And first point is golden too. Code is read more than it is written. I.e you write it once, but it is read soo much more. When you are debugging or come back to it in the distant future, you want it to be as clear and concise as possible, not trying to interrupt what you were thinking oh so long ago.
The 'duplicate as unique' definitely hit home for me. I spent a good couple of hours last week scratching my head trying to understand why some "old nodes" where just spontaneously "deciding to stop working". Congrats on another great video, man!
2:23 Just hold Ctrl and click the name of the function, it will open a Help page for this function directly in Godot. This does not work for shaders unfortunately.
One super helpful thing you didn't mention in the Docs section is that when you want to look up a built-in method (or parameter, or anything really), you can just hold ctrl in the editor and anything that is built-in to Godot will become underlined and clickable, taking you directly to that portion of the documentation.
Static typing for the win! I’ve been coding for a very long time and remember when variant type started becoming popular in C#, but my argument was why would you ever want to recast a variable to another type. You use the type for a reason. It offers certain predicable behaviour. Changing type mid stream or accepting anything was always a ridiculous notion to me.
HELLO! I am an old C++ monkey. That is what I learned programming in college on so the static type thing is completely my jam. Know what data types are flying around so you know what to expect. I would also say to new devs; Have some fun. Game development should be fun. If you are not having a good time it is likely that will come through in the game. Lastly I live by the idea that life is about solving problems, and understanding that the solutions you create will create more problems. So find a way to solve problems that creates problems you either like to solve or know how... I know its a little circular.
FYI there's a mono version of Godot that allows scripts to be written in C#, with proper static typing, as opposed to GDScripts' type hints (which is what they are, since GDScript is a fork of Python).
@@MaxIzrin Thanks friend. I used C# when I did Unity stuff. I like to stick with GD script as it is closer to what I do on the daily being a python dev.
Hello! I just started game development about a month ago. The actual coding is easy enough (I'm a professional software engineer), but learning the tricks of Godot has definitely been the challenge like you said. But I'm having fun! I'm finishing up a game jam project right now 😊
that is amazing to hear!! goodjob!! i’d love to play your project once it’s finished if you link it to me!! goodluck in your godot journey!! i’m here for you if you need any help with the engine!! i’m sure you’ve got the gdscript coding down by now though lol
I hadn't done any coding for 20 years, used godot for the first time and finished a game jam 2 weeks later. I would not have been able to do it if it wasn't for the incredible documentation and great tutorials (such as your own) tysm
An important thing to add, that I included in my last video, is simply giving yourself the time and the opportunity to learn something new and challenging. You won't learn it overnight, so don't try to, and don't think you have to.
Hi there, thanks for the tips! I've been using Godot for like a year now and am still learning new things every time! Like that make duplicated nodes independent thing was so frustrating to deal with and didn't know how to
I love your stuff. Keep it up. I will one day come back to your comment section asking some inane question regarding godot as i go further into learning it. Maybe even ask for a tutorial video about that topic.
I like the making a scene and abstracting its functionality to just depend on a parent node, makes so much sense. I’m new to godot but I’ve been programming in C# and bit of C as a part of my studies so seeing abstraction and inheritance like this in game dev is kinda cool.
Ideally, you don't want to learn something wrong as it can take you a lot more effort to unlearn it. On that note, the example at 3:00 is not exactly static typing but type hinting. They achieve somewhat similar results in this particular context but are not the same thing at all.
Thanks for this video! I’m a new aspiring game dev and it’s quite overwhelming . I’ll keep chipping away at it. I know in time things will make more sense and be less foreign
I am developing games in Unity and today, I have published my third video game. I discovered game development back in 2017 and I have been using Unity since 2019. I haven't used Godot before, but I will stick with Unity since I am used to it for a longer time.
Perfectly timed video. I was about to throw myself into another tutorial but I’ll make use of the documentation. I’m used to basic HTML code but I’m really excited to make, fix, break again and understand better 😅. Thanks for the advice 🙏
as someone who is getting into this stuff with very little experience, i'm totally gonna subscribe and keep an eye on your videos. You got some good info
4:10 I suggest using "owner" instead, since it doesn't depend on the component being a direct child. I really recommend you looking into this. Just note that you must set the owner yourself if you are creating a scene/node in code. Inside the editor, the owner is always the root of the scene (so when instancing an enemy inside of an ingame scene for example, the HP bars owner is still the enemy)
i had some experience in unity, but that was from a few years ago and now i'm getting back into trying to make a game, but i'm wondering if i should give godot a shot. i liked this video, i really got the feeling you were sharing things you found important!
i recommend you give it a shot for a couple weeks and just see how you like it!! thank you!! it means the world!! i wish you the best!! and if you decide to get started in godot then i’m here for you!! if you ever need anything just drop a comment and i’ll be sure to help you out!! i’m rooting for you!
