I'm a retired engineer and do Godot just for fun. But having worked as an IT Architect I do appreciate a structured approach and I think there are not enough videos about that aspect. So thank your for the work you put in in creating this very helpful video. Subscribed!
As a developper, this is what boggers me in other tutorials : spaghetti code and global variables that works for a couple scenes, but are unrealistic for a middle sized project. It's nice to see tutorials like this one !
@@andteam_lune A regular architect designs buildings and on a larger scale then subdivisions and the including infrastructure (water, electricity, sewer, etc.) connected to those buildings. An IT architect does essentially the same, designing standard hard- and software configurations, how those are installed and supplied to the end-user (incl. processes around it, e.g. how does and end-user apply for hard- and software tools, how does he get them, what happens if something doesn't work, ...). This is of course more important in larger companies, e.g. I used to work for Siemens and Nokia and the IT infrastructure needed to be designed and maintained globally in many countries for about 100,000 end-users. There it also becomes important, how it all connects to each other (sites within a country, then country to country), account management, security, VPN access (for those working from home), global services like a company-wide email system, etc. It's a big area and typically you specialise in one area and work together with many others. A very interesting job with challenging projects. Hope this explains it a little bit, I probably could write pages about it :-)
@andteam_lune like for buildings, an architect in software considers the structure of an application. If code directly references other code, then it's very difficult to move or remove parts of the code. Code that has these properties is often called spaghetti code because it's a tangled mess. It is also the responsibility of the programmer to avoid writing such code but an architect is responsible for the structure of the entire application, often by applying patterns that fit the needs of the application. A basic principle could be separation between horizontal layers e.g. frontend, backend and data provider, so implementation details from one layer doesn't restrict another. Maybe you want to use another database without having to change a lot in the backend. You can also have vertical slices to allow for a modular approach or to scale your application horizontally, meaning you can scale up functionality that has a high load, without scaling up everything else. These were just some quick examples, there is a lot of complexity in the details. Almost all patterns have benefits and drawbacks so it's important to fit your architecture to your needs. You don't need to complicate e.g. a personal blog website with a lot of patterns but if you're building a site like UA-cam, you need to be able to handle all the users without your hosting becoming too expensive. While architects spend most of their time considering these things, it's good for programmers to have an understanding of these concepts as well. Well structured code is easier to maintain. Poorly structured code gets more difficult and time consuming to work with over time. I hope this was helpful.
I’ve been coding in various shapes and guises for many years, but I’m self taught and have always struggled with compartmentalising everything the way you’ve described in this video… this content is absolute gold, you’re a massive credit to the community. I’m new to godot and was struggling to get my head around the best way to structure a game so that the code is scalable and easy to expand upon, and this is EXACTLY what I needed to see. It’s absolutely brilliant. Can’t thank you enough 🙏 is there somewhere I can donate to say thanks properly?!
Excellent lesson, because this is way past a tutorial. You don't say "Don't do that, do this instead" you take the audience on a journey to improve overall understanding that's easy to extrapolate to other aspects of the engine. This is far more valuable than tutorials alone. They are important too and help to quickly to vault a wall but they seldom resolve the underlying issue of "WTF, why not working" Please keep up the dedication to this style. I really appreciate the effort and I'm certain others do too.
We should have more Godot tutorials like this, that really explains how to make the structure of your game better in a more conceptual way, bumping first into a problem and then the solution for it. I would like to see paid courses with teaching style like this.
I know we live in a wonderful time, where we take for granted the internet is a thing, and information is "free"...but it's not. You spent your time to teach me how to do something that I've always wanted to do. I want to say thank you so much bro. Your time spent has changed someone else's path in life. ✌❤
Well done! This is exactly the type of content I'm looking for when learning something new. Tight, to the point and taking philosophy and pitfalls into account and blissfully free from "dude-in-a-room-with-coloured-LED-lighting-taking-up-80%-of-the-video-talking-about-other-stuff-and-or-today's-sponsors" ✨
Probably one of the most comprehensible tutorials out there. There is a reason, a rationale behind everything: What is the problem? What is a solution? What are the limits of the previous implementation? How can we make it better? Everything is just super clear. You are a great teacher.
Great video. It shows off a lot of ways of handling common problems, whilst not stating, "do this for this problem". Good code is about balance, and this video reinforces that frequently. One thing I'd mention, is that spaghetti code isn't inheritely bad. Creating a MVP, and prototyping ideas is usually a better way to spend your time than worrying about which architecture or design patterns to use for a given problem. These techniques are great to think about as your project starts to grow in scope, but it's also way too easy to procrastinate and get bogged down in how to manage everything, before you've even got a game *to* manage. Refactoring is incredibly normal, and don't be afraid to build up some technical debt at the start of a project; you can always pay it off later when you think you have something worth investing further in.
I just want to say I've learned more watching this than I did in 12 hours of paid-for tutorials. Thank you for not talking down to a newbie and clearly explaining concepts!
I am so glad that people like you exist. I personally have a strong background as a fullstack engineer and just wanted to have a look at gamedev. There is almost no video that explains the concept better than this one. I am a beginner in gamedev but not in programming and I felt completely understood. Providing such knowledge for free AND making it understandable is not a matter of course.
This is one of the best tutorials in godot. This tutorial teach me to build something, not just following tutorial and not able to modify it. Please keep your good work sir. Thankss
I'm a brand new beginner to Godot and game development as a whole, but not to programming. This video helped contextualize a lot of the things in a way that made sense for me that a lot of other tutorials seem to gloss over, specifically relating to nodes and scene composition. Thanks a lot!
Every Godot dev should watch this. Instantiating new scenes at runtime is a powerful concept that isn't apparent, and I loved how you demonstrated how utilizing signals can replace singletons/autoload scripts. Thank you!
From what I read of the docs, Singletons/Autoloaders are meant for determining global variables that aren't scene dependent. So you can have something like the players gold count carry over into a new level/world. If you had a single level, you wouldn't need to use them.
