I definitely appreciated that BP vibe :D. They also so far seem to understand that BP powers is not in just having same code blocks as a programming language but also utilizing prebuild functions (which UE is packed with). It will be cool to see it going forward :).
@@FortNiteSebas I am one ex Unreal user. I started using Godot because it is much better for 2d than Unreal's fake 2d. I liked Blueptints and I did not knew how to code. I looked for some engine that was good for 2d and had some visual scripting language like Blueptint. I found Godot 3 and its VisualScript. I liked it, learned VisualScript, kept using it and never opened Unreal again. But VS was not as good as Blueptint, so I learn GDScript.
Hi @GameFromScratch, thank you for taking the time to showcase our work in the Godot plug-in community. We are truly grateful for this opportunity and the chance to reach a larger audience with our work. To your commenters, thank you for all the feedback. We realize that Visual Scripting isn't for everyone, and our mission is to provide a wide range of options for everyone to experience the Godot engine with what works best for them. We are eager to receive your feedback and are excited to help grow and foster a better future for the visual scripting community.
Good to see it back, hopefully this will keep getting updated. Small note: the link to the Orchestrator Discord on your site is linking to the wrong page
Oh thank God! As an unreal engine native that has wanted more reasons to get into Godot, this is great news for me. And on top of that, this now makes Godot have a feature I wish Unreal had, which is the ability to use visual scripting and traditional scripting within the app itself. Instead of needing visual studio and all that stuff for C++.
idk what happened to my other comment, but what you're looking for for Unreal Engine is a marketplace asset called "Magic Node". It allows you to write code inside of a blueprint node. The script node would need features such as: - Auto completion - Intellisense - Syntax error detection - Other error detection - Debugging tools such as ability to add break points & step through the code - etc... If they don't provide the same features within the script node to basically be an IDE, then you're still going to need an IDE such as Visual Studio. Example of workflow: 1. Code script in IDE 2. Copy & paste script to script node If you're going through all that work you mines well not even use the script node in the first place and just natively code it since you're already doing that, then make the code accessible to the visual scripting tool. My Work Experience I'm personally against having script nodes like this from my experience at work and the issues that these script nodes cause. - Developers can abuse this script node and put too much code inside of it, which at that point why didn't they just write in natively - Debugging can be harder if the script node doesn't basically have an embedded IDE Side Note: I'd be curious if performance-wise it's worse performance to code inside of the script node instead of natively.
We use it our own games, so I don't see that being a problem.
9 місяців тому
@@naros5802 What games are you making? I looking into making a small garden farming game, and I have not desided what engine to use yet. This visual script is definitely something I will look into and see if I understand it and I can make anything useful.
@@naros5802 Being forced to either scrap your VS progress to follow updates *or* to continue without the updates just for the sake of abandoned VS can sure be a problem.
As a non-programmer/artist, this is awesome! I learned how to use the Playmaker asset for Unity pretty well. At least enough to get my ideas out quickly and even enough to make a full, yet basic game. Now that Godot has VR, a better 3D engine, AND visual scripting, I might have to make the jump.
The main thing I feel like something like this needs is pre-made scripts and bundling. Pre-made scripts is obvious, if you just want to make a guy move then you can just thumb through some folders for "3D character movement", tack it on, and Bob's your uncle your guy can move now plus from there you can fiddle with the script to make the guy move faster, slower, or just take it completely apart if you feel like it. For bundling, that'd just be visually condensing a whole bunch of stuff into a single block. Like say you have a whole bunch of stuff and you're pretty sure you won't need to attach anything else between the beginning and end, just make it a bundle between the beginning and end and if you need to look at it you can unfold that bundle to see all the blocks it contains.
Even though I'm not game dev.. I am a hobby amateur coder and very much interested in the topic.. I love your content, the way you present it, your positivity and skills explaining it!!! :)
Now let's hope Henrique Henrique (the guy behind Godot Playground) can either get his version working or start working with this guy to improve the UI and usability
In the past, the one thing that's kept me from getting into traditional coding is that you can put a letter in the wrong place, causing the program to not work, and not tell you why it's not working, leading to hours of wasted time. I don't know that this necessarily solves that problem completely, but hopefully, things like this will help push things in the right direction, in terms of helping to make the coding process more accessible, and more efficient to do.
Interesting! As a Playmaker enthusiast with a strong aversion to traditional coding methods, this might be my entry ticket to Godot. Thanks alot for the info!