Thanks for this video! I am new to Godot and am making some videos on the projects I make as I learn the engine and better coding practices. This video is very helpful, and I have learned some of these things the hard way already... 🤣
ah learning the hard way is always so annoying but it also opens your brain to kinda think outside the box when something happens in the future! I would love to check out your projects!
Hi DevWorm! First of all, as always, love your videos 💗 I was wondering if you could talk about how to use some kind of grid to position stuff, for example how to allow the player to decorate a room with furniture from a catalog. I have no clue how to do that and I would love to try it
Game dev is super rewarding but also really humbling. I program as a profession so the code part is pretty natural to me. But I was surprised to find how much of game dev isn’t even about programming- it’s about presentation and design. So if you’re intimidated by the programming aspect, don’t worry so much; it just has to be good enough to work. The rest of the process is much more important than making the code perfect
this has to be the truest statement about game development ever. the project being visually appealing is the most important thing to focus on. I mean.. you can't hide bad art but you can hide bad code lol. I'm just kidding!! Anyone reading this just remember Code is really really important and you still need to really focus on it! Same with art and basically every other aspect of game development!
I think I had started right when Godot 3 came out!! Because it was the BIG thing going around at the time I decided to try it out lol.. thank you!! it means the world!!
How about visual scripting? There's an addon called Orchestrator that makes use of visual scripting in Godot 4.x. I know visual scripting is like coding, but you actually see the nodes and lines that connects to one another instead of seeing 200 lines of code. Easier for the eyes as a beginner, a big reason why most beginner game devs love blueprints in Unreal Engine. Anyway, awesome video and I appreciate the tips!
Since I started static typing, I've preferred it much more over variant typing. It's also faster to run the code in general, so it's beneficial to type that way.
Hi, I am two weeks into learning godot 4 and was wondering if a texturebutton could remain its texture to pressed after pressing it and when changing scenes it would still stay pressed instead of changing back to texture normal. Question aside, these tips are really useful and helpful for beginners like me, cant wait to dive deeper into game development ❤
I started to learn Game dev with Godot recently. These are my thoughts: 1. It is a LOT of fun 2. It can be very frustrating to just search for one simple mistake or oversight 3. Tutorials like yours are pretty helpful and surprisingly better than some paid courses 4. German is my native language. There arent many tutorials for Godot in german. 5. There are many ways to solve problems or to realise ideas 6. I forget many things I just did 2-3 days ago 7. 2D seems easier than 3D 8. I still struggle to understand obligatory features like signals, nodes, parent / child, static variables, return etc. 9. Green worms are best worms 10. Bacon
next to the readable functions thing, make sure to COMMENT your code!!! i love going back to old code and having it full of comments explaining exactly what something does in regards to everything else on top of the code itself
Great advice. I've lost count the number of times especially after an overnight programming session, when I look at my code and start thinking WTF! WHY, WHY did I code the way I coded and what is it meant to do!?
My question is why do Signals feel so finicky. I feel like sometimes they work and others they do not. Multiple times I have had to close and re-open the engine, then it works am I simply doing it wrong? Am I the only one?...
Signals may stop working if you move the receiving or sending node or rename the signal function. In that case you should disconnect your signal and reattach it. In the signal dialogue you can also rename the generated method or put in an existing one to link it. I hope it helps. EDIT: Also try using the debugger, it helps if you want to find out if a method is called in the first place.
I'm going to be starting "learning" Godot with my new game here soon. While primarily 2d, it's going to utilize 3d eventually. Most of the stuff you have on your channel is 2d. Anyhoo, good tips.
Goodluck with Godot!! I know you will have an amazing time within the engine!! Remember if you ever need help just drop a comment and I would love to help you out!
Add comments to your code whenever there's a slightly complex piece of code - about WHY it's doing what it does. Anyone can read the code and see WHAT it does, but often enough it's not clear WHY something was implemented the way it is. This is of course usually more important when different people work on the same code.
