If I'm not wrong, one of the main contributors to the engine said it wasn't working properly and the only reliable option right now is removing those components when you compile the export templates
To make a great looking bootsplash or with some animations, I always set the splash icon to a transparent png image and create a scene to manually do the splash screen.
1. make a custom icon [project-settings -> app -> config] 2. make a custom splash screen [project-settings -> app -> bootsplash] 3. set main scene (start point for game) [project-settings -> app -> run] 4. name your game [project-settings -> app -> config] 5. make game full-screen default [project-settings -> display -> window] 6. custom mouse cursor [project-settings -> display -> mouse] 7. import blend files [project-settings -> filesystem -> import & editor settings -> filesystem -> import {blender install location}] 8. use anti-aliasing when doing modern games [project -> rendering -> anti-aliasing] Hope you have a great day & Safe Travels!
@@Retro-Future-Land it does, I followed the instructions at 2:34 and everything was fine, the way its written in this comment is a bit confusing tho, I only understood after rewatching that part
My personal recommendations if you want to release a professional game (for PCs): 1. Set a custom name and icon 2. Make a custom splash screen (not the one Godot provides, make your own animation or effect) 3. Make sure to remove any debugging measures (check your project settings) 4. Compile your own Godot runtime (for game speed/size optimizations and for encrypting your game in case you want to keep your assets from being stolen) -> I'd recommend setting up a Linux environment because of the broad platform support (Linux native, Windows mingw-w64, MacOS osxcross) -> Release for x86_64 and arm64 so your game supports the most common architectures
I'm curious about the % of people that would prefer non-fullscreen over fullscreen actually since I'm the other way around, I think it's weird when something opens non-fullscreen. Maybe @stayathomedev can do a community poll?
@@frankhuurman3955 it's probably a very small percentage, if i'd have to guess. For me, playing games in fullscreen is just the default. Even when a game is meant to be played in windowed, like OneShot for instance, I always fullscreen it anyways. but yeah there are people who get frustrated when a game immediately goes fullscreen on boot.
Agreed. The notion that a game has to default to fullscreen feels very "This is what AAA games do so it must be a good idea" It's especially bad when the game defaults to exclusive fullscreen specifically, but I don't think Godot can do that? Maybe it can in 4.X though. Either way I personally find it annoying.
@@Kthnx2 id rather it be in the settings but default to windowed, just so that it doesn't immediately take over everything i'm doing while it's loading.
I think the problem with default fullscreen is that some setups (like dual monitor or cloned monitor off a laptop) will go completely apeshit with no way to change game settings. Happened to me several times, I had to find where the game config is located to change it to borderless windowed or else the entire PC would get soft locked.
In Godot 3 icons settings used to be a little bit problematic, I still have no export experience with Godot 4, so maybe now it is easier to manage for all different target OS. Anyway I would add: make sure you set all properties, then export and test every possible aspect on every target OS you chose. Also check the properties of the software to make sure it has your own game+studio info instead of default Godot application info
Just yesterday I decided that I would try to make something simple on this engine... and I was wondering in advance how to change all these things in the future. And today UA-cam recommends this to me!
Okay - so you've come up with an entirely new 3rd enunciation of the engine that I've as of yet not heard, congratulations, very creative :D . I was used to "guh-doh" and "go-dot" but you have "gah-doh". Wonder if there's another one lurking out there!
Man I must say I love your videos, and if you keep this up, soon if not already, you'll be a point of reference in the community when it comes to Godot, thanks for the efforts, I know uploading videos is hard! PS: WILL IT BLEND!
One note about full screen: From an accessibility perspective, it can be a good consideration to start in window-mode. This helps some tools like screen readers. I'm not sure how the latest state is when it comes to borderless windows and exclusive full screen in DX12 but accessibility is in general a good thing to keep in mind.
It also helps people with multiple monitors. It always frustrates me when the game defaults to full screen on the first detected monitor, which is my side monitor instead of my preferred middle monitor (I have 3).