I think this is more like the Visual Scripting in Unity, than PlayMaker... it's more of a long-winded graphical way of programming, rather than a way to used simplified and automated functions and systems through selecting options and checkboxes. You'll still need to learn the how to program.
You are right. Playmaker with its pre-made functions & ecosystem is way above simple visual scripting, but still, I'm glad we have this alternative to only GDscript.@@owdoogames
Ironic you mention this, there are plans to introduce a finite state machine (FSM) based graph system as well. There is a GitHub issue enhancement request that outlines the details. I'd suggest you give that a review and share any comments or ideas there as we plan to start work on that very soon.
@@kishirisu1268 There's no reason it should be especially slow. it's just describing execution flow paths and data flow paths. Honestly though yeah this doesn't strike me as really enough of a differentiation from normal coding to really make it much of a difference. Versus something like the visualshader where it's all just data flow so it's very optimizable/vectorizable by the underlying system.
The lack of VS was the only thing keeping me from trying Godot. Traditional scripting just doesn't work for me. Now if it's here to stay I'll be interested in seeing what I can make happen with the program.
I wonder why orchestrator never worked for me. Tried many different versions and installation methods, but it always end up crashing when I try to open an orchestrator file.
the moment you can swap back and forth between C# and visual scripting view i'll be excited. the moment I can export a visual script as a C# script,and also import a C# script with a basic layout to edit, I'll be excited. It's obnoxious right now having to manually rewrite all my old Playmaker visual FSM script things as C#, since they don't convert back and forth.
I've actually thought about adding at least an exporter that would allow you to convert an Orchestration to GDScript or C#. It would most definitely be more difficult to go the other way, especially when there may be aspects exposed to C# or GDScript that don't naturally cross over in an efficient way to GDExtension just yet.
@@BdR76 Well it will be the same as coding, the final outcome usually looks confusing as hell but as you build it up in pieces you follow the thing in your head.
Unreal Blueprints my beloved, they put you in Godot. 🙏 Will definitely try this if I ever want to work on a smaller project. Don't know why they would remove visual scripting from the base Godot engine, but Orchestrator looks just like Blueprints so might have to give Godot a shot. Thanks for sharing
Honestly I'm most interested in this plugin regarding the part about making complex dialog conversations as modern RPGs like the ones made by Obsidian Entertainment actually use visual scripting for such tasks. Although can't help but wonder if/when this will be able to work in tandem with regular code.
@@naros5802 as in non-visual scripting code, like how you normally write scripts in vanilla Godot 4.x. I Guess a better word for it would have been "regular" scripting.
I was advised to do visual scripting since I have a problem when I get to the code (I know what it should do how it should react but when I get to the code I blank out) But honestly this seems harder than normal scripting :D
I went to school for several years in Computer science. I HATE TO CODE. lol this makes things wonderful for me to play around with Coding and Building small Indie Games without the Bloat of Unreal engine. Thank you.
what. ... it is mericle ❤❤❤❤❤❤ I was so trying to learn it or use it. in my new project and now it Smisby back ... Hoping it would be If communing will take some time ....wowowoowowow nice nice thanks to the Awesome Dev...I literally researching about VIsual scripting for Godot ...... even tried to See other engines.. Iam done😅😂
Only problem is no one is using orchestrator no UA-cam guides on it. Most people probably didn't knee it existed? I wish someone made a tutorial seriers like "make an top down rpg game with orchestrator". Etc. Also I can't even seem to get it setup I clicked download but then what? Idk how to make it pop up on screen.
I can imagine that the developers of this put immense effort into it which is to be commended. It looks pretty good and great for the community that wanted this in Godot4.
Although I don't use visual scripting, I still think it is a good idea to have it. It'll make Godot more welcoming to more developers with no coding background, expanding the community is the first priority of Godot IMO
Never used visual script before (either in godot or unreal), but I can't see how can you be more productive with this than with just coding what you want
Visual scripting IS coding. It's just a visual, handcrafty way of building the "machine". And it's much, much more accessible and more enjoyable way for many visual-minded individuals to create game logic. Entire games have already been made with nothing but UE's Blueprints and Unity's Playmaker, and it's damn obvious why. We've had VS tools for software since 1990s, and various graphics design tools also use ER style visual scripting nowadays (ie. texture and shader crafting).