If in order to get collisions working we need both nodes to be CharacterBody2D, how can I handle enemy's damage when touching it if I can't touch the object because of the CollisionShape?
I’m new to godot development but I’m confused by your post. I’ve been able to apply collisions using different nodes. Are you familiar with the physics layering options in the settings? You can place different nodes on different layers and have them scan for specific layers. I.e put player on player layer and enemy on enemy layer. Set the two to scan “mask setting” the other layer.
Hey sorry guys, I’ve just been looking for a solution to a problem I am having. I’m am very much a beginner when it comes to Godot and coding, although I do have some Python under my belt. We are trying to make a 2D board game with a top-down view of the board as you would expect. Now we have the piece (player) working properly. (When the space bar is pressed, move to the next space on the board essentially). But every-time we run the game and apply movement to the player by pressing the space bar, the sprite disappears. I’ve tried changing the z index but that didn’t do anything. Any thoughts?
Another reason to write readable code: you often have to ask for help! And it will speed up that help much faster if your helper doesn’t have to ask what things mean and do
Thanks for the tips! I have a question. How did you change to lightmode/theme in godot docs? I have darkmode and would switch, but I can't find the option.
i’m actually unsure about that!! i’d have to open godot to look around for the option!! when i make it back to the computer i will be sure to do so and will get back to you!
I think chatgpt is good for game dev if you use it right just using it to write code is bad but getting tips or correcting mistakes i think is good because when i do that i learn
i started making games like 2d for a few months now, but im always wanted to make a game like finding hidden objects like sherlock holmes, would it be hard, is there a tutorial that you have that could guide me, pls share me your wisdom👍
Hello everyone i have some questions about the engine how can i add encryption for my assets? I'm planning to practice for mobile games not PCs games! 😅
First off, +1 sub, also, there's one specific type of character that I can't figure out how to make. A ragdoll player character. Not a ragdoll to be interacted with, having the character be a ragdoll, like in Stick Fight The Game. I really want to make a 2D character like that for a game project i've been working on. So if you could help with that, that'd be sick.
Thanks for all the tips. I see the birds approaching the player, how is that done? I tried something similar, but instead of approaching the player, they teleport to the player instantly. Do you have a video that explains this?
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!!
You're the right person that can clear my doubt 🙂 I want to get into game development, mostly want to develop for mobile. Fascinated by games like Farmville, Township, Hill climb and more. Also games like subway surfers. I have not started game dev yet, should I start with Godot or Unity. I wanna know can Godot make games stated above. I have been following many devs out there, watching devlogs, but don't see much mobile games being developed using Godot 😢
oh Godot is more than perfect for the games you stated for sure!! I actually use to play township, and hill climb all the time!! I only really recommend unity if you are getting into a complex 3d game. but anything mobile or 2d i for sure recommend Godot!! and if you ever need anything you can reach out to me!! i’m here for you!! goodluck!!
When coding, I prefer static typing. I am assuming it is computationally faster, and it keeps you from making certain mistakes. One thing that annoys me is finding resources that I can use in my game. I can make some resources like 3D models and shaders, but textures, fonts, etc require a freakin license. It is very time consuming finding content that has a free to use license, and that fits your game properly. It is quite difficult and I'd rather have other people who can make such assets. But that is very costly, especially when you are just learning. If you plan on sharing your game, you have to make sure the license allows it, ontop of keeping track of which license applies to what resources. I've been keeping track in a text file, but it gets very time consuming. If you make a change, again you have to go back and make adjustments to your licensing notes. Some game engines, such as RPG Maker, makes this much easier; because you can buy asset packs that has a license for that engine, which includes your graphics, sounds, etc..
Hello I could use some help. I just started learning Godot and making a 2D game. I am trying to make it so that when my player died their character rotates backwards (like they slipped and fell) but not matter what I try it just snaps to the new rotation.
My Godot journey is on hiatus now. I got frustrated when a scene I was working on did not process ysort properly. No matter what I did, the character would never move behind the object as was intended. It was so bad I joined a Discord server of Godot helpers and they instructed me to upload my project. When I did, they took a look at it and said that they couldn't find anything wrong with the scene, but when they redid the scene from scratch, THE SAME WAY I DID, it worked. I had spent two full days trying to make the scene work. In addition to this, AnimationTree is BAD and really buggy, and would have required me to completely rewrite my main character finite state machine. It started to look like the engine is just not good enough yet. So I quit, for now. But I'll be back at some point, maybe version 5.