Wow, I think you probably make the best Godot lessons/tutorials available today. Just truly excellent explanations for how Godot really works. Thank you!
this is a brilliant introduction to how to break down games into approachable chunks, as well as how to get those pieces communicating efficiently. Great stuff
I'm a computer scientist working on my masters and find your videos to be incredible. Please keep it up. I've just been learning Godot for fun and your structure is so much better than all the other tutorials I've watched. You walk through each challenge and problem instead of just providing the answers. I've watched all your videos. Incredible. Thank you.
This is the best godot tutorial I have ever seen... Because is not a tutorial, it is a full lesson that covers a LOT of very important things. Great job and thank you!
I was thinking of starting a youtube channel just to explain these concepts since there really aren't any videos discussing these topics in a clear and "correct" way. But to be honest, the amount of work these kind of videos take, and my limited amount of time aren't really a good combination haha. Big congrats to you! This really is extra good quality content, and it is indeed much needed. No shade to the other content creators, but I do need to empathize the lack of good tutorials about Godot, and how much they are needed. thanks for the amazing content! Edit: I would even add that videos like these, are SO important, but take SO much effort, and the creator doesn't even really gain anything, that some money from the Godot crow-founding, should go into helping the creation of such videos. Again, congratulation! Amazing work!
I'm glad that this is useful. You are right these videos take an ungodly amount of time to make, currently it's about 1 hour of work for each minute of finished video. Which also explains why I cannot crank them out every week or so. I hope it gets better over time as I get more experience, but in the end if you want a good end result there are not a lot of shortcuts you can take.
Love your teaching style! Showing us the whole chain of "problem -> solution -> new problem -> new solution" takes more work but it really drives the point across, and helps me understand some of the ways I could reason about these things. Thank you very much!
This tutorial is so insane. Such a good intro for anyone with experience programming looking to go straight to the point. Thank you a lot to anyone that made it possible, it gave me such a boost in knowing how to work with the engine.
I love your videos. Other youtubers do their tutorials like "Let's make a game by using godot" for example. While your videos are like "let's learn how to use godot and how it works, by building a game that showcases these things". Excellent work!
Really great tutorial. As a slightly more advanced user I still appreciated how clearly it was presented and it reinforced a few ideas for me. I was questioning the autoload reference in "custom signals" section then you immediately addressed that in "signal relays", haha
I don't usually leave comments but I absolutely love this channel. Every time I watch one of your tutorials I instantly figure out so many things about how Godot works and questions I didn't know I had get answered. Keep up the great work!
Excellent quality. I particularly appreciated the large cursor, highlighting of key points, and breakdown of chapters. It feels like you put a lot of thought and care into this video.
This is incredible! After finding so many useless step-by-step tutorial where sometimes even the creator doesn't know what they're doing, it feels like a fresh air watching you talk in-depth on high-level principles, and how to actually design games efficiently in Godot. I'm definitely putting this and your channel on my list of resources to learn Godot
You have the best game development tutorials! In addition to being clear and complete with your information, I love the graphics you put on screen that really bring certain concepts home, and I really appreciate the speech bubbles that not only help reinforce the ideas, but also provide entertaining moments as well. Really stellar work!
Thank you so much for you patient and barebones instructions. Thank you for keeping it simple: 1 enemy spawner, 1 tower. So many tutorials would have added unnecessary complexity. I am so glad you didn't. I really appreciate your videos and the time, energy, and thoughtfulness you have put into them. Thank you very much!
Fantastic tutorial. This is the type of tutorial where I don't just learn how to make what you made in the video, but how to use the same techniques to make something completely different, because you explained everything so thoroughly. Thank you
I watched the whole thing, thank you for providing content about the right way to do things instead of just alluding to doing it differently in a production codebase like others sometimes do.
This is great! I just want to add that the reason a lot of these ideas work is because we have an expectation for what each of these things are supposed to do. For example, our projectile hurts things. Once we know what our projectile does, it becomes a lot easier to ask questions like "hurts which things?" clear and easy to understand purposes lead to clear and easy to understand code (most of the time)
Hands down, you make the best Godot tutorials I've ever come across. You go into such detail explaining every aspect of what you do in such a clear manner that the concepts just lands so easily. It's rare to come across tutorials where I have no lingering doubts, let alone where I'm able to stay awake till the end. I'm so glad I found this channel!
Man, you are the man - this is so clear and concise! thank you - after researching paper books I have learnt that there are so many errors - in 99% of them. This video is a breath of fresh air! thank you.
Lords this is one of the best tutorials on Godot 4 I've ever seen. Could never figure out instantiate before and gave up on Godot. Watched this and everything (but the signals out of scene- will stick to an autoload for now) started making sense. Love how through everything you show multiple ways to do everything.
@Godotneers, your videos are some the most informative and pedagogical out there. Always to the point and flawless teaching style. What sets you apart is the way you explain by using an iterative process, highlighting potential problems as you go. In my opinion this is far better than just going through a “do this then that”-approach that most tutorial videos use. Bravo! I hope to see more content 😊
I love your tutorial style of starting with the simplest piece and slowly building it up, explaining the options along the way and why one is better than another. Very well done. Thank you!
For being a non-native speaker, your voice has excellent cadence and the video is very clear and moves along nicely so it's always engaging. You have a talent for teaching. Very well done, subbed
I'm lucky that you started this tutorial series around the time that I've started playing with Godot! Out of all of the tutorial series I've seen, I think yours are the most clear and thorough. Thank you for your time in making them! Do you have any published games anywhere I can check out?
This is actually so well explained. Picked up so much, and things made so much more sense after watching this. I love how you're not simply "following a script", and actually go point by point explaining why something has to happen and why it happens that way.
Well actually I _am_ following a script - every "mistake" is scripted. I think explaining the "why" is something that is really needed, because the documentation only tells you how you can do things but now why you would pick one thing over the other.
@@godotneers It's the way you make it sound and the flow you read it in that makes all the difference, at least for me. I often can't follow "structured/script" tutorials very well because it doesn't fit how my brain is following it, if that makes any sense. I don't get that with yours even if you are. Kudos.