@@GugureSux I mean, I think them asking about it...means its objectively not "damn obvious". It seems convoluted and extra to me. And harder to debug by miles. But, if some people prefer it, that's a personal preference. It doesn't make its qualities and benefits "obvious" though. That's why a lot of people are asking why it here, also why Godot got rid of it, more than likely. I think giving reasons it's better is better than saying it's obvious.
I don't know what Godot arrays are like under the hood but to me it seems kinda funny to refer to arrays as a complex type. There are things programming languages like to call arrays that are pretty complex, but real proper arrays are extremely simple.
I'm 3D generalist with little knowledge of coding in Unity. I can write some basic script to test my 3D and particle but still struggling with syntax error. This could help me learn godot easier.
GDevelop uses an Event Sheet that doesn't feature "wired" connections like this. It's more like traditional coding except you don't have to type everything out. There are lots of pre-built components that can be stacked together and Integrated with your game, but Orchestrator and Blueprints don't adhere to a top-to-bottom page-view like GDevelop's Event Sheet does.
That should make it more intuitive kind of like G develop or RPG maker or something like game maker where you can select what you want to do and then you're giving options for example you want to make that should make a movement for the character you select the movement and from there you get options as to how do you want to move this character is his character going to be able to move up down left right and then we'll have one for jump i'll be jumping in 2D or in 3D so maybe I guess they should make another more simplified version of visual scripting here! It's going to bring way more people into this for those that don't know how to program not even to say their own lives like me! That's all I'm waiting for for a Godot to get to a point where you don't have to be a programmer at all everything is super easy you just got to get started and making your game!
This is cool, and I'm glad people who prefer it have the option, but after seeing how incredibly tedious this is to work with, I'm not shocked it was depreciated in the first place.
It can be tedious and that's precisely what we are aiming to reduce. When I wrote the PlayerController and CameraController implementations in OScript, I definitely had that same impression as one of the developers, so there is definitely work to be done in that arena; but we had to start somewhere. My focus moving forward is to add abstract layers atop of what we have to ease this burden. Add common building blocks that users can simply re-use and not worry with the tedious nature of all the nodes needed to perform specific tasks. This is the basis for the upcoming function and macro libraries. Not only will we be able to ship built-in re-usable high-level abstract nodes, users will also be able to create them as well, sharing them across their own Godot projects and with other developers.
If VisualScript was like that when I started using Godot after I left Unreal 4, maybe I would never need to learn GDScript, because it does look a lot more like Blueptints than VS did.
I touched on this in an earlier comment, I would certainly like to add such an export layer later on. I think with the fact that Orchestrator is suppose to open the door for folks who don't know GDScript, being able to export the visual style to GDScript could be another way to help new developers learn. Definitely something we'd like to consider.
@@naros5802When I would learn HTML, I would learn that way. Both using Notepad and wysiwyg HTML editors. This worked so good, that I later could get several small jobs as a web designer, doing everything in notepad 🙂
How does this perform vs GDScript or C# in Godot? I'm talking about actual in-game performance, not workflow. I don't see anything discussing that on the site.
Visual scripting shouldn't be noodles. I suppose you can make reroute nodes as in Blender or Unreal Engine. I use them every day and I assure you my graphs are organized. (including the ones I sell on Unreal Engine Marketplace). It's sad that devs who create these tools don't give options like 90° "corner" or at least auto-straighten long "roads", like a PCB.
I was excited to see VISUAL SCRIPTING but than the same mistake hunts #nocode designers again... NODES based visual scripting instead of the EVENT-SHEET which is so much easier to work with without going into spaghetti-land for most simplistic cases.... maybe one day somebody will make a nice Godot expansion like Construct / GDvelop Event-Sheet style :)
I'm 100% with you on this! A similar visual scripting to Construct will make Godot much more popular and inviting for game designers unlike the over complicated nodes workflow.
I like using blue prints in Unreal Engine, but code is cleaner and easier to read (depends on who's writing it). It beats having to learn c++. On the other hand, Godot doesn't need visual scripting, except for shaders. GDScript is easy to learn and manage; though there's nothing wrong with using visual scripting. I question just how thorough the mod is. You might be better off writing in GDScript.