@@Gnidel the fullscreen default is definitely an opinionated choice, I like to start maximized and give options to go fullscreen/borderless on boot later
"Is Gato the name of the mascot? I mean, it could be a cat. Oh geez, now he's referring to the whole engine by this nickname. He might be too cool for me."
I wish there were a way of giving two thumbs up on UA-cam. I just started using godot three months ago. Approximately April of 2024. I was looking at a video and some guy mentioned that he was switching from Unity to Godot. Primarily because of the ridiculous and confusing Unity licensing policies. I had been dabbling in Unity for about seven years. Basically I would use it and then get frustrated. Every new version seemed to run slower and slower on my old machine. So I decided to give Godot a look. I am TOTALLY pleased. the editor and the engine just seem to run faster. I now have version 4.2 and 3.5 on my machine. I have 3.5 just to have the integrated Visual Scripting. VS just seems easier for me. I know that I can use Orchastrator with 4.2 and I have it. But I just like having VS capability availible all the time. Anyway I HAVE liked and subscribed.
You covered Anti-Aliasing without mentioning rendering pipeline. I'm developing on Compatibility, so I have chosen to not have the anti-aliasing option at all. (Retro style choice)
Really nice! A bunch of very trivial tips about things that can pull the rug out from under your feet very easily though, and you’ll never see what hit you due to so basic they are. 😆
2:10 it might be just me, but I prefer to play in window whenever it's possible. At least strategy games. If they can not be run in a resizable window it makes me sad.
You didn't even need to make a tutorial- I love how most of these options and menus in the Project Settings are just blatantly obvious and easy to change!
Correction don’t use full screen used windowed full screen by making it a boarder less full then set the window size to 2 pixels less than the full screen
The blender import just uses blender's function to export as gltf. You can just export it as gltf in Blender and import that, does the exact same thing.
I don't think this fits the "Do this before you publish" I think this fits more to the "Beginner configuration of your godot instance". I really think you should've talked more about how you actually publish to steam, how to add launch params, etc...
SAHD are you planning on making GODOT tutorials? I think that there is not much of them and although it is probably best to follow Godot docs and tutorials, I still feel like there is that one tutorial set of videos on the Yt missing, a set of tutorials which will make one understand the absolute basic but also FOUNDATION as to how one should make a game, like there is some topics but in the "big picture" I feel like it misses the scope of a godot project as a whole, like workflow I think - what I mean by this is you have multiple options for sprites, to put an example, and you have bone animation, cutout animation, sprite animation, then you have the steps to make objects, tiles, and it oh so varies and I feel like there is a foundation missing, like for example in Game Maker it is quite straight-forward: this is an object, it has animations, collisions, scripts, etc. but in Godot I feel like that there is such variety, and so many options, so that I am affraid that the foundation or basics combined might result in inconsistent work-flow and "objects", or rather nodes, scenes, sounds etc. might not work if one does not stick to one style. If what I wrote does not makes sense, it is because English is not my mother tongue, and also because as of now I am trying to make a game in Godot and all the ways and styles that one can do stuff, it makes me confused.
Disagree on the fullscreen thing. I always like games to be fullscreen, and to have that as an option, but I find computer programs of any kind seizing control of the screen before I tell them they are allowed is very, very rude.
anti-aliasing is not that noticeable in 3D - especially on HiDPI screens, which replace MidDPI screens faster than you think. what you 𝘳𝘦𝘢𝘭𝘭𝘺 should enable is anisotropic filtering, so that textures don't look blurred at steep viewing angles.
It drives me nuts that the project settings don't let you set anisotropic as the default behavio. I understand for performance reasons you might want to not use it everywhere, but I definitely use it on more materials than not.
To anyone still considering, please do not make your games default to fullscreen. I use Windows for the windowed interface. I don't need game developers telling me what should and shouldn't be the default. All my other apps open in a window, games should not be any different. Also to any developers out there, please default your volume sliders to a reasonable setting. Hate opening a new game only for it to take over my whole monitor and commence title music at max volume.