This ios the first tutorial that made sense to me .. and explained things in such a clear manner, that I perfectly understood when I did something wrong.
Gotta say, another great tutorial. You make an excellent teacher, especially when you demonstrate options. I can tell it takes a lot of work to make videos like these and really appreciate them. Hopefully your efforts for what you want to achieve pay off here. Also, I really dislike, not your fault, how much Godot uses strings for things. I don't know how they can fix this but it's very much prone to mistakes being made and can be very difficult to debug and fix since all the errors are at run time and only if you hit a certain scenario.
Yes the string thing is a bit unfortunate. With the new scene unique nodes and the changes they added in Godot 4 to make signals and functions first class objects which get proper autocomplete this problem was at least a bit reduced and the editor will now tell you when a signal doesn't exist. But in the end its a dynamic language with limited refactoring possibilities, so large scale refactorings are still not great to do in it. Which emphasizes the need for small, self-contained components which need little refactoring ;).
Just started hobby-wise to look into Godot and stumbled upon this video! Maybe the best tutorial video for a beginner (in Godot) to start with! Absolutely amazing work, thank you!
I really love your Teaching Style, the (I guess) AI Art is charming too! Please don't be disheartened by Views or anything, the Algorithm of UA-cam is said to even start really considering your videos after (I believe it was) 39 Uploads. I know that's a lot of Videos now but damn, I will watch every single one of these and like and comment on them too! This is the stuff I want to support where I can because it's what we most desperately need in the Godot Community now. We can't have more successful Indie games coming from Game Maker (Of all things...) than coming from Godot! Videos like this really help with this in my Opinion. The hardest problem to tackle with Game Engineering is softening the blow of the "Hard Brick Walls" of Game Development. There are so many hack tutorials for any given Engine out there but only so little Quality content that really shows you the way to think around Problems. Also there is so little Intermediate or even Advanced info out there. I'm usually not an Advocate of "Advanced Level Tutorials" as by the time one should use it, they should be able to gather the info by themselves. However offering that bridge, giving good practices and ways of thinking about problems will really go a long way. And this is exactly why we need you! You are probably even more important to this community than you may realize. You might potentially be more important than the People advancing the damn engine, as crazy as that might sound. Sometimes, it's all a butterfly effect.
Thanks a lot for this! I'm really happy that these videos work so well for you. I've spent an ungodly amount of time on this components video, re-doing it 3 times with different approaches until I felt it was somewhat coherent and it wasn't over 2 hours long anymore, so reading this really makes me feel it was worth it. Thank you! As for doing more advanced/bridge videos, I think the reason why there is so little about this is that they both require quite a bit of background knowledge from the viewer and are usually somewhat niche, so there may not be a lot of incentive to make those. I have a few things in my queue that would qualify as "definitely not basic" but I have not yet found a nice approach to ease someone into the topic who may be new to it that doesn't take 3 hours of explaining things first or alternatively just throwing the viewer into the deep end of the pool and leaving them with little value from watching. But over time as I get more experience in making these videos something surely will come up.
I can fully understand the incentive part. It's everywhere in Game Dev Tutorials too. If you've seen a Tutorial Series, the more episodes in you go, the more viewer-counts disappear, sadly. I, myself, wouldn't even know where to start with this, but I suppose teaching someone how to teach themselves could be a potential solution to this. How to get the most from Docs for example, assuming you don't really know what you are looking for is something I struggled with personally. These always lead me to google, sometimes to not satisfactory results. I'm glad to hear you got the message though, it was well worth it to me but knowing the amount of time it took also deepened my respect! Did you write a script for the whole Video? I've found, while a hassle at first, they compound into sparing a lot of extra work. But I'm guessing you already do that and hey, if not, this might mitigate some of the problems.@@godotneers
@@hiiambarney4489 yes i wrote a script for the video, actually i wrote three. after the first one was written, i started filming and doing the first animations. Then i realized this would take way too long, so I needed to cut back a lot on the animations and also streamline quite a few bits. So I wrote the second script and while this was better, I felt that the final product was not as corehent as I thought it would be when reading the script. So a third script materialized where I reordered a few things, also dropped a few more parts of theory that would hopefully explain themselves when showing it (show, don't tell;) and the third script was born. Since I was busy with other stuff I had to record it in several takes (which you can see in the date stamps in the task bar and also sometimes hear when the voice changes a bit). And finally editing it is always a huge timekiller as I have to cut out all the pieces where I misspoke or rambled on forever or had to take the occasional re-shoot when I missed removing a thing from my trial runs. So I definitely learned a lot when making this and I hope this whole process will be smoother as time goes on. I'm also not really happy with Camtasia for editing, while it makes it really easy to control things like the mouse cursor and adding these speech bubbles and other annotations it becomes really sluggish to use once you go over 30 minutes. I'll evaluate a few other options and see where I can get from there. If you have some tips for me they are more than welcome!
This has to be the best approach to tutorials I've seen on youtube & not only Godot-related but really about any subject!! I'm less than a newbie in gamedev but I still am able to follow along and get A LOT out of these videos - I think, reading the other comments, these videos prove to be really precious in different ways for every level of expertise because they're so well structured and really challenge thought and that's what I want from "tutorials"! When I'm a newbie at something I usually dont' want to get stuck hearing a list of what every button in a program does, I want to try and problem-solve actual real-world situations and these videos are just perfect for that! They never get boring or criptic and it feels like I'm learning way more than just Godot. I'm so happy to have found these and although I never leave comments I thought I might leave one because I just want to do as much as I can to make people find your channel!!! Keep it up and thank you so much for all these gems!!
Coming from another engine, and I find yours videos very useful, thank you much. I hope you will continue to provide us with updates as Godot evolves very fast.
Your tutorials are by far the best ones that I have seen, explaining very fundamental topics, that aply to many different problems. Keep up the good work!! Subscribed.
