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ADVICE FOR BRAND NEW DEVELOPERS: step 1. follow a few tutorials like this. step 2. think of a very simple game idea. step 3. try to make that game with the knowledge you have. step 4. when you inevitably run into a feature you don't know how to add to your game, watch a tutorial on that thing specifically. step 5. make multiple small projects using less tutorials and start to rely more on the documentation until you become more independent. step 6. you are now fluent in game development. good job!
Complimenting step 4: If you can't find a tutorial on that thing, divide it into smaller problems and look for those instead. So instead of "How to make a magic bag" you maybe can think of it as an inventory, so "how to make an inventory" and if you still can't find that, divide it into even smaller problems until you get to the basics of whatever you want to make: - How to make a UI - How to toggle a UI / a scene - How to disable inputs while in a UI - How to make draggable items - How to store data in an object - Etc, etc, etc...
And also have fun! Don't stress too much. In the case of game development the saying "Rome wasn't built in a day" really applies. Your game may not look the way you want it to at the moment, but by the end of next week, who knows 🤷♂
OUR LORD HATH WOKEN UP FROM HIS DEEP SLUMBER AND HAS GRACED US COMMON FOLKS WITH HIS DIVINE PRESENCE! THE NEWS OF HIS HITHERTO UNFORETOLD ARRIVAL LEFT US SMILING!
Quick tip for those with higher refresh rate monitors and using Godot4.3. You might notice that your player movement may appear blurry. This is due to Godot's physics system being defaulted to 60 ticks per second. Although changing this setting to 144 or higher depending on your setup may fix the issue, it is typically not a good idea to change this setting. With the latest release, Godot now has 2d Physics Interpolation. You can turn this on by going to Project -> Project Settings -> Physics -> Common -> Enable Physics Interpolation. Your character should be moving smoothly across your screen with this turned on.
great tip! had to search the web for an answer before I found this comment unfortunately. lets get u to the top brother. Also I think you also need to turn the fix jittering from 0.5 to 0. it says in the notes
@@Seestral To add to it, if you just do that, it will show you an error like this in the debugger - "_update_process_callback: Camera2D overridden to physics process mode due to use of physics interpolation." (At least on my end it did). The error only went away when I selected "Physics" instead of "Idle" under "Process Callback" in "Camera2D".
tysm i was wondering how i could fix it without messing with the physics tick rate since its generally considered bad practice to change constants like that, i feel like godot should try to detect your monitor refresh rate/ask you for it and tell you if you should enable it
“Wow, I actually did it and made a game! Thank you so much for this. I am turning 50 and always dreamed of making games since I was a kid, but it always looked overwhelmingly difficult. This experience has given me more confidence to try and learn more, maybe even make my dream game. As the saying goes, ‘it’s never too late.’”.
Ahhh... Brackeys is something else but I learned so much from your channel and made me a subscriber, when I really needed that Megaman tutorial back in the day!.. Godot seems more Game creation friendly though, just from this tutorial.
In the audio part at 1:09:50, they moved "Autoload" to be a tab under "Globals". It also sets the playhead at frame 0 instead of 1 as in the video. Also noticed it adds code a bit differently, instead of (body) it's (body: Node2D) -> void: but it still works fine. Got to the end of the tutorial pretty smoothly.
Yeah, everyone's raving about this guy. Unfortunately, it's 11pm over here, and I gotta work tomorrow. But I guess tomorrow after work I'll find out what the hype is all about. Leaving the tab open on the HTPC, so that when I turn the TV on tomorrow, it's the first thing I see. 😉
@@EvenTheDogAgreeswhat is lil bro yapping for lol. ofc not everyone is good in this scene but brackeys was a legend in early game development and the hype is here because he returned to making videos. him starting right off Godot is a bit weird, i personally wish Godot was better but it is a free engine so we just have to wait until the greatest contributors do their brilliant work
This tutorial is the best I’ve seen in my life, it’s actually for BEGINNERS! Couldn’t find a single person or video that didn’t expect me to know what I was doing lmao, thank you
Man, you do not mess around! I have been trying to get to grips with Godot (and game dev in general) for the past few months and while I've definitely learned a lot on my own, there are some features such as the sprite animation and sound editor that I didn't fully understand but you gave very clear and practical examples of how and when you would use these features, they've gone from something I fear to features that I want to use right now! I think I speak for a lot of people in the comments when I say thank you!
@@xPumaFangx Please do not correct people if your corrections will be wrong. "You are a good teacher" is correct. Especially that there are other issues in the comment, like "don't discontinued" should be "don't discontinue"
@@animowany111 Hu, I didn't know you where not aloud to have a sense of humor online. I guess I am going to have to use that subjective memory my parents always had.
You guys are missing the point of part 2 as Brackeys laid it out: make your own part 2, that's where the real learning begins... (play Mortal Kombat theme)
To those who have a problem with the camera jittering the player when Position Smoothing is enabled 23:03, select the camera and in the inspector set Process Callback to "Physics" instead of "Idle", this is likely the monitor's refresh rate being different. Hope this helps.
@@MrProg-ey3tl select TileMapLayer node, then from inspector select CanvasItem/Ordering and set Z Index value. Higher value means higher layer. f.e. background TileMapLayer ZIndex=0 and platform TileMapLayer ZIndex=1
Is there a way to make your tiles paint on different Z indexes within the same TileMapLayer node? I have the water set to zero and all other tiles set to 1, but when I paint I still replace the 1 index tiles with the 0 index tiles. I've created a second TileMapLayer and set the whole layer to 0 as a remedy. Just wondering if I can use different indexes on one node.
@@AndrewLukan You can do it by making duplicates of the node, erase everything you don't want, then set the order to lower than the default 0 or whatever lower than the player to put whatever painted behind them on the new TileMapLayer node.
@@MrProg-ey3tl just add multpile tilemaplayer nodes , just uncheck collosion and odering (background 0rdering =1 but foreground ordering =2 or higher and background node have collsion off thats it now you have background )
the cooking intro is going WAY harder than it has any need to be. With how well it was shot, I was convinced this was made for a series, and not just this vid.
A few months ago, i had certain issues when making my 2D game in Unity, and decided to take a break from development. A little over 3 weeks ago, me and my friend decided to start from scratch, this time using Godot. 2 DAYS AFTER WE STARTED, BRACKEYS RETURNS WITH A GODOT TUTORIAL. This feels like a miracle.
same here. I had some issues with unity. Couldn't open any project for 3 months. Then I thought let's just try godot. I went to find a tutorial and wow Brackyes is back!
now I didnt even know brackeys wasnt here this is the first video of him I watched and I am also new to game development but godot i your best option for 2d unity is too complicated and only use it for 3d
40:35 Pro Tip: You can add scenes in the tile set, making it possible to place the coins on the tile map while still behaving normally as they should, besides it doesn't show up in the tree making it overall less cluttered. It's easy to do, just look around a bit in the tileset tab and try to drag a scene inside of it, you then place it like a normal tile
I've been trying to do this but my coin script gets left with "'attempt to call function 'add_point' in base 'null instance' on a null instance" so I'm guessing theres some pathing involved that changes when you move the coin scene into the tileset
@@iron4522 Is there a way to fix this? have you fixed this? I'm getting a lot of "null instances" and nodes not being found, like when I tried adding a HP system in a similar way, any ideas?
Return of the king. Thank you for inspiring thousands of gamedevelopers over the years! And here's the push that Godot needed to reach new heights! Cheers!
youre not too shabby yourself bro, i want to say the exact same thank you to you as well, as you've greatly helped me in a lot of ways when i was using unity, so much. i'm on unreal now but i still support your videos lol
22:00 *HUGE TIP HERE* : To prevent issues occurring when placing your points, on the left under "painting" click on the little grey magnet icon and select "Grid Snap" and set the number next to the magnet icon from 4 to 16. It will snap your points to the tile making sure that no problems will occur with collisions. For more precise grid snapping, select "Half-pixel", where it snaps to every half a pixel.
I've been using the grid snap and made sure the hitboxes match each other, but the player still gets stuck when going up the slopes. Do you think there's any other setting i might messed up??? Maybe something in the player's hitbox...