Sorry, but I don't get Godot devs. They put so much effort to make Godot 4 look better, especially with 3D but there is still a lack of modern terrain tools for Godot 4. As long as there is no modern terrain tool accessible at runtime via script and with multiple layers of PBR textures this will be always 2D only game engine.
You don't like Godot, but you're watching a video about Godot? Are you lost? Because you seem to be. Maybe you should just turn around and head back home. We'll wait.
There are also options to reduce the download size of your game such as removing the 3D engine or advanced UI elements if your game doesn’t use them.
This would be nice for a future video, some further optimizations :)
If I'm not wrong, one of the main contributors to the engine said it wasn't working properly and the only reliable option right now is removing those components when you compile the export templates
How?
Yeah there is flags for removing 3d, but where do you put em in the export UI?
This is so valuable to me in this very moment. Thank you!
To make a great looking bootsplash or with some animations, I always set the splash icon to a transparent png image and create a scene to manually do the splash screen.
Great tip!
you can always just turn off the image option and set the alpha to zero for the background color
1. make a custom icon [project-settings -> app -> config]
2. make a custom splash screen [project-settings -> app -> bootsplash]
3. set main scene (start point for game) [project-settings -> app -> run]
4. name your game [project-settings -> app -> config]
5. make game full-screen default [project-settings -> display -> window]
6. custom mouse cursor [project-settings -> display -> mouse]
7. import blend files [project-settings -> filesystem -> import & editor settings -> filesystem -> import {blender install location}]
8. use anti-aliasing when doing modern games [project -> rendering -> anti-aliasing]
Hope you have a great day & Safe Travels!
Thank you!
Thnx
For nuymber 7. Godot 4.2 doesn't have that now. Presumably it's drag and drop or just direct pointing for import?
@@Retro-Future-Land it does, I followed the instructions at 2:34 and everything was fine, the way its written in this comment is a bit confusing tho, I only understood after rewatching that part
doing 5. is a big mistake
Every time he says "god-oh" a puppy dies
Sometimes the truth kills
@@stayathomedev I prefer "go dot". It makes dots go.
I thought it was guh doh 😭
My personal recommendations if you want to release a professional game (for PCs):
1. Set a custom name and icon
2. Make a custom splash screen (not the one Godot provides, make your own animation or effect)
3. Make sure to remove any debugging measures (check your project settings)
4. Compile your own Godot runtime (for game speed/size optimizations and for encrypting your game in case you want to keep your assets from being stolen)
-> I'd recommend setting up a Linux environment because of the broad platform support (Linux native, Windows mingw-w64, MacOS osxcross)
-> Release for x86_64 and arm64 so your game supports the most common architectures
0:56 we should support the engine by show the logo
the way you pronounced Godot made me sick I wasn't ready for that xD
You're welcome!
Thank you, much more useful than the "simple export" videos everywhere.
I WONT LET ME CHANGE DIRECTORY & THUS SELECT A NEW FILE FOR THE ICON OR THE BOOT SPLASH! FUCK!
1:51
not everyone likes a game starting in fullscreen, in fact i know several people that complain about it whenever a game starts in full screen lol
I'm curious about the % of people that would prefer non-fullscreen over fullscreen actually since I'm the other way around, I think it's weird when something opens non-fullscreen.
Maybe @stayathomedev can do a community poll?
@@frankhuurman3955 it's probably a very small percentage, if i'd have to guess. For me, playing games in fullscreen is just the default. Even when a game is meant to be played in windowed, like OneShot for instance, I always fullscreen it anyways.
but yeah there are people who get frustrated when a game immediately goes fullscreen on boot.
Agreed. The notion that a game has to default to fullscreen feels very "This is what AAA games do so it must be a good idea"
It's especially bad when the game defaults to exclusive fullscreen specifically, but I don't think Godot can do that? Maybe it can in 4.X though. Either way I personally find it annoying.