I always use scratch since i used it when i was younger and never learned other engines but i moved to godot so this helps but not much but still helps 👍
the file copies but nothing happens, can you help? i follow your steps EXACTLY and the ADDONS folder just copies into the project folder and it nver prompts for a restart? what am I doing wrong???!!! pulling my hair out ATM
good.the plugin is better than original offiscal visual scpriting,and is more powerfual,convinient,similar to ue5's blurprint,very nice to newer to use godot engine,i thing is will make godot engine to a new level
I have a question about godot plug ins. When I go to add them mine don’t seem to save to my engine but just the project. When I try to change the install path I can’t find an existing addons so I have to create that folder. Is this where I’ve messed up? The install path to orchestrator?
having the same issue and the channel creator isnt helping at all getting back to our cries for help. NOTHING i try is working I've tried copying the file a million times exactly as shown in the video, redownloading the file, I've uninstalled and reinstalled godot three different times.
@@WharryG I've tried the last three versions and none of them work. The engine simply does not import any of the plug-in, it only copies the files to the destination folder.
@MindsMouth You're downloading the source folder of the plugin. Thats why it doesnt install properly. Scroll down a bit more under the version you want and you'll see Assets. Under it, You need to download the zip with plugin in its name. It only has one folder in it. Thats the correct one.
for some reason , i did the same you did for installing , knowing i have the latest stable version of both godot and the plugin , still its not showing :(
Nice! I'm excited about this extension. As somebody who works to help people learn game dev, it's always nice to be able to recommend more engines that use visual scripting.
Adding visual coding noodles so that artists can code, is like adding a CLI code-only interface to Photoshop so coders can create art 😕 idk if you can really "solve" a lack of skill
I'm artist and I am actually learning C#. I think visual scripting is good as an option just to get started and think in programming logic. Usually appetite comes with eating and also there can be easier transition to written code.
apparently he is using the dev 2.0 release and not the 1.1.0 release, just warning you for those who are confused by the differences between the versions. Hope you have a great day & Safe Travels!
Scratch's "block" system is quite unique, even if it takes inspiration from things like ye olde ClickTeam's game-creation tools (TGF, MMF...). It's however the exact same logic, just dressed up a bit different.
i'm having trouble importing it into godot i tried getting it from the asset store, but it rejects the main components of the script i also tried importing it by downloading the github repository and doing the same thing as in this video by copy pasting it into the project resources, and it still doesn't work anybody knows how i can solve this? i'd really appreciate it
If anyone finds the answer please post back here. I can't find any answers anywhere online, the Links they provide for their forums and the discord are visually useless
@@grimetimez u just went Godot GitHub visual scripting then u scrolling down then u will see say upload more then click then u see v2 visual scripting then u click which one
Is this faster or slower than normal scripting? If you wanted to make a more optimized game which should you use? Would this increase workflow output compared to regular scripting?
Any visual scripting will be more slow than normal coding, but we can use it for dialog logic, quests logic, any high level logic... use gdscript or c# for low level and visual scripting for high level game logic.
@@Chevifier Orchestrator interacts directly with the Godot API at runtime, there is no interpretation. This all runs in C++ and is comparable to GDScript's performance.
I'm curious of the performance differences. i.e would game logic for (Traditional Fighting Game) rollback netcode be possible with this? (GGPO integration)
Nodes like Call_move_local_x(local X) doesn't appear, in the new version does it go by something else? its hard to follow when everything is located else where, very helpful tutorial but things are just named differently so its not so easy to locate and follow along.
i rememeber i wanted to move to godot awhile ago cuz the visual scripting...only to find that it was removed. itd be nice to try it even tho im so used to coding at this point that its like eh lol
Should have been named "Noodlerama" instead of "Orchestrator". There's always good to have different options how to use software. Hopefully it will continue to grow and wont be left behind with latest stuff
"For those of you who want to use visual scripting there is a solution out there" ... and it is the official Godot documentation and its many great articles on GDScript, helping you understand why visual scripting is not the way to go, even if you're a child.
A shame it's kind of useless as it's not written in GDScript but C++ meaning you must compile Godot yourself with it: The idea is great and it's wonderful to hear it's been done, but I only see it used if Godot makes the right choice and integrates this into the vanilla code, or a system like this is coded in GDScript so anyone can add it to a project and run it.