Another tip at the same point: When painting the collision on the bridges, there's an option under the 'three dots' to flip horizontally, so if you have a mirrored tile like the bridge ends, you can just flip the painting for the other end, so you get identical collision and don't have to redo anything.
Holy moly, what a clear and eloquent explanation! Just turned 40 and returning to hobby game dev after not doing it for over 20 years. This not only inspired me to start, it gave me the confidence to do so. Thanks!
Uhh, it feels like I'm 16 again, when I didn't even have a pc and i was watching your videos just to get an idea of how that stuff works, happy to see you back!
I just finished this amazing Godot tutorial with my 12-year-old daughter. She had so much fun! I don't say this lightly, but this is the best intro to making games that has ever been published. Half of that is thanks to Godot; half of that is a compliment to Brackeys. Thank you for empowering and inspiring the next generation of learners!
For everyone having the issue where the player doesn't fall or move after you've inserted the movement template. Place the "Camera2D" node directly below "Game" instead of under "Player". That should fix it and the character should fall and be able to move now. I'm not sure what caused this issue however, perhaps it's something to do with the 4.3 updates!
@@TheGameGateway Thank goodness, that fixed my game I guess the camera was permanently locked on to the player even as they were falling, but with no background it just appeared like a static picture? Idk
I'm graduated in Game Development, working as a Software Developer nowadays. During college, we mostly used Unity and I don't have to tell you how much I was grateful for your channel and contents. God, you helped me a lot. After school, I tried to learn UE5 but dropped it, it is too much to handle, too much for a single developer that has to do all by himself. 3 weeks ago I decided to get back to game development and learn Godot, and now YOU ARE BACK , MASTER! THANK YOU SO MUCH! I'm really happy!
Does Godot has any advantages over unity? I know that unity has much more assets, community, solved problems in Google. Why Godot? I asking in scope of self development. Not looking for get job as game developer. Just hobby. Why Godot? I used unity over 3 years and switched to web development
@@romansalnikov5079 Because large companies will screw us up, as shown with unity. Godot is free open source forever, is growing very fast and soon will be the blender equivalent for gamedev
This is so nostalgic. I learned Unity through Brackeys and others when I first did game dev and now I've used Godot as my main engine for ~2 years now and seeing Brackeys make videos on it just fills me with so much joy. I really hope this brings others into the Godot ecosystem, we're a super welcoming community and I think Godot is only going to grow better and better
I started using godot a week ago, seeing you join the community just as I'm starting is great to a point you can't even fathom! Thank you so much for all the tutorials you'll make!
lmao. i started using it in a exact same day that tutorial popped off. And i was specifically searching for a Brackeys video. I couldn't believe this :D
This is the perfect video for all beginners. It just connected all the dots for me. The way he structured and organized his nodes helped me fully understand how nodes work and how to use them properly. I couldn't decide on a structure and this video has given me a great foundation. He also touched on so many good points.
Helpful tip for anyone coming from Unity: if you ever wonder why you can’t attach multiple scripts to a Node, it’s because in Godot, the script actually IS the Node. All Nodes are classes, and attaching a script means extending its class. Godot doesn’t have GameObjects and Components like Unity does, but you can consider a Node’s children Nodes to be its components. So you can give a Node a component script in 2 ways: - Give the Node a child Node, and attach script to it - Instantiate a script as an object inside the Node’s main script
This is great advice! I actually tried Godot a few months back and one of my biggest gripes was the inability to add more than one script per game object. The solutions you suggested here are great workarounds.
Yes, Godot's way means a much more exposed and visible scene tree compared to tons of components on one object in unity. Don't worry, if it's ugly or you have reusable node structures, just right-click -> save as scene!
I have watched many different videos on how to build small games in Godot but this one has been by far the comprehensive, you did a really good job at explaining why your doing specific things and how that can expand into more in the future. Great video!
I LOVE YOU. I started when i was 15 with your tutorials. Im 26 and live as a game developer. I love you so much, you are going to give life and a career to many young ones
As a teacher and computer scientist, I understand how challenging it can be to explain complex concepts in an engaging and pedagogical manner. You do an exceptional job at making difficult topics accessible and easy to understand. Stort tack för en så bra video :)
1:02:48 Pro Tip 2: You can just create a script named "Game Manager" and inside project setting go into the "Autoload" tab and add your game manager script, that way it will always be there, so if you have multiple levels you don't have to put a "Game Manager" node in each of them, it even enables you to make the variables inside the scripts to be global and accessible from every other scripts. This makes everyhting much simpler and allows you to directly call the function "add_point" from the coin script. Just remember to reset the points counter whenever you reload the scene or else coins will keep adding up.
or instead of just the script, you can use a node with the script instead, that way you can cycle through different background music by placing the audio inside of the node.
Thank you! this works really well. To reset point counter you can make a new function similar to the add_point in the GameManager like this: func reset_point(): score = 0 print(score) then in killzone script in the on_timer_timeout signal you can call the function like this : GameManager.reset_point() I hope this helps anyone reading!
to anyone who thinks the charachter isnt falling in the 14:47 section: make sure the camera isnt a child of the player, but sits under the game node(the tree in the top left corner)
I wish I could say the same. I spent a total of 12 days bugfixing and troubleshooting. 9 days of it was spent trying to fix the GameManager when in reality the only reason the score didn't work was because the coins had the parent node of a Node2D, not just an Area2D. (I didn't know you could directly add in nodes when creating a new scene, I thought you had to base it off a Node or Node2D)
You would expect jokes to maybe distract from an educational format, but because brackeys is what we like to call a REAL G', like the master teacher he is it only elevates the classroom. What exceptional content, on every level. GOD BLESS BRACKEYS, GOD BLESS GODOT!
25 years old, and now im trying to muster up the herculean task of making a game. I pray that after this video and with future tutorials and experience in the future that I one day become competent.
I cannot believe that this is the first video I watch of Brackeys! The explaination skills are beyond UA-cam's tutorials levels, the way you approach things and show while still tutoring its truly mind blowing! Feeling so blessed and lucky that I can come back to this video every time until I get things right with game dev. Thank you for coming back!
Godot solves pretty much all my gripes with the "industry standard" game engines and has actually made me excited about game dev again. Cant wait to see the new wave of creations made with this, and thank you for helping spread the good word!
So glad that Brackeys is back, I joined the website a little after realising he had quit UA-cam and now he's back, thank the lord, I hope this continues as I'm thinking of becoming a 2D game developer at some point when I've done my courses.
I wont lie, I struggled so much with previous Unity tutorials from this channel. I'm not sure if it's how intuitive Godot is, or how much better Brackeys' teaching has gotten, but I understand everything to a T and have had no moments where I'm freaking out trying to figure out what lines of code are supposed to be doing. I'll see if that remains once I test making an actual game, but so far I'm thinking Godot might be the engine for me. I adore the new teaching style. Its so easy to understand, the perfect speed and just concise enough while still being detailed and well organized.
C# In general is a more difficult language One of the benefits of Python/GDScript is how simple it is to both read, use and understand. C# has other benefits, but it requires a significantly more in depth understanding of code and how things should work. Most programmers familiar with any language can grab python and make what they need cause the language is made to get things done quickly. GD Script is build with that in mind. But I think Brackeys has improved in his learning style, but I really enjoyed most of his videos actually. Great learning experiences
I don't know where to start. First of all you are such a talented teacher. Second, this has go to be, the best, most fluent, introduction to Godot ever. In over just one hour you walk us through a process which other creators drag out over 10 or more episodes. This introduction is so damn good it should, maybe not right now, but eventually, become part of the Godot project and made accessible for the millions of people who don't have access to UA-cam. It's so good, to have you back!
what the frakk??!! I never saw a so easy to understand tutorial video!! It's so smooth, fluid, and explained. I understand why game developers are so happy for your return!! KUDOS!!
This is just surreal. I have always wanted to be able to make games. Dabbled here and there with unity and unreal a few times but never finished anything. Now, after 35 years of playing games and wondering what it would be like to make one, here I am. Thanks to you and Godot a dream is fulfilled. I'm amazed by your ability as a teacher. Thank you so much, truly. This is something very special.
this was literally the only video I needed to watch to get me started in Godot, thank you. Now i have a top down 2d game going on with a full on day night cycle which lerps between the colours of the sky and has a digital clock system which impacts every clock in the game :)
As someone who have used GODOT for the past years to make games, this video is a great tutorial. It says beginner tutorial, but don't be fooled, to make simples games it doesn't go too far as what was shown. Congratulations Brackeys! I can't wait for the next video!
