Nice tips! I want to improve the first one a little bit. You should start the func with "if not OS.is_debug_build(): return" on the first line, and keep all the hotkeys below this. It keeps you from having to write "not OS.is_debug_build()" on every hotkey snippet.
Thank You for Your video! For Me personally, You chose good selection of things to cover. And i find Your explanations are well between in-depth and to the point.
The debug panel and remote tree can do most of this video for you without any code. You can modify values in any node in the scene tree. Although a little more manual and also pausing is a thing. You also have "breakpoint" keyword which wasn't mentioned which can be used for condition breakpoints.
I hope future versions of Godot will support better debugging. When hitting a breakpoint, it would be so nice to be able to hover over different variables/objects and see their values and properties. Often nothing happens or you just see the objects is. I have not used the print statement since coding on my Commodore 64. So having to revert to that feels so dumb.
As always great video! been watching you for some time now and your experience shows. Can i request that you do a video on tile maps and how to delete specific tiles/groups of tiles at a point AND inside and area. You seem to have a good understanding godot and i appreciate how you explain everything.... i have been so stuck and a lot changed with tile maps from 3-4. I KNOW people would watch it.
Minor detail but something that could be useful is put the is debug check first so you can short circuit on release. Technically not the biggest deal but a good habit to form in general of putting the thing most likely to end a short circuited if/etc block first to avoid extra binary checks, for those times where it is in an inner loop (and not like doing it makes the code less readable)
@@dev-worm Not a problem, thank you for releasing high quality Godot content, we need to keep creating more and more to help everyone who wants to try it :)
@@dev-worm if you are taking video suggestions. Here are somewhat different of mine: 1. Games made in Godot engine each month top 5-10 2. New Video series about making popular game modes 3. In-depth guides about popular godot nodes. 4. Some stuff you discovered that would save others time.
i am honestly too lazy to implement proper debugging scripts to set HP or other variables. I usually go straight into the remote tab and tweak thinks around until they look right
I''m watching that platformer series now! Can you please make a video on an in-game clock and calendar? I can't figure it out and if anyone can teach me, it's you
ill start looking into creating a tutorial about it!! thanks for letting me know!! goodluck in the platformer series!! if you ever need anything just let me know!
hi! im commenting on this because its your most recent video, but i come from your wall jumping and wall slide tutorial! amazing btw, it's been such a great help in my beginning journey as a godot developer! i'm having an issue though, when i first tried your code, i didn't like the fact that the player had the ability to wall jump multiple times on the same wall. so, to try and fix this i implemented code that used rays to check which wall the player was last on and setting if they can jump on the wall to true or blah blah blah, so that they could wall jump between two DIFFerent walls. however, the player is able to exploit this code because they can wall jump on a wall, quickly turn to the other direction, and then quickly turn back to the previous wall and this resets their wall jump, thus letting them jump infinite amount of times on the same wall. is there any way you could try and help me fix this issue? i'm not sure what to do whatsoever, i've thought about adding some kind of cooldown to the wall jump, but i'd rather not because that could stop the player from jumping from two different walls quickly. anyways, your videos have been such a great help to me overall and this is just a tiny issue i have! thank you!!
@@bloop1504 just make it a feature. If you don't want the player to walljump to a place just make it closed. You can checkout hollow knight, it doesn't have any cool down on walljump and has implemented it beautifully
No mention of print_debug()? I know it's a simple one but worth mentioning for a video like this. Or print_stack too which i find to be rarely useful though.
i really recommend gdscript cause it is kinda like writing english instead of code… but you get to learn the way programming is structured and everything
Hey can you please create a new latest video on how to make a 2d physics based grappling that we can use to swing. I have seen your old one but its just too long and old and not suiting ( can you please try to keep it simple)
debug build is not a very good idea imo. debug mode should be accessible to any player, but hidden away. a lot of games that give the player access to debug mode are also some of the best and most modded games of all time
Damn, its actually strange none of the courses I've done so far even mention any of this, the most they tell you about print and printt.
devworm is goated
Nice tips! I want to improve the first one a little bit. You should start the func with "if not OS.is_debug_build(): return" on the first line, and keep all the hotkeys below this. It keeps you from having to write "not OS.is_debug_build()" on every hotkey snippet.
that is a very good point! that would make it much simpler
although i take break from gamedev and start in appdev
i still watch your amazing videos
keep up😻
aw thank you so much!! it truly means the world jeremiah!! it always makes me so happy to see your comment!