After learning and understanding this course and the previous UI course, anyone can make a beautiful 2d mini game. After watching your course, I stuffed my historical projects into the trash can and rethought the components and the connections between them. Thanks!
THE PRINCIPLES!! This is the type of godot tutorial I have been looking for. Great for once youre at the point where you're done copying games from tutorials and ready to make your own stuff, but still need some help on structuring things.
You have done a great job explaining not only the code but also the concept behind it in a way that really helped me on my Godot journey! Thank you and all the best to you!
This is the single most informative Godot video I've encountered - it's extremely beginner friendly, but clearly shows all the organization concepts you need to make a proper game. Amazing work!
Your tutorials are great! I'm a bit familiar with Godot 4 and when I started with it a year ago, I didn't find good tutorials. Yours are good. Happy to see new ones and learn new stuff.
Thank you. This is one of the best tutorials i have taken. I enjoy how you explain your line of thoughts very clearly, and show us why certain things need to be done, instead of going straight into the technical implementation part. I bring home with more insights than questions, which is unfortunately the case for many other tutorials out there. Hope you could keep up the good work. Now please excuse myself. Need to get on the other videos on your channel.
Yo. That was some revelatory stuff. I quit unity after about 5 years. Before Unity I had no knowledge of coding. I learnt the basics of coding there, but I had been struggling with events. They were using events, and i didn't understand them, and I kept learning complex C# tutorials about anonymous functions, and delegates. The problem is that there is no clear sign denoting which areas to concentrate on as a game developer, so I was being drawn into things that I really had no fun trying to understand. I came to Godot because I knew that events/signals were built into the system, and after so many unity talks on scriptable objects and decoupling, and yet still becoming confused about events, I decided to switch (also having Unity not start when i was offline, and other stuff). So now this video is so concise, that it really sums up the whole thing, and I finally get events. I'm not saying this video is the whole reason, I honestly don't know. It was perhaps all the previous knowledge floating around and finally settling, but it took this video for it to settle. 👍👍👍
Thank you so much for this. Been trying to really dig into Godot for the last few months but there just isn't that much learning material out there that isn't targeted at super basic concepts. Your stuff has been so helpful for getting my head around some of the more advanced stuff.
This is an amazing journey even for intermediate godot programmers and you just earned yourself a new follower. I LOVED that you didn't just write down the code but also explained the thought process, failed attempts and quickly went over what someone might think would be the fast solution to the problem and why it's not. Loved it! edit: let me add that the little things, like putting in the script name you're editing on the bottom right on zoom in just helps so much!
(@38:56) No, absolutely don’t do this; use collision layers and masks instead. Collision layers will take the place of the groups, and collision masks tell each object with a collision layer what they can collide with; this is already handled by Godot, so your code doesn’t need to test an object to see what group it’s in. So make collision layer 1 for the player (tower), 2 for the projectiles, and 3 for enemies (here, the two fish.) Now you just define what can hit (collide with) what, using the masks. Since the tower can collide with only enemies, set its mask to 3. The projectiles can only collide with enemies, so it’ll also have mask 3 selected. Finally, the enemies can collide with projectiles or the player, so all the enemies will have both 1 and 2 selected in the collision mask. Much cleaner, and your code doesn’t have to test for group (set) membership, which reduces coupling.
Collision layers can indeed help with this a lot and in this case they will indeed simplify the code bit. So its another great tool to have in your belt. Thanks a lot for showing an alternative way!
Awesome tutorial video! I'm on my 3rd week learning and creating my game in Godot and your videos really helps a lot. Thanks and keep up the great work.
This is an amazing video! Thanks for all the work. I'm a software engineer in my day job working on Back End Web stuff and have been getting into godot for fun projects for my friends, and this was amazing! Helped put me in the headspace for developing games like this. I always find tutorials move WAY too slow for someone who is fairly familiar with software engineering and your pacing is amazing and the way you guide the consumer through the concepts and thought process is super helpful.
This was fantastic. I expected to watch a small bit of this and move on, but you held my attention for the full hour and I felt like I was learning something the whole time. I'll be looking forward to more! Thank you for all the work I know this took to make!
I am mindblown, such a great educational video. You just became my favourite Godot youtuber! I learned so much in 1h I'm shocked. So many things that I previously couldn't grasp just snaped into now-it-makes-sense land, and this is only the first video of yours that I watch!
I'm a retired engineer and do Godot just for fun. But having worked as an IT Architect I do appreciate a structured approach and I think there are not enough videos about that aspect. So thank your for the work you put in in creating this very helpful video. Subscribed!
As a developper, this is what boggers me in other tutorials : spaghetti code and global variables that works for a couple scenes, but are unrealistic for a middle sized project.
It's nice to see tutorials like this one !
Can you please tell me what an IT Architect does? It sounds interesting
@@andteam_lune A regular architect designs buildings and on a larger scale then subdivisions and the including infrastructure (water, electricity, sewer, etc.) connected to those buildings. An IT architect does essentially the same, designing standard hard- and software configurations, how those are installed and supplied to the end-user (incl. processes around it, e.g. how does and end-user apply for hard- and software tools, how does he get them, what happens if something doesn't work, ...). This is of course more important in larger companies, e.g. I used to work for Siemens and Nokia and the IT infrastructure needed to be designed and maintained globally in many countries for about 100,000 end-users. There it also becomes important, how it all connects to each other (sites within a country, then country to country), account management, security, VPN access (for those working from home), global services like a company-wide email system, etc. It's a big area and typically you specialise in one area and work together with many others. A very interesting job with challenging projects. Hope this explains it a little bit, I probably could write pages about it :-)
100% agree
@andteam_lune like for buildings, an architect in software considers the structure of an application. If code directly references other code, then it's very difficult to move or remove parts of the code. Code that has these properties is often called spaghetti code because it's a tangled mess. It is also the responsibility of the programmer to avoid writing such code but an architect is responsible for the structure of the entire application, often by applying patterns that fit the needs of the application.