I just wanted to say that it is good to have you back. I have left my 10 yo son with this video and with minor help from me he is now over half way through and he has learnt a lot. He got stuck a few times not knowing some computer basics, like how to select things (holding shift, control, etc) but he has now learnt those things. Looking forward to seeing more from you.
This tutorial is one of the best tutorials I've seen for Godot. It's so well-paced and simple, everything is explained very well. Saying what action you're doing while doing the action is so helpful to reinforce learning, such as saying "ctrl + A" to add a node.
Welcome back! I'm only halfway through but kind of love that there's no comparison to Unity features mentioned. I wait for you to say "...like a Prefab in Unity" but it's just not mentioned - it's great! It feels like a standalone Godot tutorial without any knowledge required or referenced from other experiences on other engines. So good! Thank you :)
This was the first game dev tutorial I was actually able to follow completely the whole way, wonderful job Brackeys, will definitely be watching more of your videos. 😁😁 Also love your humor, makes these tutorials way less boring than others who sound lifeless
As someone who has been coming back to this video pieces at a time, I super appreciate that you re-explain parts of the process as you go through them a second time
I don't know what to feel right now. I'm a hardcore Unreal Developer but back when I was studying game design in university I learned how to make games with unity with you. I even used your videos to implement some gamplay mechanics in Unreal Engine. I'm really happy that game development community got you back. And I'm glad you decided to go with Godot. I believe in the goal of Godot. And your videos will help them a lot. (Don't underestimate your impact 😅) With you I will give a second chance to Godot with a hobby project. I used it at least 4 years ago back when they first share their 3D demo project during global game jam that our department hosted.
I have made a full game (minus assets) in 3 weeks that i had issue after issue with in unreal for almost 12 weeks. As long as your programing is good it is genuinely alot smoother.
@@ghjuyt101 Yeah I don't struggle that much. I directly plan out my systems c++ and blueprints in mind. Good understanding of C++ and how to debug it is what helps you have a smoother experience. Because most of the time the problem caused by a pointer. Blueprints are also in pair with C++ api and they are designed OOP in mind. a good understanding of those concepts wil also help the beginners.
@@ghjuyt101 I get you. Unreal Engine's C++ is not a pure c++. The intentions and what they did becomes clearer once you learn the design patterns, software development conventions and taking a deeep dive into source code. Most of the documentation you need is in the source code since they use the same api as you do from the almost int WinMain() to the BeginPlay() of your actor.
There's a pipette tool for painting the physics on the tiles. For painting the physics on the bridge, you can paint the middle bridge first. Then you can paint the left without moving the connecting edge. Then you can use the pipette tool (next to the 'paint' button) to reselect the middle bridge so that you can have the correct position for the right bridges' connecting edge.
Great to have Brackeys back. I've been making games as a hobby for 15 years and this video is one of the best intros to game dev I've ever seen. It took me a long time to understand the basics of game development, structure and organization and that struggle resulted in a lot of very messy, barely functional games that were almost impossible to work on. This video nails the fundamentals and how to quickly make a functional game. Awesome stuff!
Quick note/fix, in 23:07 section when Brackeys enables position smoothing on camera, if you have a 144Hz refresh rate monitor or more you might see lag on the player object, you can sort of fix it by going in Project/Project Settings/ Application Run make sure advance settings are enable (top right corner) and set max fps to 60 so it doesn't generate more fps which produces the jitter on the player
This was brilliant!! 75 minutes that flew by and, at the same time, were packed with super valuable content! You're amazing! And I have to say that, from what I saw here, I am surprised at how many cool features Godot has! Will start testing some thing pretty soon! Thanks a bunch! You rock!!
1. I love Brackeys, and would have watched this video no matter what because of how relaxed I feel as he explains things. 2. I have been learning Godot, and he does such a great job of breaking things down and explaining. I am so glad Brackeys is back. He talks in a way that it feels like you're listening to a good friend. We feel like we know him, even though he has no idea who we are. Fantastic creator.
I have started my game development journey couple days ago. I have 3 games in mind already fleshed out. And I am starting on my very first game. First time using game making software using GODOT. I come from a voice over/music and sound design background of 15 years. My bread and butter is voice over, making music and mixing and mastering. Im pretty excited to make a game and complete it. My first goal is make a level that is playable and that it works. Wish me luck.
Brackeys tutorials allowed me to finish my game dev project during my college days, without his help online I'd probably still at school right now 😂. Glad the KING IS BACK!
Years ago when I started learning game development, I wanted to start with Godot because my computer was old and could run Godot more smoothly. However, I struggled a lot due to the lack of Godot tutorials and switched to learning Unity. Beginners these days are so lucky because there are now Brackeys Godot tutorials.
Awesome tutorial. Here a few tips to ehance the UX a little. 1. In the project settings make sure your physics fps matches your refresh rate. Otherwise there will be jitter. 2. Allow the player to make a jump even shortly after falling down. (50ms felt good to me). I accomplished this by adding a timer on the player and restart it every physics tick, if the player is on the ground. Then allow jumping by allowing the jump if timer.time_left > 0, even if the player isn't on the ground.
I've got a high refresh rate monitor and I was thinking about why was my character jittering, I wasted 10 to 15 minutes until I noticed it was because of my monitors refresh rate but I never found a fix except capping the fps at 60. Seeing your first tip fixed it and gave me a knowledge that I needed and I will never forget. Thanks!
@@onurkorkmaz22 Just to clarify, is this "Physics ticks per second"? (From looking at the Godot documention I get the feeling they renamed it from "Physics FPS".
Hey are you able to provide a little more info on the jump timer? I've had a stab at it but am puzzled how to achieve this so far. What's confusing me is I'm printing the timer and it is either or zero (when reset). I'm expecting it to tick up at least whilst I'm in the air. I tried setting the player way high in the air to see if that made a difference, but the timer still started at . I may simply need to read up on Timers tbh. Edit: Even now I just read the hover-text for Wait Time and it blew my mind, so I think what you're proposing is probably a few steps away from what I can achieve as a beginner.
@@GrumpyStoic You can achieve it as a beginner easily. Add a timer node to the player called Timer, Make sure it's a 1 shot and 0.05 seconds. (50 ms) In the _physics_process function you modify your if is_on_floor() statement like this: if is_on_floor(): $Timer.start() if direction == 0: animated_sprite.play("idle") else: animated_sprite.play("run") else: animated_sprite.play("jump") Last thing you need to change is in if Input.is_action_just_pressed("jump") and is_on_floor(): You need to change it to if Input.is_action_just_pressed("jump") and not $Timer.is_stopped(): That means you'll be able to jump as long as the timer is running instead of as long as you're on the floor. You can probably use a variable and call it something like jump_timer instead of directly referencing the timer if you prefer that but I wanted to make the comment as short as possible haha. Edit: I suppose you technically could spam the jump twice with this functionality within those 50ms, but you can just stop the timer using $Timer.stop() when you do the jump as well.
right when i get into godot the king comes back. i really hope he doesnt just make a few videos and turns this into a regular thing to help us learn alongside with him. Hopefully there will be some C# stuff too
Brackeys is how I got my start so many years ago, Now I'm well beyond the scope of his videos but you bet I'm still gonna watch every video to support the man who gave me my start.
Great tutorial overall! Just one note that I have to make, the way you display the updated score is one of the worst anti-patterns possible; The whole idea behind having a singleton (like GameManager) is to avoid this kind of spaghetti. One way, which is "more correct" (one of many possible such ways) is to: 1. Add a "score_updated" signal to GemeManager, that gets emitted when the score is updated. 3. Reference GameManager in the ScoreLabel, listen to " add a script to the score label, that references the "score_updated" signal, and update the text with the new score. You (the reader) can google "using custom signals godot" if this sounds confusing to.read. This is the simplest solution here I can think of, which doesn't ingrain bad practices into the new people watching this tutorial. The whole idea of having a Singleton like GameManager is for its code to be completely independent of UI implementations like the label, not deeply entangled with it.