...This looks like a step above my plugin... I'll see if maybe I'm better off using this plugin. EDIT: Nevermind, too complicated. Visually, it's much more polished, with all the different colors, focus features, etc. But it's made for a very different use case. Also I prefer expressions over dragging variable nodes around
Wow. I appreciate the work that went into this, but it's a far cry from the usability that Unreal's visual scripting has. I just want to make a top down 2d game with some procgen elements, and since it's so clunky to do in Unreal i thought i'd give it a try in godot. A few years ago i learned a bit of GDScript over a few months and it was a painful experience, i thought the VScripting would make it better. Nah. Not at all. This is borderline useless unless you already know how to code in GDScript intimately, at that point i'd just stick to scripting. Thanks for the video though.
seriously. As a hardcore blueprint user I really love this addon, but... Orchestrator? Godot Wires would work perfectly -hey bro, how you programmed it? -with wires bro versus -i orchestrated it bro
ex-unreal users can understand this is very similar to blueprint. the original VS of Godot 3 was different in looks
ex-unreal users? there are none!
Unreal was definitely a core inspiration for the initial dev builds and will continue to be as we add re-usable code library support in the future.
I definitely appreciated that BP vibe :D. They also so far seem to understand that BP powers is not in just having same code blocks as a programming language but also utilizing prebuild functions (which UE is packed with). It will be cool to see it going forward :).
@@FortNiteSebas I am one ex Unreal user. I started using Godot because it is much better for 2d than Unreal's fake 2d.
I liked Blueptints and I did not knew how to code. I looked for some engine that was good for 2d and had some visual scripting language like Blueptint. I found Godot 3 and its VisualScript. I liked it, learned VisualScript, kept using it and never opened Unreal again.
But VS was not as good as Blueptint, so I learn GDScript.
@@FortNiteSebas HAHA I love this comment.
Hi @GameFromScratch, thank you for taking the time to showcase our work in the Godot plug-in community. We are truly grateful for this opportunity and the chance to reach a larger audience with our work. To your commenters, thank you for all the feedback. We realize that Visual Scripting isn't for everyone, and our mission is to provide a wide range of options for everyone to experience the Godot engine with what works best for them. We are eager to receive your feedback and are excited to help grow and foster a better future for the visual scripting community.
please keep it free.. 😂
hye man, appreciate all of you guys' hard work!
@@Francis_vcaThank you.
Very well said. It's usually ignorant coders who are like "why dafuq would I use this?!", and I say this as a coder. Keep up the great work.
Please make tutorial videos.
Good to see it back, hopefully this will keep getting updated.
Small note: the link to the Orchestrator Discord on your site is linking to the wrong page
Thanks, I fixed the link.
Oh thank God!
As an unreal engine native that has wanted more reasons to get into Godot, this is great news for me.
And on top of that, this now makes Godot have a feature I wish Unreal had, which is the ability to use visual scripting and traditional scripting within the app itself. Instead of needing visual studio and all that stuff for C++.
you may be able to code C++ within godot, but there's no auto-completion
idk what happened to my other comment, but what you're looking for for Unreal Engine is a marketplace asset called "Magic Node". It allows you to write code inside of a blueprint node.
The script node would need features such as:
- Auto completion
- Intellisense
- Syntax error detection
- Other error detection
- Debugging tools such as ability to add break points & step through the code
- etc...
If they don't provide the same features within the script node to basically be an IDE, then you're still going to need an IDE such as Visual Studio. Example of workflow:
1. Code script in IDE
2. Copy & paste script to script node
If you're going through all that work you mines well not even use the script node in the first place and just natively code it since you're already doing that, then make the code accessible to the visual scripting tool.
My Work Experience
I'm personally against having script nodes like this from my experience at work and the issues that these script nodes cause.
- Developers can abuse this script node and put too much code inside of it, which at that point why didn't they just write in natively
- Debugging can be harder if the script node doesn't basically have an embedded IDE
Side Note: I'd be curious if performance-wise it's worse performance to code inside of the script node instead of natively.
le gasp! I hope it remains in development, Id hate spending days trying to learn it only to see it get scrapped
We use it our own games, so I don't see that being a problem.
@@naros5802 What games are you making? I looking into making a small garden farming game, and I have not desided what engine to use yet. This visual script is definitely something I will look into and see if I understand it and I can make anything useful.
@@naros5802 Being forced to either scrap your VS progress to follow updates *or* to continue without the updates just for the sake of abandoned VS can sure be a problem.
As a non-programmer/artist, this is awesome! I learned how to use the Playmaker asset for Unity pretty well. At least enough to get my ideas out quickly and even enough to make a full, yet basic game. Now that Godot has VR, a better 3D engine, AND visual scripting, I might have to make the jump.
