape3D <class_CollisionShape3D>`. Rename the :ref:`
|
|
|
|
|
|
Your scene tree should look like this
|
|
|
|
|
|
-.. image:: img/01.game_setup/06.staticbody_node.png
|
|
|
+.. image:: img/01.game_setup/06.staticbody_node.webp
|
|
|
|
|
|
A warning sign next to the :ref:`CollisionShape3D <class_CollisionShape3D>` appears because we haven't defined
|
|
|
its shape. If you click the icon, a popup appears to give you more information.
|
|
|
|
|
|
-.. image:: img/01.game_setup/07.collision_shape_warning.png
|
|
|
+.. image:: img/01.game_setup/07.collision_shape_warning.webp
|
|
|
|
|
|
To create a shape, select the :ref:`CollisionShape3D <class_CollisionShape3D>` node, head to the *Inspector*
|
|
|
and click the *<empty>* field next to the *Shape* property. Create a new *BoxShape3D*.
|
|
|
|
|
|
-.. image:: img/01.game_setup/08.create_box_shape3D.jpg
|
|
|
+.. image:: img/01.game_setup/08.create_box_shape3D.webp
|
|
|
|
|
|
The box shape is perfect for flat ground and walls. Its thickness makes it
|
|
|
reliable to block even fast-moving objects.
|
|
@@ -88,7 +90,7 @@ the Z-axis.
|
|
|
Collision shapes are invisible. We need to add a visual floor that goes along
|
|
|
with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D <class_MeshInstance3D>` as its child.
|
|
|
|
|
|
-.. image:: img/01.game_setup/10.mesh_instance3d.png
|
|
|
+.. image:: img/01.game_setup/10.mesh_instance3d.webp
|
|
|
|
|
|
In the *Inspector*, click on the field next to *Mesh* and create a :ref:`BoxMesh <class_BoxMesh>`
|
|
|
resource to create a visible box.
|
|
@@ -98,7 +100,7 @@ resource to create a visible box.
|
|
|
Once again, it's too small by default. Click the box icon to expand the
|
|
|
resource and set its *Size* to ``60``, ``2``, and ``60``.
|
|
|
|
|
|
-.. image:: img/01.game_setup/12.cube_resized.png
|
|
|
+.. image:: img/01.game_setup/12.cube_resized.webp
|
|
|
|
|
|
You should see a wide grey slab that covers the grid and blue and red axes in
|
|
|
the viewport.
|
|
@@ -119,7 +121,7 @@ Start by setting snapping with your preferred method. Then move the ``Ground`` n
|
|
|
If you can't see the 3D object manipulator like on the image above, ensure
|
|
|
the *Select Mode* is active in the toolbar above the view.
|
|
|
|
|
|
-.. image:: img/01.game_setup/14.select_mode_icon.png
|
|
|
+.. image:: img/01.game_setup/14.select_mode_icon.webp
|
|
|
|
|
|
Move the ground down ``1`` meter, in order to have a visible editor grid. A label in the bottom-left corner of the
|
|
|
viewport tells you how much you're translating the node.
|