As someone who has been interested in game design for a while but never had the courage to learn any of the programming languages or engines to do it myself. I found out about you in your returning video while I was looking up how best to learn godot. So the timing was absolutely perfect and I look forward to learning about godot and starting my game dev journey.
@@andresbocchigliere3227 It appears as a button whenever I hover on the video [ works on firefox and chromium browsers ], enabling it allows me follow the tutorial whilst having the video overlaid on topping, preventing me from having to switch between windows constantly.
I'm already an experienced dev with knowledge of many engines like Unity, GameMaker, Clickteam Fusion 2.5, and languages like C#, C++, and Python, but I must say your teaching style is incredible to the point of making a tutorial very entertaining yet easily understandable to anyone starting with gamedev, which is not an easy task! So I'm really glad for your comeback to the gamedev and tutorial scene
who's cutting onions here? I mean I saw the return video but bro I feel like I went back to those prime days watching his videos and learning new stuff every day. Thank you Brackeys!
0:30 So cool to see Windowkill! The most innovative game I've seen, and a great example of how the ability to easily modify the game engine / editor itself is such a powerful tool to have (it is not all vanilla!)
Bro, I wrote godot off as a beginner's baby engine, like roblox, and never looked into it. I'm blown away by the functionality. The fact that you can incorporate singletons without code, a full audio mixer, and the ability to call functions from animation keyframes without using waits and coroutines is mind boggling. The language also looks heavily based on python which is my specialty. I'm definitely looking more into this engine after having watched this video
We've just recently jumped into godot and it has been really fun to use and learn! We're glad that just because we're changing engines that doesn't mean we have to change our teacher.
@@blo0m1985 Bro, i don't know if you are trolling or not since I see your same comment everywhere. This is not Unity, so no C#. You can use C# in Godot but it has limitations. If you want to use Godot with it's full potential you need to use GDScript. Your comment is like saying "useless bcz no C#" when you use Unreal Engine. It just makes no sense. I guess you are a beginner and scared to learn new things. I just want to tell you that you will never be using only one technology if you work as a programmer (if you even want to be a programmer, maybe gamedev is just your hobby idk, i just want to help you). For example, if you work as web dev you will never use only React and Firebase, you will SQL, Mongo db, Flask, Clerk, Stripe, bunch of different APIs that you have never seen before and bunch of other new tech that you have never seen before, so you will need to read the docs and learn by yourself. Limiting to only one technology is nearly impossible in real life bcz it almost impossible to make everything with only one technology. GDscript is much much better than C#, it's litteraly the same as python.
► Check out Zenva's free Godot course: academy.zenva.com/product/godot-101-game-engine-foundations/?
► Get 20% off your first year (on top of any existing site-wide discounts!) with this link (first 50 people): academy.zenva.com/cart/?add-to-cart=1319205&coupon_code=brackeys202401&
THE BIG BRACK IS BIG BACK!
Waltuh, put your course away waltuh, I'm not making games with you right now waltuh
Will you make 3d tutorial also
just commenting so I can go back here again in the future
Will you put out a 3d tutorial?
ADVICE FOR BRAND NEW DEVELOPERS:
step 1. follow a few tutorials like this.
step 2. think of a very simple game idea.
step 3. try to make that game with the knowledge you have.
step 4. when you inevitably run into a feature you don't know how to add to your game, watch a tutorial on that thing specifically.
step 5. make multiple small projects using less tutorials and start to rely more on the documentation until you become more independent.
step 6. you are now fluent in game development. good job!
Complimenting step 4:
If you can't find a tutorial on that thing, divide it into smaller problems and look for those instead.
So instead of "How to make a magic bag" you maybe can think of it as an inventory, so "how to make an inventory" and if you still can't find that, divide it into even smaller problems until you get to the basics of whatever you want to make:
- How to make a UI
- How to toggle a UI / a scene
- How to disable inputs while in a UI
- How to make draggable items
- How to store data in an object
- Etc, etc, etc...
And don’t ask chatgpt, cause the latest model only knows godot 3.5. I learned that the hard way.
thanks
And also have fun! Don't stress too much.
In the case of game development the saying "Rome wasn't built in a day" really applies. Your game may not look the way you want it to at the moment, but by the end of next week, who knows 🤷♂
+rep
I learnt coding that way for my roblox games works 10/10
Lets see if I can do it for godot
ITS HERE, THE OFFICIAL RETURN OF THE KING!
Yes!
HAIL TO THE KING!!!!
Hell yeah, lets get this party started!
Dani will be back end half of 2024
OUR LORD HATH WOKEN UP FROM HIS DEEP SLUMBER AND HAS GRACED US COMMON FOLKS WITH HIS DIVINE PRESENCE! THE NEWS OF HIS HITHERTO UNFORETOLD ARRIVAL LEFT US SMILING!
Hyped to give this a proper watch!
Thank you for the great engine!
peititon to add this video to the menu when you open godot (for the first time maybe)
Whoa, the real Godot Official channel:0
Hi!
Godot official 😮
godot is the only engine i've ever been able to learn and i tried just about every game engine
Quick tip for those with higher refresh rate monitors and using Godot4.3. You might notice that your player movement may appear blurry. This is due to Godot's physics system being defaulted to 60 ticks per second. Although changing this setting to 144 or higher depending on your setup may fix the issue, it is typically not a good idea to change this setting. With the latest release, Godot now has 2d Physics Interpolation. You can turn this on by going to Project -> Project Settings -> Physics -> Common -> Enable Physics Interpolation. Your character should be moving smoothly across your screen with this turned on.
great tip! had to search the web for an answer before I found this comment unfortunately. lets get u to the top brother. Also I think you also need to turn the fix jittering from 0.5 to 0. it says in the notes
Thanks, you’re a legend.
@@Seestral To add to it, if you just do that, it will show you an error like this in the debugger - "_update_process_callback: Camera2D overridden to physics process mode due to use of physics interpolation." (At least on my end it did). The error only went away when I selected "Physics" instead of "Idle" under "Process Callback" in "Camera2D".
tysm i was wondering how i could fix it without messing with the physics tick rate since its generally considered bad practice to change constants like that, i feel like godot should try to detect your monitor refresh rate/ask you for it and tell you if you should enable it
Thanks a bunch!!!!
“Wow, I actually did it and made a game! Thank you so much for this. I am turning 50 and always dreamed of making games since I was a kid, but it always looked overwhelmingly difficult. This experience has given me more confidence to try and learn more, maybe even make my dream game. As the saying goes, ‘it’s never too late.’”.
hey, thats; great. wish you a great game creation journey ahead
❤
keep going! you can make it! i believe!
@MichaelLochlann Thank you, thats a great analogy to think about going forward.
😃
Many have tried, but NOBODY does it like Brackeys. So happy to see the channel back!
aww yeah LostRelic's here! The gang's all together.
dont sell yourself short mate!
Ahhh... Brackeys is something else but I learned so much from your channel and made me a subscriber, when I really needed that Megaman tutorial back in the day!.. Godot seems more Game creation friendly though, just from this tutorial.
i think blender guru and his donut tutorial are similar
It's like the return of the avatar
The start of a new journey.
what are u doing here يا سحبه
هلا و الله يا وحش 👍💪🇹🇳🇸🇦
sooooop
هلا والله
يسطاااا
In the audio part at 1:09:50, they moved "Autoload" to be a tab under "Globals".
It also sets the playhead at frame 0 instead of 1 as in the video.
Also noticed it adds code a bit differently, instead of (body) it's (body: Node2D) -> void: but it still works fine.
Got to the end of the tutorial pretty smoothly.
thanks🙏
thank you
I got to change it to (_body): in order to work, I don't know if it'll make me alter something in the future
thank you 💕
Thanks! Globals was my guess, but I figured I'd check the comments here to be safe!
This is not just a tutorial. This is a big sign for Godot future. From now on the speed of community growth is going to be faster and faster.
And we can all thank Unity for it.
IMO he was a big part of why was unity so successful
@@azmoh4515 So it means. Now Godot going to be successful!!!!
It bodes well.
@@isaaciktaile1118 Yeah thanks Unity, greedy corporations continue to unalive themselves
To all future Brackeys student in Godot. you have met the best teacher in this field, enjoy.