For sure, Godot is more user friendly than Unity i think
Bleuprints for godot! so happy for you guys! Now all they need is to make c# variables orchestrator callable
Looks almost identical to Blueprints for UE5. Godot should definitely make this a built in rather than addon.
The main thing I feel like something like this needs is pre-made scripts and bundling. Pre-made scripts is obvious, if you just want to make a guy move then you can just thumb through some folders for "3D character movement", tack it on, and Bob's your uncle your guy can move now plus from there you can fiddle with the script to make the guy move faster, slower, or just take it completely apart if you feel like it. For bundling, that'd just be visually condensing a whole bunch of stuff into a single block. Like say you have a whole bunch of stuff and you're pretty sure you won't need to attach anything else between the beginning and end, just make it a bundle between the beginning and end and if you need to look at it you can unfold that bundle to see all the blocks it contains.
Now this new one looks very promising.
Way better than the original one.
PLEASE DON'T DIE.
Even though I'm not game dev.. I am a hobby amateur coder and very much interested in the topic.. I love your content, the way you present it, your positivity and skills explaining it!!! :)
Now let's hope Henrique Henrique (the guy behind Godot Playground) can either get his version working or start working with this guy to improve the UI and usability
Mike...
This the Best news you have given to me. Alast I hope this one will be more sightredable
In the past, the one thing that's kept me from getting into traditional coding is that you can put a letter in the wrong place, causing the program to not work, and not tell you why it's not working, leading to hours of wasted time. I don't know that this necessarily solves that problem completely, but hopefully, things like this will help push things in the right direction, in terms of helping to make the coding process more accessible, and more efficient to do.
I've been using this addon since v1.0 and I love it. Thank you for shining a light on this amazing addon for Godot.
How do you add add on to the editor?
Interesting! As a Playmaker enthusiast with a strong aversion to traditional coding methods, this might be my entry ticket to Godot. Thanks alot for the info!
I think this is more like the Visual Scripting in Unity, than PlayMaker... it's more of a long-winded graphical way of programming, rather than a way to used simplified and automated functions and systems through selecting options and checkboxes. You'll still need to learn the how to program.
You are right. Playmaker with its pre-made functions & ecosystem is way above simple visual scripting, but still, I'm glad we have this alternative to only GDscript.@@owdoogames
It is the same as coding just in box form instead of text form. No different.
@@PRIMARYATIAS Same thing with Construct and Gdevelop.
Took the words right out of my mouth!
This news just made my day. I tried it out and it works very well. Thank you so much for this video.
definitely could see some uses for this in conjunction with standard GDscript. Might be useful for a state machine.
Ironic you mention this, there are plans to introduce a finite state machine (FSM) based graph system as well. There is a GitHub issue enhancement request that outlines the details. I'd suggest you give that a review and share any comments or ideas there as we plan to start work on that very soon.
@@kishirisu1268 There's no reason it should be especially slow. it's just describing execution flow paths and data flow paths. Honestly though yeah this doesn't strike me as really enough of a differentiation from normal coding to really make it much of a difference. Versus something like the visualshader where it's all just data flow so it's very optimizable/vectorizable by the underlying system.
The lack of VS was the only thing keeping me from trying Godot. Traditional scripting just doesn't work for me. Now if it's here to stay I'll be interested in seeing what I can make happen with the program.
I wonder why orchestrator never worked for me. Tried many different versions and installation methods, but it always end up crashing when I try to open an orchestrator file.
It looks a lot like Unreal's blueprints. If you could extend C# or GDScript classes in Orchestrator, this will be very powerful
the moment you can swap back and forth between C# and visual scripting view i'll be excited. the moment I can export a visual script as a C# script,and also import a C# script with a basic layout to edit, I'll be excited. It's obnoxious right now having to manually rewrite all my old Playmaker visual FSM script things as C#, since they don't convert back and forth.
I've actually thought about adding at least an exporter that would allow you to convert an Orchestration to GDScript or C#. It would most definitely be more difficult to go the other way, especially when there may be aspects exposed to C# or GDScript that don't naturally cross over in an efficient way to GDExtension just yet.
@@_I-OvO-I_hm, no ,but now I want to check it out!
you couldn't pay me to use it, but i understand some people will love it. godot just keeps getting better!
Honestly, if coding is not for you then I cannot imagine how this unreadable mess at 2:10 improves anything.. Good god 😬
@@BdR76 Well it will be the same as coding, the final outcome usually looks confusing as hell but as you build it up in pieces you follow the thing in your head.