At 4:13, it's crazy 'cause parent is non typed. So GDScript just trust you when you say parent.health that parent actually has a health property ? You don't need interface? Idk if that's super cool and convenient or freaking crazy 😂
It’s named after the play Waiting for Godot, which is pronounced “GOD-oh” in English and “guh-DOH” in the original French. The founder pronounces it with his Spanish accent like “Go-Dote”. Officially, you can pronounce it however you like.
@@panampace wow finally an explanation. Thanks. "waiting for Godot", who would have thought of that. Never heard of this play. But these mysteries still remain: 1 Why would a Spanish speaker name his product after a French play 2 Why do they imply with the robot logo that it's named after a robot and thus should be pronounced like "robot" 😂 ro-bot , go-dot
I think chatgpt shouldn't be outright dismissed. Some people have access to mentorship to answer questions. I'm too shy for that and appreciate being able to grill gpt how and why things are built a certain way, while speaking in the context of the project I'm working on. Sometimes taking snippets of code is fine, but most the time you'll remake it to make it fit anyways (or worse, debug it).
I have copied the video step by step. My key mappings are set perfectly, my script is typed exactly like his. Yet when I press up my character moves to the side.
And first point is golden too. Code is read more than it is written. I.e you write it once, but it is read soo much more. When you are debugging or come back to it in the distant future, you want it to be as clear and concise as possible, not trying to interrupt what you were thinking oh so long ago.
this is so true!!
The 'duplicate as unique' definitely hit home for me. I spent a good couple of hours last week scratching my head trying to understand why some "old nodes" where just spontaneously "deciding to stop working". Congrats on another great video, man!
it took me forever to figure that one out too!! it is so annoying because you just dont know what is happening lol.. thank you! it means the world!!
2:23 Just hold Ctrl and click the name of the function, it will open a Help page for this function directly in Godot. This does not work for shaders unfortunately.
that is such a good piece of advice! thanks for sharing it with us all!
Static typing variables and function inputs and return types also makes the code run much, much faster. It also lets you autocomplete.
so true!! they really are lifesavers
One super helpful thing you didn't mention in the Docs section is that when you want to look up a built-in method (or parameter, or anything really), you can just hold ctrl in the editor and anything that is built-in to Godot will become underlined and clickable, taking you directly to that portion of the documentation.
that is a very nice shortcut that I completely forgot to mention!! thanks for pointing that out! Im sure someone will find this comment very helpful!
Static typing for the win! I’ve been coding for a very long time and remember when variant type started becoming popular in C#, but my argument was why would you ever want to recast a variable to another type. You use the type for a reason. It offers certain predicable behaviour. Changing type mid stream or accepting anything was always a ridiculous notion to me.
i completely agree! ever sense i started static typing it has improved my workflow so much
IMHO it only makes sense for quick and dirty throwaway code.
HELLO! I am an old C++ monkey. That is what I learned programming in college on so the static type thing is completely my jam. Know what data types are flying around so you know what to expect. I would also say to new devs; Have some fun. Game development should be fun. If you are not having a good time it is likely that will come through in the game. Lastly I live by the idea that life is about solving problems, and understanding that the solutions you create will create more problems. So find a way to solve problems that creates problems you either like to solve or know how... I know its a little circular.
FYI there's a mono version of Godot that allows scripts to be written in C#, with proper static typing, as opposed to GDScripts' type hints (which is what they are, since GDScript is a fork of Python).
@@MaxIzrin Thanks friend. I used C# when I did Unity stuff. I like to stick with GD script as it is closer to what I do on the daily being a python dev.
HELLO PLANKTIME!! love that piece of advice so much! thank you so much for sharing that advice it really is a game changer for sure!!
Hello! I just started game development about a month ago. The actual coding is easy enough (I'm a professional software engineer), but learning the tricks of Godot has definitely been the challenge like you said. But I'm having fun! I'm finishing up a game jam project right now 😊
that is amazing to hear!! goodjob!! i’d love to play your project once it’s finished if you link it to me!! goodluck in your godot journey!! i’m here for you if you need any help with the engine!! i’m sure you’ve got the gdscript coding down by now though lol
I hadn't done any coding for 20 years, used godot for the first time and finished a game jam 2 weeks later. I would not have been able to do it if it wasn't for the incredible documentation and great tutorials (such as your own) tysm
Thanks for these tips! I'll be sure to put them into practice as I go through my Godot journey.
i wish you the best of luck throughout your entire journey!!