Yeah, everyone's raving about this guy. Unfortunately, it's 11pm over here, and I gotta work tomorrow. But I guess tomorrow after work I'll find out what the hype is all about. Leaving the tab open on the HTPC, so that when I turn the TV on tomorrow, it's the first thing I see. 😉
@@EvenTheDogAgreeswhat is lil bro yapping for lol.
ofc not everyone is good in this scene but brackeys was a legend in early game development and the hype is here because he returned to making videos.
him starting right off Godot is a bit weird, i personally wish Godot was better but it is a free engine so we just have to wait until the greatest contributors do their brilliant work
But it is useless as no c# 😢😢😢
Yes C# ??? @@blo0m1985
@@blo0m1985 GDScript is basically Python and it's much easier to write than Unity's mangled C#. You'll get used to it quickly.
There's no way Unity's CEO fucked up so bad that he caused Brackeys to come back after 3 years
Oh I think so Fyhg.
well EX-Ceo, but Many People Trusted unity
so such a betrayal as a fee PER INSTILLATION Was enough for him to return
They still trucking with the runtime fee so they def did
@damsen978 Well... ua-cam.com/video/EYt6uDr-PHQ/v-deo.html
@damsen978 its a joke mate
This tutorial is the best I’ve seen in my life, it’s actually for BEGINNERS! Couldn’t find a single person or video that didn’t expect me to know what I was doing lmao, thank you
Thanks for the collaboration Asbjørn & Sofia! Can't wait to see you work your magic with Godot!
not bro using the government name 😭
@@bonkers622 making games is a serious business 😎
@@Zenva I mean, you are not wrong 😂
I can't even pronounce Asbjørn 😭😭😭💀
@@AbyssmEdits As Be Yorn
Man, you do not mess around! I have been trying to get to grips with Godot (and game dev in general) for the past few months and while I've definitely learned a lot on my own, there are some features such as the sprite animation and sound editor that I didn't fully understand but you gave very clear and practical examples of how and when you would use these features, they've gone from something I fear to features that I want to use right now! I think I speak for a lot of people in the comments when I say thank you!
so true!
Please don't discontinue this Godot series because you explain it better than others You Are a Good Teacher....
Correction It is not You Are a Good Teacher....... Instead use, You Are The Good Teacher...........
thank you.
@@xPumaFangx Please do not correct people if your corrections will be wrong. "You are a good teacher" is correct. Especially that there are other issues in the comment, like "don't discontinued" should be "don't discontinue"
@@animowany111 Hu, I didn't know you where not aloud to have a sense of humor online. I guess I am going to have to use that subjective memory my parents always had.
@@xPumaFangx Your sense of humor is obviously broken if you find posting wrong corrections funny
@@xPumaFangxHow did I happen upon an individual with an even more unhinged humor than I?
Hey Brackey, do you think you would ever make a part 2 to this, this has been very helpful, and I would like to learn more from you
I second the request for a part 2 by far the best Godot tutorial I have seen on UA-cam and I have watched many
I third the request for a part 2 by far the best Godot tutorial I have seen on UA-cam and I have watched many
I fourth the request for a part 2 by far the best Godot tutorial I have seen on UA-cam and I have watched many
You guys are missing the point of part 2 as Brackeys laid it out: make your own part 2, that's where the real learning begins... (play Mortal Kombat theme)
I fiffth the request for a part 2 by far the best Godot tutorial I have seen on UA-cam and I have watched many
Thought it was going to be a short tutorial. But nope, it’s a full mini game 1hr+ long video. Very nice! Well done and glad to see you back.
To those who have a problem with the camera jittering the player when Position Smoothing is enabled 23:03, select the camera and in the inspector set Process Callback to "Physics" instead of "Idle", this is likely the monitor's refresh rate being different. Hope this helps.
Thank you! Googling didn't help lol
Had I seen this few days ealier, you would've saved me 2 hours of googling ...
thanks, i'm commenting to boost this up so that others who run into the same issue as me can see this solution!
thank you so much lol
Thank you kind sir!
Man if i had brackeys when i was learning godot... future godot learners, THIS IS THE GUY!!!
I wish I was like 5 months late
I'm just about to start now. So just like back in unity days I can watch brackeys to learn more lol. It's perfect.
@@Potato_Devv lmfao
@@Sakros today i woke up wanting to try doing game dev again, but with godot instead of unity. IT IS ABSOLUTELY PERFECT
Ayyy just randomly started today
In Godot 4.3 there is a new way of making TileMap layers. TileMap layers are now individual TileMapLayer nodes in the scene.
Can you tell us how to make one tile appear above another?
@@MrProg-ey3tl select TileMapLayer node, then from inspector select CanvasItem/Ordering and set Z Index value. Higher value means higher layer. f.e. background TileMapLayer ZIndex=0 and platform TileMapLayer ZIndex=1
Is there a way to make your tiles paint on different Z indexes within the same TileMapLayer node? I have the water set to zero and all other tiles set to 1, but when I paint I still replace the 1 index tiles with the 0 index tiles. I've created a second TileMapLayer and set the whole layer to 0 as a remedy. Just wondering if I can use different indexes on one node.
@@AndrewLukan You can do it by making duplicates of the node, erase everything you don't want, then set the order to lower than the default 0 or whatever lower than the player to put whatever painted behind them on the new TileMapLayer node.
@@MrProg-ey3tl just add multpile tilemaplayer nodes , just uncheck collosion and odering (background 0rdering =1 but foreground ordering =2 or higher and background node have collsion off thats it now you have background )
the cooking intro is going WAY harder than it has any need to be. With how well it was shot, I was convinced this was made for a series, and not just this vid.
The series will be called 'The Danish chef'.. 😉
godette the chef
A few months ago, i had certain issues when making my 2D game in Unity, and decided to take a break from development.
A little over 3 weeks ago, me and my friend decided to start from scratch, this time using Godot.
2 DAYS AFTER WE STARTED, BRACKEYS RETURNS WITH A GODOT TUTORIAL.
This feels like a miracle.
same here. I had some issues with unity. Couldn't open any project for 3 months. Then I thought let's just try godot. I went to find a tutorial and wow Brackyes is back!
now I didnt even know brackeys wasnt here this is the first video of him I watched and I am also new to game development but godot i your best option for 2d unity is too complicated and only use it for 3d
what an incredible luck
Same
Now we just need dani back and its gonna be the golden era for game development in UA-cam
yess
If we could have @SebastianLague convert to Godot that would be Epic.
And Sam hogan
i'd like to give you my like but it's already at 69 sooo
i like your channel's name
40:35
Pro Tip: You can add scenes in the tile set, making it possible to place the coins on the tile map while still behaving normally as they should, besides it doesn't show up in the tree making it overall less cluttered. It's easy to do, just look around a bit in the tileset tab and try to drag a scene inside of it, you then place it like a normal tile
We love Mario in godot
thanks for the tip 🙏🏼
You should make tutorial for those of us that are new to this 🙂
I've been trying to do this but my coin script gets left with "'attempt to call function 'add_point' in base 'null instance' on a null instance" so I'm guessing theres some pathing involved that changes when you move the coin scene into the tileset
@@iron4522 Is there a way to fix this? have you fixed this? I'm getting a lot of "null instances" and nodes not being found, like when I tried adding a HP system in a similar way, any ideas?
Return of the king. Thank you for inspiring thousands of gamedevelopers over the years! And here's the push that Godot needed to reach new heights! Cheers!
youre not too shabby yourself bro, i want to say the exact same thank you to you as well, as you've greatly helped me in a lot of ways when i was using unity, so much. i'm on unreal now but i still support your videos lol
22:00 *HUGE TIP HERE* : To prevent issues occurring when placing your points, on the left under "painting" click on the little grey magnet icon and select "Grid Snap" and set the number next to the magnet icon from 4 to 16. It will snap your points to the tile making sure that no problems will occur with collisions. For more precise grid snapping, select "Half-pixel", where it snaps to every half a pixel.
Thank you this is really helpful :)
I've been using the grid snap and made sure the hitboxes match each other, but the player still gets stuck when going up the slopes. Do you think there's any other setting i might messed up??? Maybe something in the player's hitbox...
Another tip at the same point: When painting the collision on the bridges, there's an option under the 'three dots' to flip horizontally, so if you have a mirrored tile like the bridge ends, you can just flip the painting for the other end, so you get identical collision and don't have to redo anything.