A basic principle could be separation between horizontal layers e.g. frontend, backend and data provider, so implementation details from one layer doesn't restrict another. Maybe you want to use another database without having to change a lot in the backend. You can also have vertical slices to allow for a modular approach or to scale your application horizontally, meaning you can scale up functionality that has a high load, without scaling up everything else. These were just some quick examples, there is a lot of complexity in the details.
Almost all patterns have benefits and drawbacks so it's important to fit your architecture to your needs. You don't need to complicate e.g. a personal blog website with a lot of patterns but if you're building a site like UA-cam, you need to be able to handle all the users without your hosting becoming too expensive.
While architects spend most of their time considering these things, it's good for programmers to have an understanding of these concepts as well. Well structured code is easier to maintain. Poorly structured code gets more difficult and time consuming to work with over time.
I hope this was helpful.
I’ve been coding in various shapes and guises for many years, but I’m self taught and have always struggled with compartmentalising everything the way you’ve described in this video… this content is absolute gold, you’re a massive credit to the community. I’m new to godot and was struggling to get my head around the best way to structure a game so that the code is scalable and easy to expand upon, and this is EXACTLY what I needed to see. It’s absolutely brilliant. Can’t thank you enough 🙏 is there somewhere I can donate to say thanks properly?!
Excellent lesson, because this is way past a tutorial.
You don't say "Don't do that, do this instead" you take the audience on a journey to improve overall understanding that's easy to extrapolate to other aspects of the engine.
This is far more valuable than tutorials alone. They are important too and help to quickly to vault a wall but they seldom resolve the underlying issue of "WTF, why not working"
Please keep up the dedication to this style. I really appreciate the effort and I'm certain others do too.
We should have more Godot tutorials like this, that really explains how to make the structure of your game better in a more conceptual way, bumping first into a problem and then the solution for it. I would like to see paid courses with teaching style like this.
I know we live in a wonderful time, where we take for granted the internet is a thing, and information is "free"...but it's not. You spent your time to teach me how to do something that I've always wanted to do. I want to say thank you so much bro. Your time spent has changed someone else's path in life. ✌❤
Well done! This is exactly the type of content I'm looking for when learning something new. Tight, to the point and taking philosophy and pitfalls into account and blissfully free from "dude-in-a-room-with-coloured-LED-lighting-taking-up-80%-of-the-video-talking-about-other-stuff-and-or-today's-sponsors" ✨
Probably one of the most comprehensible tutorials out there. There is a reason, a rationale behind everything:
What is the problem?
What is a solution?
What are the limits of the previous implementation?
How can we make it better?
Everything is just super clear. You are a great teacher.
Great video. It shows off a lot of ways of handling common problems, whilst not stating, "do this for this problem". Good code is about balance, and this video reinforces that frequently.
One thing I'd mention, is that spaghetti code isn't inheritely bad. Creating a MVP, and prototyping ideas is usually a better way to spend your time than worrying about which architecture or design patterns to use for a given problem.
These techniques are great to think about as your project starts to grow in scope, but it's also way too easy to procrastinate and get bogged down in how to manage everything, before you've even got a game *to* manage. Refactoring is incredibly normal, and don't be afraid to build up some technical debt at the start of a project; you can always pay it off later when you think you have something worth investing further in.
I just want to say I've learned more watching this than I did in 12 hours of paid-for tutorials. Thank you for not talking down to a newbie and clearly explaining concepts!
I am so glad that people like you exist. I personally have a strong background as a fullstack engineer and just wanted to have a look at gamedev. There is almost no video that explains the concept better than this one. I am a beginner in gamedev but not in programming and I felt completely understood. Providing such knowledge for free AND making it understandable is not a matter of course.
This is one of the best tutorials in godot. This tutorial teach me to build something, not just following tutorial and not able to modify it. Please keep your good work sir. Thankss
I'm a brand new beginner to Godot and game development as a whole, but not to programming. This video helped contextualize a lot of the things in a way that made sense for me that a lot of other tutorials seem to gloss over, specifically relating to nodes and scene composition. Thanks a lot!
Every Godot dev should watch this. Instantiating new scenes at runtime is a powerful concept that isn't apparent, and I loved how you demonstrated how utilizing signals can replace singletons/autoload scripts. Thank you!
From what I read of the docs, Singletons/Autoloaders are meant for determining global variables that aren't scene dependent. So you can have something like the players gold count carry over into a new level/world.
If you had a single level, you wouldn't need to use them.
Wow, I think you probably make the best Godot lessons/tutorials available today. Just truly excellent explanations for how Godot really works. Thank you!
this is a brilliant introduction to how to break down games into approachable chunks, as well as how to get those pieces communicating efficiently. Great stuff
I'm a computer scientist working on my masters and find your videos to be incredible. Please keep it up. I've just been learning Godot for fun and your structure is so much better than all the other tutorials I've watched. You walk through each challenge and problem instead of just providing the answers. I've watched all your videos. Incredible. Thank you.
This is the best godot tutorial I have ever seen... Because is not a tutorial, it is a full lesson that covers a LOT of very important things. Great job and thank you!
I was thinking of starting a youtube channel just to explain these concepts since there really aren't any videos discussing these topics in a clear and "correct" way. But to be honest, the amount of work these kind of videos take, and my limited amount of time aren't really a good combination haha.
Big congrats to you! This really is extra good quality content, and it is indeed much needed. No shade to the other content creators, but I do need to empathize the lack of good tutorials about Godot, and how much they are needed.
thanks for the amazing content!
Edit: I would even add that videos like these, are SO important, but take SO much effort, and the creator doesn't even really gain anything, that some money from the Godot crow-founding, should go into helping the creation of such videos. Again, congratulation! Amazing work!
I'm glad that this is useful. You are right these videos take an ungodly amount of time to make, currently it's about 1 hour of work for each minute of finished video. Which also explains why I cannot crank them out every week or so. I hope it gets better over time as I get more experience, but in the end if you want a good end result there are not a lot of shortcuts you can take.
Love your teaching style! Showing us the whole chain of "problem -> solution -> new problem -> new solution" takes more work but it really drives the point across, and helps me understand some of the ways I could reason about these things. Thank you very much!