@@Kthnx2 id rather it be in the settings but default to windowed, just so that it doesn't immediately take over everything i'm doing while it's loading.
I think the problem with default fullscreen is that some setups (like dual monitor or cloned monitor off a laptop) will go completely apeshit with no way to change game settings.
Happened to me several times, I had to find where the game config is located to change it to borderless windowed or else the entire PC would get soft locked.
the anti aliasing one was pretty nice to have mentioned.
In Godot 3 icons settings used to be a little bit problematic, I still have no export experience with Godot 4, so maybe now it is easier to manage for all different target OS. Anyway I would add: make sure you set all properties, then export and test every possible aspect on every target OS you chose. Also check the properties of the software to make sure it has your own game+studio info instead of default Godot application info
Damn. Every time he pronounced Godot, an angel lost its wings.
And a gained a new set of better, correctly pronounced, wings
Just yesterday I decided that I would try to make something simple on this engine... and I was wondering in advance how to change all these things in the future. And today UA-cam recommends this to me!
Okay - so you've come up with an entirely new 3rd enunciation of the engine that I've as of yet not heard, congratulations, very creative :D . I was used to "guh-doh" and "go-dot" but you have "gah-doh". Wonder if there's another one lurking out there!
Man I must say I love your videos, and if you keep this up, soon if not already, you'll be a point of reference in the community when it comes to Godot, thanks for the efforts, I know uploading videos is hard! PS: WILL IT BLEND!
🙏🙏🙏
Thanks a lot for all these tips. I'm gonna save the video in a list
Oh lord the Windowed/Fullscreen tip. Some AAA studios don’t even ensure that
3:10 give players the option to turn this off. There are a ton of gamers who dislike AA in games as it feels blurry.
Thank you for sharing this with us!!
Of course!!
One note about full screen: From an accessibility perspective, it can be a good consideration to start in window-mode. This helps some tools like screen readers. I'm not sure how the latest state is when it comes to borderless windows and exclusive full screen in DX12 but accessibility is in general a good thing to keep in mind.
It also helps people with multiple monitors. It always frustrates me when the game defaults to full screen on the first detected monitor, which is my side monitor instead of my preferred middle monitor (I have 3).
@@Gnidel the fullscreen default is definitely an opinionated choice, I like to start maximized and give options to go fullscreen/borderless on boot later
Unfortunately, Godot renders UI text as a texture, so screen readers don't work (as of 4.2...I think it's being worked on)
Oh...thanks for the hint! @@johndoe2790
"Is Gato the name of the mascot? I mean, it could be a cat. Oh geez, now he's referring to the whole engine by this nickname. He might be too cool for me."
Awesome tips, thanks!
Thanks! I am brand spanking new to Godot 4 and game development, so this is all good new info for me! :)
Great and welcome!
Why does nobody pronounce Godot the same way?
I also taught it
I wish there were a way of giving two thumbs up on UA-cam.
I just started using godot three months ago. Approximately April of 2024. I was looking at a video and some guy mentioned that he was switching from Unity to Godot. Primarily because of the ridiculous and confusing Unity licensing policies.
I had been dabbling in Unity for about seven years. Basically I would use it and then get frustrated. Every new version seemed to run slower and slower on my old machine. So I decided to give Godot a look. I am TOTALLY pleased. the editor and the engine just seem to run faster. I now have version 4.2 and 3.5 on my machine. I have 3.5 just to have the integrated Visual Scripting. VS just seems easier for me. I know that I can use Orchastrator with 4.2 and I have it. But I just like having VS capability availible all the time.
Anyway I HAVE liked and subscribed.
You covered Anti-Aliasing without mentioning rendering pipeline.
I'm developing on Compatibility, so I have chosen to not have the anti-aliasing option at all. (Retro style choice)
Thanks! Loved this videos.
