@@SableSpiritStudio Watching this got me wondering about building up UI in figma and bringing it over to godot. I found the following video which shows how to create ui elements in Figma and bring them over (but not a whole interface). I thought you might find it interesting as well: ua-cam.com/video/L_M8jebQWOQ/v-deo.html
Isn't Figma simply a mock-up tool ? I'd not expect it to export any godot stuff (from what I've experienced with it) From a few glances at the video, Figma does provide the actual assets (PNGs) which is definitly good since you will have to find a way to make those anyway. If you're looking for a sexier interface in Godot, you should probably look into how to use the Theme tool & Tween. I really wanna get into Tween someday but I have some other stuff on my plate at the moment, so I don't xD
My autocomplete does func _ready(): instead of func _ready() -> void:. Is there a way to fix that? Also, when I update a label, I like to set it in the variable it's displaying (in this case stardust) set property. That way no matter what updates stardust, the label will always display the new value.
at 20:25, for the %s, is it the letter s for stardust or something else? im using the word mass instead of stardust in my code so i just want to avoid confusion.
and also, you may touch on this in a later video, but how do i abbrevate the numbers (1,000,000,000,000 = 1 trillion), and how do i surpass the 64 bit integer limit (9.22337*10^18)
I do not talk about this in videos ever. I once did on Discord. In order to shorten numbers you do need formatting methods which transforms a number into a String. There are some you may find only as it is a common problem. As for the break infinity thing, you'll need to create a custome Type for that. Again it is something you might find online as many people have tried this before. But really what you want is to create a new Type by associating smaller types.
When I'm following along I am not seeing the warnings that I am missing types. Is there an editor setting that I need to enable which will have those warnings show? Sorry if you explained this and I missed it.
You can control these warnings in the project settings by allowing advanced settings and looking for "debug" in the search bar. There is a category ("GDscript" iirc) which allows you to control those warnings. I go into this process in the project setting episode (I think it's been renamed to 0.1)
@@mythrando There's a playlist which is manually sorted to reflect the intended viewing order : ua-cam.com/play/PLgBln8F2Q8BzWYUrRSIkC2RlT-YHf0BQ3.html
TROUBLESHOOTING COMMENT BY TIMESTAMP: 21:30 If the label is not updating with the new amount, try adding this to your script: func _ready() -> void: label = $Label
Stardust being produced automatically without clicking per second till a specific number limit which will be upgradable later How can I achive this .....?
You'll find automatic production under the name of "Generators" on this channel. You have the next episode in the series as well as an in-depth video about generators. If you wanna add a threshold to limite passive production, you can add this to the generator handler by adding a simple check. "If stardust >= threshold, then abort production". There are many different ways to approach the problem based on the resource efficiency you need. As for the upgrade part, it will just work like any other upgrade in this series. You'll calculate the threshold based on upgrade level.
Can't believe I just made my first thing ever on Godot thanks to Orlando Bloom.
😂
this is so much better than all the other tutorials
Thanks !
Didn't know Orlando Bloom uses Godot. Thanks for the tutorial :)
Acting is exhausting, chill coding nights are so much more relaxing
ty orlando, great vid. i prefer this to your hollywood films tbh.
@@tobyearth Hollywood is so 2019. Future is open source Game Dev
i sorta made a clicker in javascript and want to remake it in godot. this tutorial really helps.
Glad to hear that !
Great content! Would love it if you could show the finished product at the start on your next tutorial! 😊
Oh, this should be fun! Looking forward to watching through!
I hope you'll like it ! I'm having great fun making it
The beginning is kinda slow but it gets better. Especially when I learn how to edit better 😄
@@SableSpiritStudio What are you using to edit? It's a skill I need to improve on myself!
@@SableSpiritStudio Watching this got me wondering about building up UI in figma and bringing it over to godot. I found the following video which shows how to create ui elements in Figma and bring them over (but not a whole interface). I thought you might find it interesting as well: ua-cam.com/video/L_M8jebQWOQ/v-deo.html
@@mythrando At the moment I'm using Clip Champ as I'm keeping it basic and don't really "need" to use Davinci Resolve yet
Isn't Figma simply a mock-up tool ? I'd not expect it to export any godot stuff (from what I've experienced with it)
From a few glances at the video, Figma does provide the actual assets (PNGs) which is definitly good since you will have to find a way to make those anyway.
If you're looking for a sexier interface in Godot, you should probably look into how to use the Theme tool & Tween.
I really wanna get into Tween someday but I have some other stuff on my plate at the moment, so I don't xD
Amazing tutorial thanks
Love it.
Thank you very much for this tutorial! You are a great instructor, keep carry on the good work!
My autocomplete does func _ready(): instead of func _ready() -> void:. Is there a way to fix that?
Also, when I update a label, I like to set it in the variable it's displaying (in this case stardust) set property. That way no matter what updates stardust, the label will always display the new value.
Sure,
Editor Settings → Something like Static Typing Hint in Auto-Completion or Completion (there is a search function)
@@SableSpiritStudio Thanks. Found it under editor settings > text editor > completion > add type hints in case anybody else has trouble finding it
Excellent!!!
Thank you!
at 20:25, for the %s, is it the letter s for stardust or something else? im using the word mass instead of stardust in my code so i just want to avoid confusion.
and also, you may touch on this in a later video, but how do i abbrevate the numbers (1,000,000,000,000 = 1 trillion), and how do i surpass the 64 bit integer limit (9.22337*10^18)
great vid!!! ❤
%s stands for "String" meaning it converts whatever is mirrored by the % into a String by using the str() method.
I do not talk about this in videos ever. I once did on Discord. In order to shorten numbers you do need formatting methods which transforms a number into a String. There are some you may find only as it is a common problem.
As for the break infinity thing, you'll need to create a custome Type for that. Again it is something you might find online as many people have tried this before. But really what you want is to create a new Type by associating smaller types.
alright, thank you so much!
Great video man! keep it up
When I'm following along I am not seeing the warnings that I am missing types. Is there an editor setting that I need to enable which will have those warnings show? Sorry if you explained this and I missed it.
You can control these warnings in the project settings by allowing advanced settings and looking for "debug" in the search bar.
There is a category ("GDscript" iirc) which allows you to control those warnings.
I go into this process in the project setting episode (I think it's been renamed to 0.1)
I just saw that you have one earlier video. I'm going through that now.
@@mythrando There's a playlist which is manually sorted to reflect the intended viewing order : ua-cam.com/play/PLgBln8F2Q8BzWYUrRSIkC2RlT-YHf0BQ3.html
how did you save the first user interface?
Ctrl + S ?
Not sure what the question is about
@@SableSpiritStudio thanks
@@SableSpiritStudio can you check my comment on the other video
TROUBLESHOOTING COMMENT BY TIMESTAMP:
21:30 If the label is not updating with the new amount, try adding this to your script:
func _ready() -> void:
label = $Label
Did you forget to manually set the label reference in the editor after assigning the @export tag to it ?
Stardust being produced automatically without clicking per second till a specific number limit which will be upgradable later
How can I achive this .....?
You'll find automatic production under the name of "Generators" on this channel. You have the next episode in the series as well as an in-depth video about generators.
If you wanna add a threshold to limite passive production, you can add this to the generator handler by adding a simple check. "If stardust >= threshold, then abort production". There are many different ways to approach the problem based on the resource efficiency you need.
As for the upgrade part, it will just work like any other upgrade in this series. You'll calculate the threshold based on upgrade level.
@sablespiritstudio some friendly advice mon ami it is pronounced intejer