Thank you, very helpful and we can now make changes to suit.
Thank You for Your video! For Me personally, You chose good selection of things to cover. And i find Your explanations are well between in-depth and to the point.
Glad it was helpful!
I was wondering how I was going to start debugging and understanding various errors that occur. Again, thank you for the tips 🙏
i’m glad it was helpful!! your comment has made my day!! it truly means the world!! if you have any questions just let me know!!
@@dev-worm I appreciate your response and you are most welcome. I will, thank you.
Please keep up the good work you're doing 🙂
The debug panel and remote tree can do most of this video for you without any code. You can modify values in any node in the scene tree. Although a little more manual and also pausing is a thing.
You also have "breakpoint" keyword which wasn't mentioned which can be used for condition breakpoints.
Best way to debug is to not make bugs in the first place. Sadly that's hard.
More like impossible unless you practice the same project a lot of times.
i wish it wasn’t hard lol
I feel so stupid now for writing code with bugs in it. It was this simple the whole time 😂
That's like saying: 'The secret to an endless life is to be immortal.' It it true, but it's not helpful at all :D
@@NexNoctis lmao
This video is so helpful although it is simple
Thanks a lot❤
thank you!! i hope it provided a bit of value!
That help me so much!!
You are the best
so happy to help!!
grats on 30k dude, so good to see
thank you so much! it means the world!
Im glad I found this when I'm starting to create my game for a jam
that is amazing!! i hope it can help!! goodluck in the game jam!! update me on how it goes!
The tip about push_error was super useful, thanks!
so happy to hear!!
Incredible advice, you earned my sub!
thank you so much!! so happy to hear!
This channel is gold
I hope future versions of Godot will support better debugging. When hitting a breakpoint, it would be so nice to be able to hover over different variables/objects and see their values and properties. Often nothing happens or you just see the objects is. I have not used the print statement since coding on my Commodore 64. So having to revert to that feels so dumb.
As always great video! been watching you for some time now and your experience shows. Can i request that you do a video on tile maps and how to delete specific tiles/groups of tiles at a point AND inside and area. You seem to have a good understanding godot and i appreciate how you explain everything.... i have been so stuck and a lot changed with tile maps from 3-4. I KNOW people would watch it.
that is a great suggestion!! i just noted it down and will look into it in more depth soon!! hope i can help!
Minor detail but something that could be useful is put the is debug check first so you can short circuit on release. Technically not the biggest deal but a good habit to form in general of putting the thing most likely to end a short circuited if/etc block first to avoid extra binary checks, for those times where it is in an inner loop (and not like doing it makes the code less readable)
that is smart! i don’t know why but i never even thought of that! you learn something new everyday! thanks!
@@dev-worm Not a problem, thank you for releasing high quality Godot content, we need to keep creating more and more to help everyone who wants to try it :)
Your tutorials are very cool, can you make a video on how to make bullet time or a dash that dealt damage on the path in Godot?
Thanks for the debugging guide.
hope it was helpful!! thank you!
@@dev-worm if you are taking video suggestions. Here are somewhat different of mine:
1. Games made in Godot engine each month top 5-10
2. New Video series about making popular game modes
3. In-depth guides about popular godot nodes.
4. Some stuff you discovered that would save others time.
thank you DevWorm your videos are always a blessing
thank you so much!! that means the world to me!! i hope it was able to provide a bit of value!