Amazing as always, thanks!
Set a custom icon, shows the icon next to the project in the project manager, but it still compiles with the default icon...hmmm....
What option do I have to check to change the pronunciation of "Godot"? LMAO.
I've heard so many pronunciations it's crazy. I'm sticking with Guh-doh
@@DillBeeyou British i guess.
@@DillBeethere is T at the end.
Its should sound DOT
like '.' Com, '.' Net
Dot or Doat.
Well whatever it doesn't matter tbh, just use your accent. 🎉 No problem, don't even mention this BS
@@ZuHan-h8w fun fact! depot also has a T at the end
fun fact #2! if you pronounce depot as "de-pot" I'm going to personally come and find you :D
Really nice! A bunch of very trivial tips about things that can pull the rug out from under your feet very easily though, and you’ll never see what hit you due to so basic they are. 😆
Thank you!
You're welcome!
Thank you bro the best❤ the best tutorial ever ❤😊
This will be very helpful for me bro, thx
dont make fullscreen the default, on ultrawide, it can cause horrible performance issues or just pain in general.
thanks.
Like on super ultrawide when I open Godot and it forces it to fullscreen when I didn't want it.
Hope your channel blows up to abnormal proportions mate... now that unity died....
2:10 it might be just me, but I prefer to play in window whenever it's possible. At least strategy games. If they can not be run in a resizable window it makes me sad.
thank you so much this video helps a lot
You didn't even need to make a tutorial-
I love how most of these options and menus in the Project Settings are just blatantly obvious and easy to change!
Don't skip these steps! Got more tips? Let me know!
More Tips From Viewers:
- Make keybindings configurable (@Jakub_13)
what is the game at 2:54?
@@cz5635 "wipeout" its a PS1 game.
@@whiteland9992 thank you bro
Correction don’t use full screen used windowed full screen by making it a boarder less full then set the window size to 2 pixels less than the full screen
Why?
...and then after game finished loading set it back to fullscreen since windowed fullscreen creates an ugly 1px border
just did all of these on my project 👍
The blender import just uses blender's function to export as gltf. You can just export it as gltf in Blender and import that, does the exact same thing.
Yet another new way to pronounce godot wrong
you got yourself a subscriber!
Doom Vengeance III - Hell Hath no Fury 😂😂😂
I don't think this fits the "Do this before you publish" I think this fits more to the "Beginner configuration of your godot instance".
I really think you should've talked more about how you actually publish to steam, how to add launch params, etc...
An awesome video to learn HOW TO frame our projects !!
The list of featured games is not in order and it's not quite complete!
What is the game title at 2:58?
Thanks!
I almost clicked off the video when he said "use your edge"
Tip Number two: Make a custom bootsplash.....
*Brotato: Hold my beer*
Sorry but what is that card game at 0:23 it looks sick af
Hmm the icon still is the same even after changing it, I am using a PNG and a ICO file tho.
one of the first things i learned in godot was custom mouse
Yep, gotta remember the Old English speakers in Burkina Faso
Great tips.
I TRIED to add my own icon, but it doen't seem as easy as you say it is... error after error after error...
SAHD are you planning on making GODOT tutorials? I think that there is not much of them and although it is probably best to follow Godot docs and tutorials, I still feel like there is that one tutorial set of videos on the Yt missing, a set of tutorials which will make one understand the absolute basic but also FOUNDATION as to how one should make a game, like there is some topics but in the "big picture" I feel like it misses the scope of a godot project as a whole, like workflow I think - what I mean by this is you have multiple options for sprites, to put an example, and you have bone animation, cutout animation, sprite animation, then you have the steps to make objects, tiles, and it oh so varies and I feel like there is a foundation missing, like for example in Game Maker it is quite straight-forward: this is an object, it has animations, collisions, scripts, etc. but in Godot I feel like that there is such variety, and so many options, so that I am affraid that the foundation or basics combined might result in inconsistent work-flow and "objects", or rather nodes, scenes, sounds etc. might not work if one does not stick to one style. If what I wrote does not makes sense, it is because English is not my mother tongue, and also because as of now I am trying to make a game in Godot and all the ways and styles that one can do stuff, it makes me confused.