@@kienan8756 Nice! Thanks for the extra tip.
boosting this! hopefully more see it
Holy moly, what a clear and eloquent explanation! Just turned 40 and returning to hobby game dev after not doing it for over 20 years. This not only inspired me to start, it gave me the confidence to do so. Thanks!
Uhh, it feels like I'm 16 again, when I didn't even have a pc and i was watching your videos just to get an idea of how that stuff works, happy to see you back!
I presently am 15 and watching this video without a pc 😂😂😂
im 16 right now but was jus like that when i was 10
im not even interested in making games and im watching this lmfao (im 17)
@@Emmanuel_Ojor godot engine is available on Android platforms also 😂 you just need to connect keyboard and mouse somehow
I just finished this amazing Godot tutorial with my 12-year-old daughter. She had so much fun! I don't say this lightly, but this is the best intro to making games that has ever been published. Half of that is thanks to Godot; half of that is a compliment to Brackeys. Thank you for empowering and inspiring the next generation of learners!
im learning unity because of brackeys in the first place, and now learning godot because of brackeys. Brackeys is a legend.
Wait your learning two engines at the same time?
Pick an engine and stick to it, otherwise you ain't going anywhere
Legend
@@asterix... He probally change engine after the unity contreversy
For everyone having the issue where the player doesn't fall or move after you've inserted the movement template. Place the "Camera2D" node directly below "Game" instead of under "Player". That should fix it and the character should fall and be able to move now. I'm not sure what caused this issue however, perhaps it's something to do with the 4.3 updates!
That's weird because it works perfectly fine the way it's showed in the video and I'm in 4.3.
@@DeepgroundProduction Seems to be a recurring issue with some of the comments, myself included, and that was the fix.
@@TheGameGateway Thank goodness, that fixed my game
I guess the camera was permanently locked on to the player even as they were falling, but with no background it just appeared like a static picture? Idk
@@TheGameGateway I don't deny it. Just saying it's not the case for everyone !
thanks, you saved me :)
I'm graduated in Game Development, working as a Software Developer nowadays. During college, we mostly used Unity and I don't have to tell you how much I was grateful for your channel and contents. God, you helped me a lot. After school, I tried to learn UE5 but dropped it, it is too much to handle, too much for a single developer that has to do all by himself. 3 weeks ago I decided to get back to game development and learn Godot, and now YOU ARE BACK , MASTER! THANK YOU SO MUCH! I'm really happy!
I really recommend sticking with ue5, the tools that come built into it are a god send for indie devs
@@tbunreall Yeah you can do that if you want to deepthroat boots from corporations like with Unity
Does Godot has any advantages over unity? I know that unity has much more assets, community, solved problems in Google. Why Godot? I asking in scope of self development. Not looking for get job as game developer. Just hobby. Why Godot? I used unity over 3 years and switched to web development
@@romansalnikov5079 Because large companies will screw us up, as shown with unity. Godot is free open source forever, is growing very fast and soon will be the blender equivalent for gamedev
@@romansalnikov5079 There are so many topics on this already. Just research why instead of asking here.
This is so nostalgic. I learned Unity through Brackeys and others when I first did game dev and now I've used Godot as my main engine for ~2 years now and seeing Brackeys make videos on it just fills me with so much joy. I really hope this brings others into the Godot ecosystem, we're a super welcoming community and I think Godot is only going to grow better and better
I started using godot a week ago, seeing you join the community just as I'm starting is great to a point you can't even fathom! Thank you so much for all the tutorials you'll make!
Dude I am in the exact same boat
lmao. i started using it in a exact same day that tutorial popped off. And i was specifically searching for a Brackeys video. I couldn't believe this :D
This is the perfect video for all beginners. It just connected all the dots for me. The way he structured and organized his nodes helped me fully understand how nodes work and how to use them properly. I couldn't decide on a structure and this video has given me a great foundation. He also touched on so many good points.
Helpful tip for anyone coming from Unity: if you ever wonder why you can’t attach multiple scripts to a Node, it’s because in Godot, the script actually IS the Node.
All Nodes are classes, and attaching a script means extending its class. Godot doesn’t have GameObjects and Components like Unity does, but you can consider a Node’s children Nodes to be its components.
So you can give a Node a component script in 2 ways:
- Give the Node a child Node, and attach script to it
- Instantiate a script as an object inside the Node’s main script
This is great advice! I actually tried Godot a few months back and one of my biggest gripes was the inability to add more than one script per game object. The solutions you suggested here are great workarounds.
OR use Resources in a export variable, but that's a little more advanced.
This system is like Unreal Engine and Unity mixed together.
Yes, Godot's way means a much more exposed and visible scene tree compared to tons of components on one object in unity. Don't worry, if it's ugly or you have reusable node structures, just right-click -> save as scene!
@@TouringRCs I would say Unreal and Unity are the big bully neighborhood kid. And GODOT is the really super smart kid that totally respects everyone.
I have watched many different videos on how to build small games in Godot but this one has been by far the comprehensive, you did a really good job at explaining why your doing specific things and how that can expand into more in the future. Great video!
I LOVE YOU. I started when i was 15 with your tutorials. Im 26 and live as a game developer. I love you so much, you are going to give life and a career to many young ones
As a teacher and computer scientist, I understand how challenging it can be to explain complex concepts in an engaging and pedagogical manner. You do an exceptional job at making difficult topics accessible and easy to understand. Stort tack för en så bra video :)
1:02:48
Pro Tip 2: You can just create a script named "Game Manager" and inside project setting go into the "Autoload" tab and add your game manager script, that way it will always be there, so if you have multiple levels you don't have to put a "Game Manager" node in each of them, it even enables you to make the variables inside the scripts to be global and accessible from every other scripts. This makes everyhting much simpler and allows you to directly call the function "add_point" from the coin script. Just remember to reset the points counter whenever you reload the scene or else coins will keep adding up.
How you do it with the label? I cant get it to work with your method. But I like your method
Nvm i used signals and that works great
Yep, he said that at the end of the video.
or instead of just the script, you can use a node with the script instead, that way you can cycle through different background music by placing the audio inside of the node.
Thank you! this works really well. To reset point counter you can make a new function similar to the add_point in the GameManager like this:
func reset_point():
score = 0
print(score)
then in killzone script in the on_timer_timeout signal you can call the function like this :
GameManager.reset_point()
I hope this helps anyone reading!
to anyone who thinks the charachter isnt falling in the 14:47 section: make sure the camera isnt a child of the player, but sits under the game node(the tree in the top left corner)
thank you, I was confused about this for so long
@@rayyangulzar6165 took me an hour and a half myself to figure it out
thank you so much for this. i thought i did something wrong with the script and it just wasnt working.
thanks i was so confused
Thank you, I thought I was doing something wrong
I followed the whole tutorial, never got messed up ONCE! He explained everything so well.
I wish I could say the same. I spent a total of 12 days bugfixing and troubleshooting. 9 days of it was spent trying to fix the GameManager when in reality the only reason the score didn't work was because the coins had the parent node of a Node2D, not just an Area2D. (I didn't know you could directly add in nodes when creating a new scene, I thought you had to base it off a Node or Node2D)
You would expect jokes to maybe distract from an educational format, but because brackeys is what we like to call a REAL G', like the master teacher he is it only elevates the classroom.
What exceptional content, on every level. GOD BLESS BRACKEYS, GOD BLESS GODOT!
0:28 Thanks for featuring my game Dig Dig Boom! It's my first Godot project, so goes to show how versatile it is for beginners :)
Mad respect brother 🙏
can you share the link to your game
Your game looks cool, what is the name of that game? I think I would like to play it!
@@cinesutra2430 It's on steam and hopefully will come out end of this year.
@@nickchoi4635 He literally wrote name of his game in his comment :D It's called dig dig boom.
This is currently the most easiest to follow godot tutorial I've watched. I'm really looking forward to the programming tutorial
I've seen good tutorials, but the production quality of this video is absolutely jaw dropping. Congratulations!
25 years old, and now im trying to muster up the herculean task of making a game. I pray that after this video and with future tutorials and experience in the future that I one day become competent.
I cannot believe that this is the first video I watch of Brackeys!