Congo for 30 K
thank you so much!! it means the world!
You wormed your way inti ny subscribe list. And I aint complaining
lol thats actually funny.. thank you!! just happy i could help!
This will help a lot. Thanks for sharing.
thank you!! i hope it can help!
Really helpful for a beginner
glad to hear!! thanks!
0:33 of course there are differences other than that function... Release builds are further optimized than debug builds
is_debug_build will also be true in an exported debug build. There is a separate test to see if you're running in the editor.
i am honestly too lazy to implement proper debugging scripts to set HP or other variables.
I usually go straight into the remote tab and tweak thinks around until they look right
I''m watching that platformer series now! Can you please make a video on an in-game clock and calendar? I can't figure it out and if anyone can teach me, it's you
ill start looking into creating a tutorial about it!! thanks for letting me know!! goodluck in the platformer series!! if you ever need anything just let me know!
@@dev-worm You're amazing, thanks sm!!
hey i was wondering if you could do a vid on making your character shoot projectiles (like knives or from a bow and arrow) ty if you see this
I have a plan for this in a upcoming series!! so I hope that will beable to help!!
hi! im commenting on this because its your most recent video, but i come from your wall jumping and wall slide tutorial! amazing btw, it's been such a great help in my beginning journey as a godot developer! i'm having an issue though, when i first tried your code, i didn't like the fact that the player had the ability to wall jump multiple times on the same wall. so, to try and fix this i implemented code that used rays to check which wall the player was last on and setting if they can jump on the wall to true or blah blah blah, so that they could wall jump between two DIFFerent walls. however, the player is able to exploit this code because they can wall jump on a wall, quickly turn to the other direction, and then quickly turn back to the previous wall and this resets their wall jump, thus letting them jump infinite amount of times on the same wall. is there any way you could try and help me fix this issue? i'm not sure what to do whatsoever, i've thought about adding some kind of cooldown to the wall jump, but i'd rather not because that could stop the player from jumping from two different walls quickly. anyways, your videos have been such a great help to me overall and this is just a tiny issue i have! thank you!!
@@bloop1504 just make it a feature. If you don't want the player to walljump to a place just make it closed. You can checkout hollow knight, it doesn't have any cool down on walljump and has implemented it beautifully
can you make a tutorial on how to make enemy ai that con do platforming/jumping/moving
No mention of print_debug()? I know it's a simple one but worth mentioning for a video like this.
Or print_stack too which i find to be rarely useful though.
youre right i shouldve mentioned print_debug() I dont know why I didnt! thanks for pointing that out!!
Are you able to do 3d game toutorals one day 😊 thank you for all the 2d ones
i may start looking into them soon!!
whats the difference between OS.has_feature("debug") and OS.is_debug_build() ?
Do you recommend learning gd script for someone new to game development or c#?
i really recommend gdscript cause it is kinda like writing english instead of code… but you get to learn the way programming is structured and everything
1:05 is it your PC Fan ?
Best way to debug is print statements 😂
this is so true lol.. just make sure to remove them after
@@dev-worm lol that's another headache
nice video❤❤
thank you!!
Hey can you please create a new latest video on how to make a 2d physics based grappling that we can use to swing. I have seen your old one but its just too long and old and not suiting ( can you please try to keep it simple)
ill start working on one!! thanks for letting me know!
Thanks man you saved my game
I love how much you care and listen to your audience, you won yourself a permanent and loyal sub
please can i join in making games with you, im really good at logic
thatd be fun! we could do a game jam together
@@dev-worm so were do i start
devworm?
WHEN IS FACE REVEAL? :D
ahh..
debug build is not a very good idea imo. debug mode should be accessible to any player, but hidden away. a lot of games that give the player access to debug mode are also some of the best and most modded games of all time
that is actually a really good point
very nice usage of OS.is_debug_build() !
print_debug(), man. print_debug().