You're really great at actually teaching how Godot works, rather than just showing how to do something. Can't wait to watch your other tutorials!
This tutorial is so insane. Such a good intro for anyone with experience programming looking to go straight to the point. Thank you a lot to anyone that made it possible, it gave me such a boost in knowing how to work with the engine.
This is gold. Thank you so much.
It would be nice to see some tutorials about unit tests or any kind of tests as well
This might be the best game dev tutorial i have ever watched
I love your videos. Other youtubers do their tutorials like "Let's make a game by using godot" for example. While your videos are like "let's learn how to use godot and how it works, by building a game that showcases these things". Excellent work!
Really great tutorial. As a slightly more advanced user I still appreciated how clearly it was presented and it reinforced a few ideas for me. I was questioning the autoload reference in "custom signals" section then you immediately addressed that in "signal relays", haha
I don't usually leave comments but I absolutely love this channel. Every time I watch one of your tutorials I instantly figure out so many things about how Godot works and questions I didn't know I had get answered. Keep up the great work!
Excellent quality. I particularly appreciated the large cursor, highlighting of key points, and breakdown of chapters. It feels like you put a lot of thought and care into this video.
This is incredible! After finding so many useless step-by-step tutorial where sometimes even the creator doesn't know what they're doing, it feels like a fresh air watching you talk in-depth on high-level principles, and how to actually design games efficiently in Godot. I'm definitely putting this and your channel on my list of resources to learn Godot
These tutorials inspires me more and more to learn Godot! You doing super good work for godot.
You have the best game development tutorials! In addition to being clear and complete with your information, I love the graphics you put on screen that really bring certain concepts home, and I really appreciate the speech bubbles that not only help reinforce the ideas, but also provide entertaining moments as well. Really stellar work!
Thank you so much for you patient and barebones instructions. Thank you for keeping it simple: 1 enemy spawner, 1 tower. So many tutorials would have added unnecessary complexity. I am so glad you didn't. I really appreciate your videos and the time, energy, and thoughtfulness you have put into them. Thank you very much!
This tutorial cleared most of my doubts that I had while building my first game....
Thanks a lot man!!!!🙌🙌
I really like how your tutorial is made in step by step on how someone would trial and error, this teaches way more!
Fantastic tutorial. This is the type of tutorial where I don't just learn how to make what you made in the video, but how to use the same techniques to make something completely different, because you explained everything so thoroughly. Thank you
I watched the whole thing, thank you for providing content about the right way to do things instead of just alluding to doing it differently in a production codebase like others sometimes do.
This is the most educative tutorial I have ever watched on Godot! Thank you
This is great! I just want to add that the reason a lot of these ideas work is because we have an expectation for what each of these things are supposed to do. For example, our projectile hurts things. Once we know what our projectile does, it becomes a lot easier to ask questions like "hurts which things?" clear and easy to understand purposes lead to clear and easy to understand code (most of the time)
This is the most valuable tutorial about the topic. Very well explained, thank you!
Hands down, you make the best Godot tutorials I've ever come across. You go into such detail explaining every aspect of what you do in such a clear manner that the concepts just lands so easily. It's rare to come across tutorials where I have no lingering doubts, let alone where I'm able to stay awake till the end. I'm so glad I found this channel!
Excellent tutorial. When you've spent years unravelling spaghetti code you really appreciate this approach.
Man, you are the man - this is so clear and concise! thank you - after researching paper books I have learnt that there are so many errors - in 99% of them. This video is a breath of fresh air! thank you.
The effort put in this video is not seen in a lot of other tutorial videos. Great Job
Lords this is one of the best tutorials on Godot 4 I've ever seen. Could never figure out instantiate before and gave up on Godot. Watched this and everything (but the signals out of scene- will stick to an autoload for now) started making sense. Love how through everything you show multiple ways to do everything.
@Godotneers, your videos are some the most informative and pedagogical out there. Always to the point and flawless teaching style. What sets you apart is the way you explain by using an iterative process, highlighting potential problems as you go. In my opinion this is far better than just going through a “do this then that”-approach that most tutorial videos use. Bravo! I hope to see more content 😊
Best tutorial for Godot I have seen. Hands down. Answered so many questions I have after about 20 hours of other tutorials and experimentation.
I love your tutorial style of starting with the simplest piece and slowly building it up, explaining the options along the way and why one is better than another. Very well done. Thank you!
Solid stuff. 5K subscribers with only 4 videos show the quality of the channel. Keep it up!
For being a non-native speaker, your voice has excellent cadence and the video is very clear and moves along nicely so it's always engaging. You have a talent for teaching. Very well done, subbed
I'm lucky that you started this tutorial series around the time that I've started playing with Godot! Out of all of the tutorial series I've seen, I think yours are the most clear and thorough. Thank you for your time in making them! Do you have any published games anywhere I can check out?
Godot tutorials and the ppl who make them are severely overpowered. Thank you for this amazing video!
This is actually so well explained. Picked up so much, and things made so much more sense after watching this. I love how you're not simply "following a script", and actually go point by point explaining why something has to happen and why it happens that way.
Well actually I _am_ following a script - every "mistake" is scripted. I think explaining the "why" is something that is really needed, because the documentation only tells you how you can do things but now why you would pick one thing over the other.
@@godotneers It's the way you make it sound and the flow you read it in that makes all the difference, at least for me. I often can't follow "structured/script" tutorials very well because it doesn't fit how my brain is following it, if that makes any sense. I don't get that with yours even if you are. Kudos.
I'm watching all your videos. You are by far the best I've seen at making tutorials for anything related to programming.
This ios the first tutorial that made sense to me .. and explained things in such a clear manner, that I perfectly understood when I did something wrong.
This should be at the top of every search when people want to learn godot.
As a web developer who is just getting into gamedev and Godot, this was a really informative showcase of proper use of the Godot engine. Thanks!
I’m just 30 minutes in and I’m really impressed with the quality of this tutorial. Thanks !
