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Enum naming conventionmotzHi there, this lesson on State machines looks good, however I wondered if enums really have this kinda awkward naming convention in GDScript.
I come from Java, and the naming convention for enums there would in this case be `State` instead of `States` -> you write `State.GROUND`, `State.JUMP` or `var current_state: State` which to my ears just kind of sounds better, or maybe it's just because Java has changed my perception. :D 20Jun. 16, 2025
Really happy to see a state machine tutorial!SlimeySlimeBefore I started using this course, I followed a few tutorials online on how to make state machines for my characters. Unfortunately, I always ran into really strange bugs whenever I tried to expand these to my own needs (one was when my Idle transition to running would swap to running for one frame, then back to idle for another, then back to running.) These state machines I was making was using a StateMachine as a node, and then having different scripts for each individual state.
Is there any benefit to doing it that way, rather than just having separate functions in one script? This seems to do the same exact thing but removes a lot of the complexity, yet it has the same functionality.
Also, in the asset folder, I couldn't find sprites for jumping and falling animations. Not sure if I missed them or if they're missing from the folder. I downloaded the whole package twice and the sprites aren't in either of them.
As always, great tutorial! Thanks!20Jun. 11, 2025
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