Unreal Blueprints my beloved, they put you in Godot. 🙏
Will definitely try this if I ever want to work on a smaller project.
Don't know why they would remove visual scripting from the base Godot engine, but Orchestrator looks just like Blueprints so might have to give Godot a shot. Thanks for sharing
Honestly I'm most interested in this plugin regarding the part about making complex dialog conversations as modern RPGs like the ones made by Obsidian Entertainment actually use visual scripting for such tasks. Although can't help but wonder if/when this will be able to work in tandem with regular code.
What exactly do you mean by regular code?
@@naros5802 as in non-visual scripting code, like how you normally write scripts in vanilla Godot 4.x. I Guess a better word for it would have been "regular" scripting.
@@naros5802Calling and integrating with existent gdscript or c# code
@@naros5802I think that is calling and integrating with existent gdscript or c# code
They also experimenting with GDS being compiled.
As a unity user using a 3rd party visual script tool its nice to see other engines also starting to implement their own solutions
Hi there! I saw your videos n i went ahead to download the add ons, still fairly new to godot, but this is one cool feature, thx for sharing!
I was advised to do visual scripting since I have a problem when I get to the code (I know what it should do how it should react but when I get to the code I blank out) But honestly this seems harder than normal scripting :D
I went to school for several years in Computer science. I HATE TO CODE. lol this makes things wonderful for me to play around with Coding and Building small Indie Games without the Bloat of Unreal engine. Thank you.
what. ... it is mericle ❤❤❤❤❤❤ I was so trying to learn it or use it. in my new project and now it Smisby back ... Hoping it would be If communing will take some time ....wowowoowowow nice nice thanks to the Awesome Dev...I literally researching about VIsual scripting for Godot ...... even tried to See other engines.. Iam done😅😂
*Links*
gamefromscratch.com/orchestrator-visual-scripting-for-godot/
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Only problem is no one is using orchestrator no UA-cam guides on it. Most people probably didn't knee it existed? I wish someone made a tutorial seriers like "make an top down rpg game with orchestrator". Etc.
Also I can't even seem to get it setup I clicked download but then what? Idk how to make it pop up on screen.
I can imagine that the developers of this put immense effort into it which is to be commended. It looks pretty good and great for the community that wanted this in Godot4.
By the way, O3DE has full visual scripting support.
Excellent news, happy to see it back!
everyone writes that it's like in unreal engine, but in blender this functionality was much earlier (nodes)
Although I don't use visual scripting, I still think it is a good idea to have it. It'll make Godot more welcoming to more developers with no coding background, expanding the community is the first priority of Godot IMO
"developers with no coding background" nice contradiction here
@@schnitzelhannes6431 1. Everyone's gotta start somewhere. 2. There is more to developing a game than programming.
I mucked about with labview a bit at work and have acquired a grim admiration for it. MIght give this a shot
Never used visual script before (either in godot or unreal), but I can't see how can you be more productive with this than with just coding what you want
you cant
It's really only for people who need a more visual way to think about code.
It looks harder to me. But to others, more approachable.
Visual scripting IS coding. It's just a visual, handcrafty way of building the "machine". And it's much, much more accessible and more enjoyable way for many visual-minded individuals to create game logic. Entire games have already been made with nothing but UE's Blueprints and Unity's Playmaker, and it's damn obvious why. We've had VS tools for software since 1990s, and various graphics design tools also use ER style visual scripting nowadays (ie. texture and shader crafting).
@@GugureSux
I mean, I think them asking about it...means its objectively not "damn obvious".
It seems convoluted and extra to me. And harder to debug by miles. But, if some people prefer it, that's a personal preference. It doesn't make its qualities and benefits "obvious" though. That's why a lot of people are asking why it here, also why Godot got rid of it, more than likely. I think giving reasons it's better is better than saying it's obvious.
@@GugureSux I think I get it now
Am I the only one who finds visual scripting way harder to wrap my head around than just regular scripting like GDScript?
time to check godot now 🏃
I don't know what Godot arrays are like under the hood but to me it seems kinda funny to refer to arrays as a complex type. There are things programming languages like to call arrays that are pretty complex, but real proper arrays are extremely simple.
array is similar to Lua array it's mean collect data and stored and any type
Really glad I was subscribed and saw this woulda never found it otherwise I think.