I love how you teach! Going through all the pitfalls and pointing out why they happen.
I recently started learning Godot and this video was made just as I started asking all these questions - perfect!
Gotta say, another great tutorial. You make an excellent teacher, especially when you demonstrate options. I can tell it takes a lot of work to make videos like these and really appreciate them. Hopefully your efforts for what you want to achieve pay off here.
Also, I really dislike, not your fault, how much Godot uses strings for things. I don't know how they can fix this but it's very much prone to mistakes being made and can be very difficult to debug and fix since all the errors are at run time and only if you hit a certain scenario.
Yes the string thing is a bit unfortunate. With the new scene unique nodes and the changes they added in Godot 4 to make signals and functions first class objects which get proper autocomplete this problem was at least a bit reduced and the editor will now tell you when a signal doesn't exist. But in the end its a dynamic language with limited refactoring possibilities, so large scale refactorings are still not great to do in it. Which emphasizes the need for small, self-contained components which need little refactoring ;).
Just started hobby-wise to look into Godot and stumbled upon this video!
Maybe the best tutorial video for a beginner (in Godot) to start with! Absolutely amazing work, thank you!
I really love your Teaching Style, the (I guess) AI Art is charming too!
Please don't be disheartened by Views or anything, the Algorithm of UA-cam is said to even start really considering your videos after (I believe it was) 39 Uploads.
I know that's a lot of Videos now but damn, I will watch every single one of these and like and comment on them too!
This is the stuff I want to support where I can because it's what we most desperately need in the Godot Community now.
We can't have more successful Indie games coming from Game Maker (Of all things...) than coming from Godot!
Videos like this really help with this in my Opinion.
The hardest problem to tackle with Game Engineering is softening the blow of the "Hard Brick Walls" of Game Development.
There are so many hack tutorials for any given Engine out there but only so little Quality content that really shows you the way to think around Problems.
Also there is so little Intermediate or even Advanced info out there.
I'm usually not an Advocate of "Advanced Level Tutorials" as by the time one should use it, they should be able to gather the info by themselves.
However offering that bridge, giving good practices and ways of thinking about problems will really go a long way.
And this is exactly why we need you!
You are probably even more important to this community than you may realize.
You might potentially be more important than the People advancing the damn engine, as crazy as that might sound.
Sometimes, it's all a butterfly effect.
Thanks a lot for this! I'm really happy that these videos work so well for you. I've spent an ungodly amount of time on this components video, re-doing it 3 times with different approaches until I felt it was somewhat coherent and it wasn't over 2 hours long anymore, so reading this really makes me feel it was worth it. Thank you!
As for doing more advanced/bridge videos, I think the reason why there is so little about this is that they both require quite a bit of background knowledge from the viewer and are usually somewhat niche, so there may not be a lot of incentive to make those. I have a few things in my queue that would qualify as "definitely not basic" but I have not yet found a nice approach to ease someone into the topic who may be new to it that doesn't take 3 hours of explaining things first or alternatively just throwing the viewer into the deep end of the pool and leaving them with little value from watching. But over time as I get more experience in making these videos something surely will come up.
I can fully understand the incentive part. It's everywhere in Game Dev Tutorials too. If you've seen a Tutorial Series, the more episodes in you go, the more viewer-counts disappear, sadly.
I, myself, wouldn't even know where to start with this, but I suppose teaching someone how to teach themselves could be a potential solution to this. How to get the most from Docs for example, assuming you don't really know what you are looking for is something I struggled with personally. These always lead me to google, sometimes to not satisfactory results.
I'm glad to hear you got the message though, it was well worth it to me but knowing the amount of time it took also deepened my respect!
Did you write a script for the whole Video?
I've found, while a hassle at first, they compound into sparing a lot of extra work.
But I'm guessing you already do that and hey, if not, this might mitigate some of the problems.@@godotneers
@@hiiambarney4489 yes i wrote a script for the video, actually i wrote three. after the first one was written, i started filming and doing the first animations. Then i realized this would take way too long, so I needed to cut back a lot on the animations and also streamline quite a few bits. So I wrote the second script and while this was better, I felt that the final product was not as corehent as I thought it would be when reading the script. So a third script materialized where I reordered a few things, also dropped a few more parts of theory that would hopefully explain themselves when showing it (show, don't tell;) and the third script was born. Since I was busy with other stuff I had to record it in several takes (which you can see in the date stamps in the task bar and also sometimes hear when the voice changes a bit). And finally editing it is always a huge timekiller as I have to cut out all the pieces where I misspoke or rambled on forever or had to take the occasional re-shoot when I missed removing a thing from my trial runs. So I definitely learned a lot when making this and I hope this whole process will be smoother as time goes on. I'm also not really happy with Camtasia for editing, while it makes it really easy to control things like the mouse cursor and adding these speech bubbles and other annotations it becomes really sluggish to use once you go over 30 minutes. I'll evaluate a few other options and see where I can get from there. If you have some tips for me they are more than welcome!
I kinda knew most of this staff separately, but could not gather it in my head to make this knowledge useful. Thanks!
as a unity developer learning godot, this was exactly what i needed! thank you!
This has to be the best approach to tutorials I've seen on youtube & not only Godot-related but really about any subject!! I'm less than a newbie in gamedev but I still am able to follow along and get A LOT out of these videos - I think, reading the other comments, these videos prove to be really precious in different ways for every level of expertise because they're so well structured and really challenge thought and that's what I want from "tutorials"! When I'm a newbie at something I usually dont' want to get stuck hearing a list of what every button in a program does, I want to try and problem-solve actual real-world situations and these videos are just perfect for that! They never get boring or criptic and it feels like I'm learning way more than just Godot.
I'm so happy to have found these and although I never leave comments I thought I might leave one because I just want to do as much as I can to make people find your channel!!! Keep it up and thank you so much for all these gems!!
Coming from another engine, and I find yours videos very useful, thank you much.
I hope you will continue to provide us with updates as Godot evolves very fast.