Ok, now where to I purchase Doom Vengeance III?
Disagree on the fullscreen thing. I always like games to be fullscreen, and to have that as an option, but I find computer programs of any kind seizing control of the screen before I tell them they are allowed is very, very rude.
can you tech me how to open a standallone godot game so i can edit it ?
Do you know how to add the collision from blender to a rigid body over godot?
Love the thumbnail Godot robot ? Is that a 3d model you can download ?
Thanks
0:18
What is the name of this game? Very similar to Advance Wars, I'd love to play it so much!
I cannot import from Blender 2.79?
What's the game featured at 0:24?
Tendryll
2:03 game name?
Could someone help me because I cant Test Play my game or Play my game in godot
anti-aliasing is not that noticeable in 3D - especially on HiDPI screens, which replace MidDPI screens faster than you think.
what you 𝘳𝘦𝘢𝘭𝘭𝘺 should enable is anisotropic filtering, so that textures don't look blurred at steep viewing angles.
It drives me nuts that the project settings don't let you set anisotropic as the default behavio. I understand for performance reasons you might want to not use it everywhere, but I definitely use it on more materials than not.
Thanks for the tips :)
Are you using a noise reduction filter on your audio? I feel like your voice is crunched a bit heavy.
Thanks! Unfortunately, yes. The room I'm in has not been treated properly yet.
@@stayathomedev Ahh no worries, keep up the good work my friend 👍
Make keybindings configurable
Yes! Accessibility!
Does godot support smaa antialiasing?
what is the game on second 42?
2:54 what's the game? PLEASE help your discord link is broken
His description says its "Drift" but it looks very similar to Wipeout, released in 1995 by Psygnosis
That's cool series!
Another intake i suggest how to address jitter, stutter and input lag before releasing your Godot game.😊
Does Godot has FSR support?
Yup
very HELPFUL! A + SUBSCRIBER, i’ll put you in my game
i don't care about politics and twitter i like Godot because its free
thanks
Step 1. Make an icon (doesn't say what size, format, or literally any information)
Step 2. I'm out
Nice tips, I want to make a card building deck game with rpg elements, do you have any video tutorials on that? Thanks
*sees Odyssey Of Dremid'ir*
"wait a minute...i work on that.....am i famous now?!?"
super
cool
>fullscreen better
L take
are we now just trying to find the weiredest ways to pronounce "Godot"
Just the correct way
"Be better", you think you can make me, not evne my mother's constant nagging managed that! :p
Keep going with the content! :)
Please! don't say gad OH! it's go dot or guh doe
Nobody that releases a game doesn’t do any of those things you mention…
gaughdough
To anyone still considering, please do not make your games default to fullscreen. I use Windows for the windowed interface. I don't need game developers telling me what should and shouldn't be the default. All my other apps open in a window, games should not be any different. Also to any developers out there, please default your volume sliders to a reasonable setting. Hate opening a new game only for it to take over my whole monitor and commence title music at max volume.
So these were really just very basic beginner tips. Also, you're pronouncing Godot wrong.
gado, srado - gościu naucz się wymawiać to słowo. Nie ma tam żadnego "a" w tym słowie, i mam gdzieś że piosenki piszesz na ten temat
Take it up with Samuel Beckett
Sorry, but I don't get Godot devs.
They put so much effort to make Godot 4 look better, especially with 3D but there is still a lack of modern terrain tools for Godot 4.
As long as there is no modern terrain tool accessible at runtime via script and with multiple layers of PBR textures this will be always 2D only game engine.
lol
lol
You don't like Godot, but you're watching a video about Godot? Are you lost? Because you seem to be. Maybe you should just turn around and head back home. We'll wait.