The explaination skills are beyond UA-cam's tutorials levels, the way you approach things and show while still tutoring its truly mind blowing!
Feeling so blessed and lucky that I can come back to this video every time until I get things right with game dev.
Thank you for coming back!
Godot solves pretty much all my gripes with the "industry standard" game engines and has actually made me excited about game dev again. Cant wait to see the new wave of creations made with this, and thank you for helping spread the good word!
Exactly the same for me. Godot is brilliant.
Found his UA-cam channel when he was already gone, but I'm glad I'll be able to follow him this time
Same. Had notification bell on just in case. And it paid off!
So glad that Brackeys is back, I joined the website a little after realising he had quit UA-cam and now he's back, thank the lord, I hope this continues as I'm thinking of becoming a 2D game developer at some point when I've done my courses.
I wont lie, I struggled so much with previous Unity tutorials from this channel. I'm not sure if it's how intuitive Godot is, or how much better Brackeys' teaching has gotten, but I understand everything to a T and have had no moments where I'm freaking out trying to figure out what lines of code are supposed to be doing. I'll see if that remains once I test making an actual game, but so far I'm thinking Godot might be the engine for me.
I adore the new teaching style. Its so easy to understand, the perfect speed and just concise enough while still being detailed and well organized.
C# In general is a more difficult language
One of the benefits of Python/GDScript
is how simple it is to both read, use and understand.
C# has other benefits, but it requires a significantly more in depth understanding of code and how things should work.
Most programmers familiar with any language can grab python and make what they need cause the language is made to get things done quickly.
GD Script is build with that in mind.
But I think Brackeys has improved in his learning style, but I really enjoyed most of his videos actually.
Great learning experiences
Brackeys tutorials originally got me into gamedev. Now I'm studying gamedev in university. Can't wait for more
I don't know where to start. First of all you are such a talented teacher. Second, this has go to be, the best, most fluent, introduction to Godot ever. In over just one hour you walk us through a process which other creators drag out over 10 or more episodes. This introduction is so damn good it should, maybe not right now, but eventually, become part of the Godot project and made accessible for the millions of people who don't have access to UA-cam. It's so good, to have you back!
my lecturer sucks dookie at teaching us this program, learned more from this video than my first 4 weeks of college. u the goat
what the frakk??!! I never saw a so easy to understand tutorial video!! It's so smooth, fluid, and explained. I understand why game developers are so happy for your return!! KUDOS!!
The return of the God of Godot, the holly Almighty tutorial creator of the galaxy has return!
This is just surreal. I have always wanted to be able to make games. Dabbled here and there with unity and unreal a few times but never finished anything. Now, after 35 years of playing games and wondering what it would be like to make one, here I am. Thanks to you and Godot a dream is fulfilled. I'm amazed by your ability as a teacher. Thank you so much, truly. This is something very special.
Welcome back, we missed you
this was literally the only video I needed to watch to get me started in Godot, thank you. Now i have a top down 2d game going on with a full on day night cycle which lerps between the colours of the sky and has a digital clock system which impacts every clock in the game :)
As someone who have used GODOT for the past years to make games, this video is a great tutorial. It says beginner tutorial, but don't be fooled, to make simples games it doesn't go too far as what was shown. Congratulations Brackeys! I can't wait for the next video!
I just wanted to say that it is good to have you back. I have left my 10 yo son with this video and with minor help from me he is now over half way through and he has learnt a lot. He got stuck a few times not knowing some computer basics, like how to select things (holding shift, control, etc) but he has now learnt those things. Looking forward to seeing more from you.
This tutorial is one of the best tutorials I've seen for Godot. It's so well-paced and simple, everything is explained very well. Saying what action you're doing while doing the action is so helpful to reinforce learning, such as saying "ctrl + A" to add a node.
Just finished my first Godot game last night, using the official 2D tutorial.
Brackeys’ timing couldn’t have been more on point! Welcome back, king 👑
Welcome back! I'm only halfway through but kind of love that there's no comparison to Unity features mentioned. I wait for you to say "...like a Prefab in Unity" but it's just not mentioned - it's great! It feels like a standalone Godot tutorial without any knowledge required or referenced from other experiences on other engines. So good! Thank you :)
The sense of humor never changed, I love it.
This was the first game dev tutorial I was actually able to follow completely the whole way, wonderful job Brackeys, will definitely be watching more of your videos. 😁😁 Also love your humor, makes these tutorials way less boring than others who sound lifeless
I'm so impressed with how efficient this tutorial is. You cover so much, so clearly and in so little time. Good to have you back Brackeys!
I can’t explain how happy it makes me to see you back!
UA-cam was sorely lacking while you were gone, brother! ❤
My man is so goated that eeven after 3 years he instantly gets a sponsor on hís first tutorial video
"First" tutorial video.
@@danylbekhoucha6180 it is his first one after 3 years
@@danylbekhoucha6180 He said "after 3 years".
Instant cringe
As someone who has been coming back to this video pieces at a time, I super appreciate that you re-explain parts of the process as you go through them a second time
I don't know what to feel right now. I'm a hardcore Unreal Developer but back when I was studying game design in university I learned how to make games with unity with you. I even used your videos to implement some gamplay mechanics in Unreal Engine.
I'm really happy that game development community got you back. And I'm glad you decided to go with Godot. I believe in the goal of Godot. And your videos will help them a lot. (Don't underestimate your impact 😅)
With you I will give a second chance to Godot with a hobby project. I used it at least 4 years ago back when they first share their 3D demo project during global game jam that our department hosted.
pretty cool! keep going dude!
I have made a full game (minus assets) in 3 weeks that i had issue after issue with in unreal for almost 12 weeks. As long as your programing is good it is genuinely alot smoother.
@@ghjuyt101 Yeah I don't struggle that much. I directly plan out my systems c++ and blueprints in mind. Good understanding of C++ and how to debug it is what helps you have a smoother experience. Because most of the time the problem caused by a pointer.
Blueprints are also in pair with C++ api and they are designed OOP in mind. a good understanding of those concepts wil also help the beginners.
@@PuraTvOyun my ossue has primarily come from unreal not being true to code and having stange conventions that are not always well documented
@@ghjuyt101 I get you. Unreal Engine's C++ is not a pure c++. The intentions and what they did becomes clearer once you learn the design patterns, software development conventions and taking a deeep dive into source code.
Most of the documentation you need is in the source code since they use the same api as you do from the almost int WinMain() to the BeginPlay() of your actor.
There's a pipette tool for painting the physics on the tiles.
For painting the physics on the bridge, you can paint the middle bridge first. Then you can paint the left without moving the connecting edge. Then you can use the pipette tool (next to the 'paint' button) to reselect the middle bridge so that you can have the correct position for the right bridges' connecting edge.
You can also simply flip the physics, in this case, there's an option to mirror them horizontally or vertically. very common use case for tiles.
Great to have Brackeys back. I've been making games as a hobby for 15 years and this video is one of the best intros to game dev I've ever seen. It took me a long time to understand the basics of game development, structure and organization and that struggle resulted in a lot of very messy, barely functional games that were almost impossible to work on. This video nails the fundamentals and how to quickly make a functional game. Awesome stuff!
Quick note/fix, in 23:07 section when Brackeys enables position smoothing on camera, if you have a 144Hz refresh rate monitor or more you might see lag on the player object, you can sort of fix it by going in Project/Project Settings/ Application Run make sure advance settings are enable (top right corner) and set max fps to 60 so it doesn't generate more fps which produces the jitter on the player
Thx dude!
thx :)
This was driving me insane- thank you!
thx
thank you!
This tutorial is golden 😭 everything sounds so easy and well explained..
I missed your voice brakeys..
God daim..
hahhaha
damn emotional, the same bro
This was brilliant!! 75 minutes that flew by and, at the same time, were packed with super valuable content! You're amazing! And I have to say that, from what I saw here, I am surprised at how many cool features Godot has! Will start testing some thing pretty soon! Thanks a bunch! You rock!!
1. I love Brackeys, and would have watched this video no matter what because of how relaxed I feel as he explains things.
2. I have been learning Godot, and he does such a great job of breaking things down and explaining.
I am so glad Brackeys is back. He talks in a way that it feels like you're listening to a good friend. We feel like we know him, even though he has no idea who we are. Fantastic creator.