Your tutorials are by far the best ones that I have seen, explaining very fundamental topics, that aply to many different problems. Keep up the good work!! Subscribed.
After learning and understanding this course and the previous UI course, anyone can make a beautiful 2d mini game. After watching your course, I stuffed my historical projects into the trash can and rethought the components and the connections between them. Thanks!
THE PRINCIPLES!! This is the type of godot tutorial I have been looking for. Great for once youre at the point where you're done copying games from tutorials and ready to make your own stuff, but still need some help on structuring things.
I love the little bits of humor you sprinkle on these tutorials.
You need more subs! Thank you very much for these excellent tutorials for us Godotneers!
You have done a great job explaining not only the code but also the concept behind it in a way that really helped me on my Godot journey! Thank you and all the best to you!
Probably the best Godot tutorial I've ever watched!
This is the single most informative Godot video I've encountered - it's extremely beginner friendly, but clearly shows all the organization concepts you need to make a proper game. Amazing work!
This is by far one of the best game dev tutorials I have ever seen 🤩
Your tutorials are great! I'm a bit familiar with Godot 4 and when I started with it a year ago, I didn't find good tutorials. Yours are good. Happy to see new ones and learn new stuff.
Another must-see tutorial for Godot. Awesome job! Also love the incremental format that puts each approach into context of the problem it solves.
Thank you.
This is one of the best tutorials i have taken. I enjoy how you explain your line of thoughts very clearly, and show us why certain things need to be done, instead of going straight into the technical implementation part.
I bring home with more insights than questions, which is unfortunately the case for many other tutorials out there.
Hope you could keep up the good work. Now please excuse myself. Need to get on the other videos on your channel.
Yo. That was some revelatory stuff. I quit unity after about 5 years. Before Unity I had no knowledge of coding. I learnt the basics of coding there, but I had been struggling with events. They were using events, and i didn't understand them, and I kept learning complex C# tutorials about anonymous functions, and delegates. The problem is that there is no clear sign denoting which areas to concentrate on as a game developer, so I was being drawn into things that I really had no fun trying to understand.
I came to Godot because I knew that events/signals were built into the system, and after so many unity talks on scriptable objects and decoupling, and yet still becoming confused about events, I decided to switch (also having Unity not start when i was offline, and other stuff).
So now this video is so concise, that it really sums up the whole thing, and I finally get events. I'm not saying this video is the whole reason, I honestly don't know. It was perhaps all the previous knowledge floating around and finally settling, but it took this video for it to settle. 👍👍👍
Thank you so much for this. Been trying to really dig into Godot for the last few months but there just isn't that much learning material out there that isn't targeted at super basic concepts. Your stuff has been so helpful for getting my head around some of the more advanced stuff.
This is an amazing journey even for intermediate godot programmers and you just earned yourself a new follower.
I LOVED that you didn't just write down the code but also explained the thought process, failed attempts and quickly went over what someone might think would be the fast solution to the problem and why it's not.
Loved it!
edit: let me add that the little things, like putting in the script name you're editing on the bottom right on zoom in just helps so much!
(@38:56) No, absolutely don’t do this; use collision layers and masks instead. Collision layers will take the place of the groups, and collision masks tell each object with a collision layer what they can collide with; this is already handled by Godot, so your code doesn’t need to test an object to see what group it’s in. So make collision layer 1 for the player (tower), 2 for the projectiles, and 3 for enemies (here, the two fish.) Now you just define what can hit (collide with) what, using the masks. Since the tower can collide with only enemies, set its mask to 3. The projectiles can only collide with enemies, so it’ll also have mask 3 selected. Finally, the enemies can collide with projectiles or the player, so all the enemies will have both 1 and 2 selected in the collision mask. Much cleaner, and your code doesn’t have to test for group (set) membership, which reduces coupling.
Collision layers can indeed help with this a lot and in this case they will indeed simplify the code bit. So its another great tool to have in your belt. Thanks a lot for showing an alternative way!
This is the single most useful Godot tutorial I have found, thank you!!
One of the best tutorials I've seen on Godot, even though I make tutorials for Godot myself. I feel prepared for Spaghetti Land.
Awesome tutorial video! I'm on my 3rd week learning and creating my game in Godot and your videos really helps a lot. Thanks and keep up the great work.
Commenting to help the algorithm discover how excellent your content is so more people see it!
This has helped me so much in understanding how to organize scenes for best practices
Legend ! This is the exact channel for Godot I've been searching for.. Please dont ever stop creating videos for Godot and game design :)
By far one when not even the best godot tutorial I've ever seen!
This is the best Godot tutorial I have ever watched! Thank you so much!
Wonderful, your videos do not make me sleepy but excited. Looking forward to your new videos in the future.
This is an amazing video! Thanks for all the work. I'm a software engineer in my day job working on Back End Web stuff and have been getting into godot for fun projects for my friends, and this was amazing! Helped put me in the headspace for developing games like this. I always find tutorials move WAY too slow for someone who is fairly familiar with software engineering and your pacing is amazing and the way you guide the consumer through the concepts and thought process is super helpful.
Just getting into game dev and finding so many great Godot instructional videos like this one! I’m so motivated to learn! Subbed
Only just started this but i like being a Godotneer already. Has a nice ring to it. Subbed.
This was fantastic. I expected to watch a small bit of this and move on, but you held my attention for the full hour and I felt like I was learning something the whole time.
I'll be looking forward to more! Thank you for all the work I know this took to make!
Wow. Ten minutes in and your approach is perfect for my learning style. Looking forward to rest of your videos.
Best lesson I have seen for Godot! Thank you!!
Commenting for the YT algorithm, because wow is this high quality education.
One of the best godot content on UA-cam
you are my new hero!
@MyndariMyndari thank you very much for your generous support! I'm glad that the video was helpful to you!
I am mindblown, such a great educational video. You just became my favourite Godot youtuber! I learned so much in 1h I'm shocked. So many things that I previously couldn't grasp just snaped into now-it-makes-sense land, and this is only the first video of yours that I watch!