Just getting started with Godot, and I didn't know that about the documentation. Very helpful, thank you.
the documentation is amazing!! goodluck with godot! if you ever need anything just let me know!
😂 how have you been surviving
@@williamauditore7027 Google and UA-cam so far. Lol
An important thing to add, that I included in my last video, is simply giving yourself the time and the opportunity to learn something new and challenging. You won't learn it overnight, so don't try to, and don't think you have to.
that is such a good piece of advice!! thank you!!
Hi there, thanks for the tips! I've been using Godot for like a year now and am still learning new things every time! Like that make duplicated nodes independent thing was so frustrating to deal with and didn't know how to
i know that duplicated node things gets so annoying after a while!! hope all the tips helped!! thank you so much!
I love your stuff. Keep it up.
I will one day come back to your comment section asking some inane question regarding godot as i go further into learning it. Maybe even ask for a tutorial video about that topic.
thank you so much!! ask me anytime! I am here to help you!!
I like the making a scene and abstracting its functionality to just depend on a parent node, makes so much sense.
I’m new to godot but I’ve been programming in C# and bit of C as a part of my studies so seeing abstraction and inheritance like this in game dev is kinda cool.
Ideally, you don't want to learn something wrong as it can take you a lot more effort to unlearn it. On that note, the example at 3:00 is not exactly static typing but type hinting. They achieve somewhat similar results in this particular context but are not the same thing at all.
Thanks for this video! I’m a new aspiring game dev and it’s quite overwhelming . I’ll keep chipping away at it. I know in time things will make more sense and be less foreign
just learn little by little each and every day and all that knowledge will compound overtime i promise! goodluck!
I tried all the famous game engines and Godot has by far the best documentation
I completely agree!! I've only used Godot and Unity but out of the two Godots documentation is much better.
Hey man, love your videos. Just a suggestion, if you could create a separate playlist for all of your Godot 4 tutorials that would be great
thats a good idea thank you for letting me know!!
I am developing games in Unity and today, I have published my third video game. I discovered game development back in 2017 and I have been using Unity since 2019. I haven't used Godot before, but I will stick with Unity since I am used to it for a longer time.
i completely respect that! Goodjob on publishing your third game that is so amazing to hear!
Perfectly timed video. I was about to throw myself into another tutorial but I’ll make use of the documentation. I’m used to basic HTML code but I’m really excited to make, fix, break again and understand better 😅.
Thanks for the advice 🙏
as someone who is getting into this stuff with very little experience, i'm totally gonna subscribe and keep an eye on your videos.
You got some good info
thank you! it means the world!! I am rooting for you and I really hope I am able to help!! if you ever need anything just let me know!!
babe wake up devworm uploaded new video
haha hope it doesn’t disappoint your babe!
4:10 I suggest using "owner" instead, since it doesn't depend on the component being a direct child.
I really recommend you looking into this.
Just note that you must set the owner yourself if you are creating a scene/node in code. Inside the editor, the owner is always the root of the scene (so when instancing an enemy inside of an ingame scene for example, the HP bars owner is still the enemy)
thank you so much for letting me know!! Ill will be sure to look into this! it seems helpful!
i had some experience in unity, but that was from a few years ago and now i'm getting back into trying to make a game, but i'm wondering if i should give godot a shot. i liked this video, i really got the feeling you were sharing things you found important!
i recommend you give it a shot for a couple weeks and just see how you like it!! thank you!! it means the world!! i wish you the best!! and if you decide to get started in godot then i’m here for you!! if you ever need anything just drop a comment and i’ll be sure to help you out!! i’m rooting for you!
Thanks for this video! I am new to Godot and am making some videos on the projects I make as I learn the engine and better coding practices. This video is very helpful, and I have learned some of these things the hard way already... 🤣
ah learning the hard way is always so annoying but it also opens your brain to kinda think outside the box when something happens in the future! I would love to check out your projects!
3:00 static typing can be up to 30% faster in certain cases too! (though usually its only a couple percent faster)
very true!! for me once i have started using it my workflow has basically skyrocketed though!!