I have started my game development journey couple days ago. I have 3 games in mind already fleshed out. And I am starting on my very first game. First time using game making software using GODOT. I come from a voice over/music and sound design background of 15 years. My bread and butter is voice over, making music and mixing and mastering. Im pretty excited to make a game and complete it. My first goal is make a level that is playable and that it works. Wish me luck.
Brackeys tutorials allowed me to finish my game dev project during my college days, without his help online I'd probably still at school right now 😂. Glad the KING IS BACK!
Years ago when I started learning game development, I wanted to start with Godot because my computer was old and could run Godot more smoothly. However, I struggled a lot due to the lack of Godot tutorials and switched to learning Unity. Beginners these days are so lucky because there are now Brackeys Godot tutorials.
Awesome tutorial. Here a few tips to ehance the UX a little.
1. In the project settings make sure your physics fps matches your refresh rate. Otherwise there will be jitter.
2. Allow the player to make a jump even shortly after falling down. (50ms felt good to me). I accomplished this by adding a timer on the player and restart it every physics tick, if the player is on the ground. Then allow jumping by allowing the jump if timer.time_left > 0, even if the player isn't on the ground.
I've got a high refresh rate monitor and I was thinking about why was my character jittering, I wasted 10 to 15 minutes until I noticed it was because of my monitors refresh rate but I never found a fix except capping the fps at 60. Seeing your first tip fixed it and gave me a knowledge that I needed and I will never forget. Thanks!
@@onurkorkmaz22 Just to clarify, is this "Physics ticks per second"? (From looking at the Godot documention I get the feeling they renamed it from "Physics FPS".
Hey are you able to provide a little more info on the jump timer? I've had a stab at it but am puzzled how to achieve this so far. What's confusing me is I'm printing the timer and it is either or zero (when reset). I'm expecting it to tick up at least whilst I'm in the air. I tried setting the player way high in the air to see if that made a difference, but the timer still started at . I may simply need to read up on Timers tbh.
Edit: Even now I just read the hover-text for Wait Time and it blew my mind, so I think what you're proposing is probably a few steps away from what I can achieve as a beginner.
@@GrumpyStoic You can achieve it as a beginner easily.
Add a timer node to the player called Timer, Make sure it's a 1 shot and 0.05 seconds. (50 ms)
In the _physics_process function you modify your if is_on_floor() statement like this:
if is_on_floor():
$Timer.start()
if direction == 0:
animated_sprite.play("idle")
else:
animated_sprite.play("run")
else:
animated_sprite.play("jump")
Last thing you need to change is in if Input.is_action_just_pressed("jump") and is_on_floor():
You need to change it to if Input.is_action_just_pressed("jump") and not $Timer.is_stopped():
That means you'll be able to jump as long as the timer is running instead of as long as you're on the floor.
You can probably use a variable and call it something like jump_timer instead of directly referencing the timer if you prefer that but I wanted to make the comment as short as possible haha.
Edit: I suppose you technically could spam the jump twice with this functionality within those 50ms, but you can just stop the timer using $Timer.stop() when you do the jump as well.
@@GrumpyStoic Yes, they've renamed it.
Yes! I've decided to switch from unity to godot b/c of the unity stuff awile ago, and you making videos on godot will help me tremendously!
I originally went to unreal and recently moved to godot mid project, almost done with the programing 3 weeks later
right when i get into godot the king comes back. i really hope he doesnt just make a few videos and turns this into a regular thing to help us learn alongside with him. Hopefully there will be some C# stuff too
Brackeys is how I got my start so many years ago, Now I'm well beyond the scope of his videos but you bet I'm still gonna watch every video to support the man who gave me my start.
Great tutorial overall!
Just one note that I have to make, the way you display the updated score is one of the worst anti-patterns possible;
The whole idea behind having a singleton (like GameManager) is to avoid this kind of spaghetti.
One way, which is "more correct" (one of many possible such ways) is to:
1. Add a "score_updated" signal to GemeManager, that gets emitted when the score is updated.
3. Reference GameManager in the ScoreLabel, listen to "
add a script to the score label, that references the "score_updated" signal, and update the text with the new score.
You (the reader) can google "using custom signals godot" if this sounds confusing to.read.
This is the simplest solution here I can think of, which doesn't ingrain bad practices into the new people watching this tutorial.
The whole idea of having a Singleton like GameManager is for its code to be completely independent of UI implementations like the label, not deeply entangled with it.
As someone who has been interested in game design for a while but never had the courage to learn any of the programming languages or engines to do it myself. I found out about you in your returning video while I was looking up how best to learn godot. So the timing was absolutely perfect and I look forward to learning about godot and starting my game dev journey.
Just finished the tutorial! Took me 3 hours, really well-paced! ( Using picture-in-picture mode for these tutorials is a life-changer )
can you elaborate on that Picture in Picture feature? is it a youtube thing? how do you do it?
@@andresbocchigliere3227 yes youtube offers a floating button to put PIP into your browser
@@andresbocchigliere3227 It appears as a button whenever I hover on the video [ works on firefox and chromium browsers ], enabling it allows me follow the tutorial whilst having the video overlaid on topping, preventing me from having to switch between windows constantly.
I'm already an experienced dev with knowledge of many engines like Unity, GameMaker, Clickteam Fusion 2.5, and languages like C#, C++, and Python, but I must say your teaching style is incredible to the point of making a tutorial very entertaining yet easily understandable to anyone starting with gamedev, which is not an easy task! So I'm really glad for your comeback to the gamedev and tutorial scene
As someone who loves brackeys and have been trying to learn godot but can't get a hang of it, I see this as an absolute win
I never clicked on a video so quickly. Great to see the king back in business.
who's cutting onions here? I mean I saw the return video but bro I feel like I went back to those prime days watching his videos and learning new stuff every day. Thank you Brackeys!
I did not know where all the hype came from because I wasn’t watching any brackeys content before, but now I get it. Top tier tutorial damn
This is my first Brackeys video, but I could listen to this guy narrate things all day.
0:30 So cool to see Windowkill! The most innovative game I've seen, and a great example of how the ability to easily modify the game engine / editor itself is such a powerful tool to have (it is not all vanilla!)
Bro, I wrote godot off as a beginner's baby engine, like roblox, and never looked into it. I'm blown away by the functionality. The fact that you can incorporate singletons without code, a full audio mixer, and the ability to call functions from animation keyframes without using waits and coroutines is mind boggling. The language also looks heavily based on python which is my specialty. I'm definitely looking more into this engine after having watched this video
Godot also supports C++ and C# scripting
roblox is also complicated on its own terms, isnt like scratch
roblox is harder than godot, fight me
bro, i wrote off python as a begginer's baby language
@Hilt9993 it was my favorite for a long time, but I'm starting to enjoy cpp and c# more
We've just recently jumped into godot and it has been really fun to use and learn!
We're glad that just because we're changing engines that doesn't mean we have to change our teacher.
as a game dev this helps me a lot thanks brackeys we welcome you here again
Welcome Back!!! Now it is my son that is learning with you! Many many thx mate.
Just when we needed him the most. The Hero returned.
But it is useless as no c# 😢😢😢
@@blo0m1985 Bro, i don't know if you are trolling or not since I see your same comment everywhere. This is not Unity, so no C#. You can use C# in Godot but it has limitations. If you want to use Godot with it's full potential you need to use GDScript. Your comment is like saying "useless bcz no C#" when you use Unreal Engine. It just makes no sense. I guess you are a beginner and scared to learn new things. I just want to tell you that you will never be using only one technology if you work as a programmer (if you even want to be a programmer, maybe gamedev is just your hobby idk, i just want to help you). For example, if you work as web dev you will never use only React and Firebase, you will SQL, Mongo db, Flask, Clerk, Stripe, bunch of different APIs that you have never seen before and bunch of other new tech that you have never seen before, so you will need to read the docs and learn by yourself. Limiting to only one technology is nearly impossible in real life bcz it almost impossible to make everything with only one technology. GDscript is much much better than C#, it's litteraly the same as python.
@@blo0m1985godot also support c# if you download the c# edition
And godot also support many more languages with gdextension
@@blo0m1985GDScript is easier. And the documentation is amazing too!
@@blo0m1985yes, you can only make games with C#. Do you even listen to yourself?