Hi DevWorm! First of all, as always, love your videos 💗 I was wondering if you could talk about how to use some kind of grid to position stuff, for example how to allow the player to decorate a room with furniture from a catalog. I have no clue how to do that and I would love to try it
Game dev is super rewarding but also really humbling. I program as a profession so the code part is pretty natural to me. But I was surprised to find how much of game dev isn’t even about programming- it’s about presentation and design. So if you’re intimidated by the programming aspect, don’t worry so much; it just has to be good enough to work. The rest of the process is much more important than making the code perfect
this has to be the truest statement about game development ever. the project being visually appealing is the most important thing to focus on.
I mean.. you can't hide bad art but you can hide bad code lol. I'm just kidding!! Anyone reading this just remember Code is really really important and you still need to really focus on it! Same with art and basically every other aspect of game development!
Lets goooo!!!!! new video :)
hope it helped!! thank you for all the support it means the world!
Wow, did you start 5-6 years ago when I think that Godot 3 didn't even exist? Impressive! Keep up the amazing content :)
I think I had started right when Godot 3 came out!! Because it was the BIG thing going around at the time I decided to try it out lol.. thank you!! it means the world!!
How about visual scripting? There's an addon called Orchestrator that makes use of visual scripting in Godot 4.x.
I know visual scripting is like coding, but you actually see the nodes and lines that connects to one another instead of seeing 200 lines of code. Easier for the eyes as a beginner, a big reason why most beginner game devs love blueprints in Unreal Engine.
Anyway, awesome video and I appreciate the tips!
Awesome video and great help!
glad to hear!! thank you so much!
Since I started static typing, I've preferred it much more over variant typing.
It's also faster to run the code in general, so it's beneficial to type that way.
Static typing will also give you a huge performance improvement as the compiler now knows the types ahead of time
110%
You can also type functions statically with the syntax function() -> returntype:. For most functions, this would be function() -> void:
Thanks for the tips dude, you really helped me out
so happy to hear that!! thank you!
Nice tips! Quick question: What was the name of the weapon the little warrior was using?
Hi, I am two weeks into learning godot 4 and was wondering if a texturebutton could remain its texture to pressed after pressing it and when changing scenes it would still stay pressed instead of changing back to texture normal. Question aside, these tips are really useful and helpful for beginners like me, cant wait to dive deeper into game development ❤
yes that is completely possible!! But in your script you will have to hardcode the button to stay pressed!
@@dev-worm thank you so much for the reply
I started to learn Game dev with Godot recently. These are my thoughts:
1. It is a LOT of fun
2. It can be very frustrating to just search for one simple mistake or oversight
3. Tutorials like yours are pretty helpful and surprisingly better than some paid courses
4. German is my native language. There arent many tutorials for Godot in german.
5. There are many ways to solve problems or to realise ideas
6. I forget many things I just did 2-3 days ago
7. 2D seems easier than 3D
8. I still struggle to understand obligatory features like signals, nodes, parent / child, static variables, return etc.
9. Green worms are best worms
10. Bacon
love number #9 but honestly when starting out #6 is so true lol
Brilliant video. Thank you.
so happy to hear!! hope it was helpful in some way!
Awesome stuff as always man :)
happy to hear!! thank you!
next to the readable functions thing, make sure to COMMENT your code!!! i love going back to old code and having it full of comments explaining exactly what something does in regards to everything else on top of the code itself
i completely agree.. comments are a life savor!
Great advice. I've lost count the number of times especially after an overnight programming session, when I look at my code and start thinking WTF! WHY, WHY did I code the way I coded and what is it meant to do!?
ty bro, you rock for this video :-D
hope it helped a bit!!
My question is why do Signals feel so finicky. I feel like sometimes they work and others they do not. Multiple times I have had to close and re-open the engine, then it works am I simply doing it wrong? Am I the only one?...
Signals may stop working if you move the receiving or sending node or rename the signal function. In that case you should disconnect your signal and reattach it. In the signal dialogue you can also rename the generated method or put in an existing one to link it. I hope it helps.
EDIT: Also try using the debugger, it helps if you want to find out if a method is called in the first place.
I definitely wish I had learned the “make unique” godot quirk earlier than I did. Gave me lots of huge headaches until I figured it out.
You and me both!
Perfect video 🤌
thank you so much!! I am glad to hear that!
Watching this as I boot up Godot for the first time :)
I'm going to be starting "learning" Godot with my new game here soon. While primarily 2d, it's going to utilize 3d eventually. Most of the stuff you have on your channel is 2d. Anyhoo, good tips.
Goodluck with Godot!! I know you will have an amazing time within the engine!! Remember if you ever need help just drop a comment and I would love to help you out!
This is my sign to start game development
it is!! I wish you only the best!! if you ever have any questions feel free to reach out!’
Add comments to your code whenever there's a slightly complex piece of code - about WHY it's doing what it does. Anyone can read the code and see WHAT it does, but often enough it's not clear WHY something was implemented the way it is. This is of course usually more important when different people work on the same code.
If in order to get collisions working we need both nodes to be CharacterBody2D, how can I handle enemy's damage when touching it if I can't touch the object because of the CollisionShape?
I’m new to godot development but I’m confused by your post. I’ve been able to apply collisions using different nodes. Are you familiar with the physics layering options in the settings? You can place different nodes on different layers and have them scan for specific layers. I.e put player on player layer and enemy on enemy layer. Set the two to scan “mask setting” the other layer.
Hey sorry guys, I’ve just been looking for a solution to a problem I am having. I’m am very much a beginner when it comes to Godot and coding, although I do have some Python under my belt.
We are trying to make a 2D board game with a top-down view of the board as you would expect. Now we have the piece (player) working properly. (When the space bar is pressed, move to the next space on the board essentially). But every-time we run the game and apply movement to the player by pressing the space bar, the sprite disappears. I’ve tried changing the z index but that didn’t do anything. Any thoughts?
Another reason to write readable code: you often have to ask for help! And it will speed up that help much faster if your helper doesn’t have to ask what things mean and do
so so true!! it really is so important for so many different reasons!
Thanks for the tips! I have a question. How did you change to lightmode/theme in godot docs? I have darkmode and would switch, but I can't find the option.
i’m actually unsure about that!! i’d have to open godot to look around for the option!! when i make it back to the computer i will be sure to do so and will get back to you!
Any resources that you feel are really good to learn about signals? I still feel like I don't understand them fully.
pls can you do an attack combo smoothness
ill look into it now!!
@@dev-worm thanks a Lot!
I think chatgpt is good for game dev if you use it right just using it to write code is bad but getting tips or correcting mistakes i think is good because when i do that i learn
Is there a go-to place for tutoring? I've tried a few different Discord servers, but no dice. Some of these websites look sketchy...
i started making games like 2d for a few months now, but im always wanted to make a game like finding hidden objects like sherlock holmes, would it be hard, is there a tutorial that you have that could guide me, pls share me your wisdom👍
Hello everyone i have some questions about the engine how can i add encryption for my assets? I'm planning to practice for mobile games not PCs games! 😅
Good video! You're a bit quiet compared to the music though for my taste.
oh is it really?? i’m sorry!! i’ll adjust it next time! thanks for letting me know!
First off, +1 sub, also, there's one specific type of character that I can't figure out how to make. A ragdoll player character. Not a ragdoll to be interacted with, having the character be a ragdoll, like in Stick Fight The Game. I really want to make a 2D character like that for a game project i've been working on. So if you could help with that, that'd be sick.
im working on a updated ragdoll tutorial now!!! thank you so much! it really means the world!! and I will be able to help you out!
Thanks for all the tips. I see the birds approaching the player, how is that done? I tried something similar, but instead of approaching the player, they teleport to the player instantly. Do you have a video that explains this?
i actually do!! it is within the hacknslash series playlist on the channel!! I believe the video is called how to create flying enemies in godot 4!!
static variables helps boost performance considerably
it really does help tremendously
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!!
Godot allows you to enforce static typing, btw. First thing I did, made non static types an error
oh really? i didn’t know we could do that!! thanks for letting me know
You're the right person that can clear my doubt 🙂
I want to get into game development, mostly want to develop for mobile.
Fascinated by games like Farmville, Township, Hill climb and more. Also games like subway surfers.
I have not started game dev yet, should I start with Godot or Unity.
I wanna know can Godot make games stated above.
I have been following many devs out there, watching devlogs, but don't see much mobile games being developed using Godot 😢
oh Godot is more than perfect for the games you stated for sure!! I actually use to play township, and hill climb all the time!! I only really recommend unity if you are getting into a complex 3d game. but anything mobile or 2d i for sure recommend Godot!! and if you ever need anything you can reach out to me!! i’m here for you!! goodluck!!
@@dev-worm thanks 🙏
When coding, I prefer static typing. I am assuming it is computationally faster, and it keeps you from making certain mistakes. One thing that annoys me is finding resources that I can use in my game. I can make some resources like 3D models and shaders, but textures, fonts, etc require a freakin license. It is very time consuming finding content that has a free to use license, and that fits your game properly. It is quite difficult and I'd rather have other people who can make such assets. But that is very costly, especially when you are just learning. If you plan on sharing your game, you have to make sure the license allows it, ontop of keeping track of which license applies to what resources. I've been keeping track in a text file, but it gets very time consuming. If you make a change, again you have to go back and make adjustments to your licensing notes. Some game engines, such as RPG Maker, makes this much easier; because you can buy asset packs that has a license for that engine, which includes your graphics, sounds, etc..
Hello I could use some help. I just started learning Godot and making a 2D game. I am trying to make it so that when my player died their character rotates backwards (like they slipped and fell) but not matter what I try it just snaps to the new rotation.
did you try creating a rotation animation in an animation player?
@@dev-worm no I didn't think about that. Thanks
Thanks the tor tips
thank you! i hope they helped!
Thank you mate
of course!! thank you!
Thanks for the tips DevWorm u got a subscriber. 🙂🙌
thank you so much!! it means the world!!
My Godot journey is on hiatus now. I got frustrated when a scene I was working on did not process ysort properly. No matter what I did, the character would never move behind the object as was intended. It was so bad I joined a Discord server of Godot helpers and they instructed me to upload my project. When I did, they took a look at it and said that they couldn't find anything wrong with the scene, but when they redid the scene from scratch, THE SAME WAY I DID, it worked. I had spent two full days trying to make the scene work. In addition to this, AnimationTree is BAD and really buggy, and would have required me to completely rewrite my main character finite state machine. It started to look like the engine is just not good enough yet. So I quit, for now. But I'll be back at some point, maybe version 5.
That issue you are describing seems to be fixed with version 4.3
Thanks
At 4:13, it's crazy 'cause parent is non typed. So GDScript just trust you when you say parent.health that parent actually has a health property ? You don't need interface? Idk if that's super cool and convenient or freaking crazy 😂
Long story short, follow good programming principles
thx
thanks god i know all those when i started😅
Ooo it is a lifesaver for sure
Next thing: state machines. You'll always end up making one.
that is so true!
The two of us!!! omg i used to play that and it was very funnn
I love that lol!!
5 years... 2015! ... 2019?
or an ai character ally platformer character
CAN YOU MAKE A SERIE OF MAKING A GAME ON GODOT VERSION 4.2.2 PLEASE
i will look into creating it! thanks for letting me know!!
Your your game is on math playground
First 🥇🎉
🎉 thank you!!
wish I had a girlfriend T_T
Second🥈🥈🥈🥈🔐🤐
thank you!! 🎉
nice clickbait m8
PLEASE
16th
thank you so much!
Why do people pronounce it in such a weird way? It's disturbing to listen to it 😂 It's called "go dot".
It’s named after the play Waiting for Godot, which is pronounced “GOD-oh” in English and “guh-DOH” in the original French. The founder pronounces it with his Spanish accent like “Go-Dote”. Officially, you can pronounce it however you like.
@@panampace wow finally an explanation. Thanks. "waiting for Godot", who would have thought of that. Never heard of this play.
But these mysteries still remain:
1
Why would a Spanish speaker name his product after a French play
2
Why do they imply with the robot logo that it's named after a robot and thus should be pronounced like "robot" 😂
ro-bot , go-dot
Third 🥉
thank you!! 🎉 🥉
Chatgpt 4o is very powerful though
I think chatgpt shouldn't be outright dismissed. Some people have access to mentorship to answer questions. I'm too shy for that and appreciate being able to grill gpt how and why things are built a certain way, while speaking in the context of the project I'm working on. Sometimes taking snippets of code is fine, but most the time you'll remake it to make it fit anyways (or worse, debug it).
I have copied the video step by step. My key mappings are set perfectly, my script is typed exactly like his. Yet when I press up my character moves to the side.
🎦Pathfinding with avoidance 🥹?
i’ll look into it right now!! thanks for letting me know!!
@@dev-worm 🤜🤛
PLEASE
PLEASE
PLEASE