This was great mate you should do more of this stuff with Godot.
you know, this is actually awesome for prototyping if you wanna see your code 'visually'
I'm 3D generalist with little knowledge of coding in Unity. I can write some basic script to test my 3D and particle but still struggling with syntax error. This could help me learn godot easier.
I wonder how this compares to visual scripting in G-Develop?
GDevelop uses an Event Sheet that doesn't feature "wired" connections like this. It's more like traditional coding except you don't have to type everything out. There are lots of pre-built components that can be stacked together and Integrated with your game, but Orchestrator and Blueprints don't adhere to a top-to-bottom page-view like GDevelop's Event Sheet does.
Ok thanks@@HyperGameDev
That should make it more intuitive kind of like G develop or RPG maker or something like game maker where you can select what you want to do and then you're giving options for example you want to make that should make a movement for the character you select the movement and from there you get options as to how do you want to move this character is his character going to be able to move up down left right and then we'll have one for jump i'll be jumping in 2D or in 3D so maybe I guess they should make another more simplified version of visual scripting here! It's going to bring way more people into this for those that don't know how to program not even to say their own lives like me! That's all I'm waiting for for a Godot to get to a point where you don't have to be a programmer at all everything is super easy you just got to get started and making your game!
This is cool, and I'm glad people who prefer it have the option, but after seeing how incredibly tedious this is to work with, I'm not shocked it was depreciated in the first place.
It can be tedious and that's precisely what we are aiming to reduce. When I wrote the PlayerController and CameraController implementations in OScript, I definitely had that same impression as one of the developers, so there is definitely work to be done in that arena; but we had to start somewhere. My focus moving forward is to add abstract layers atop of what we have to ease this burden. Add common building blocks that users can simply re-use and not worry with the tedious nature of all the nodes needed to perform specific tasks. This is the basis for the upcoming function and macro libraries. Not only will we be able to ship built-in re-usable high-level abstract nodes, users will also be able to create them as well, sharing them across their own Godot projects and with other developers.
@@naros5802maybe you could focus on something useful
Some will see spaghetti visual scripts "tedious" no matter what, while to some it's the very life-line that makes or breaks the software.
If VisualScript was like that when I started using Godot after I left Unreal 4, maybe I would never need to learn GDScript, because it does look a lot more like Blueptints than VS did.
Unreal engine cry in corner
i really wish there were more visual scripting systems that are similar to Playmaker for Unity
very cool, im starting to learn blueprints in ue, but i am interested in using godot for some stuff so might be a good thing to check out
Best news! I like Unreal, but 50 GB install is overkill for mobile indie games.
It would be great, if visual script could be translated to GD script, once finished.
I touched on this in an earlier comment, I would certainly like to add such an export layer later on. I think with the fact that Orchestrator is suppose to open the door for folks who don't know GDScript, being able to export the visual style to GDScript could be another way to help new developers learn. Definitely something we'd like to consider.
@@naros5802When I would learn HTML, I would learn that way. Both using Notepad and wysiwyg HTML editors. This worked so good, that I later could get several small jobs as a web designer, doing everything in notepad 🙂
How does this perform vs GDScript or C# in Godot? I'm talking about actual in-game performance, not workflow. I don't see anything discussing that on the site.
Go and test it...
Visual scripting shouldn't be noodles. I suppose you can make reroute nodes as in Blender or Unreal Engine. I use them every day and I assure you my graphs are organized. (including the ones I sell on Unreal Engine Marketplace).
It's sad that devs who create these tools don't give options like 90° "corner" or at least auto-straighten long "roads", like a PCB.
I wish we would have a more blockly/scratch kind of scripting for visual script
GDscript and lack of c# support was a big thing that turned me from Godot, really hope this will grow into a big thing
Excellent news, more power to this engine
It's very Blueprints like. Not sure if that's a good or bad thing. I like BP, but there could have been a better way to do something similar imo.
I was excited to see VISUAL SCRIPTING but than the same mistake hunts #nocode designers again... NODES based
visual scripting instead of the EVENT-SHEET which is so much easier to work with without going into spaghetti-land for most simplistic cases.... maybe one day somebody will make a nice Godot expansion like Construct / GDvelop Event-Sheet style :)
u search top 10 game engine
I'm 100% with you on this! A similar visual scripting to Construct will make Godot much more popular and inviting for game designers unlike the over complicated nodes workflow.
"Noodles" or your choice "program by spreadsheet!" suck equall bad in their own unique ways.
@@hipflipped still better than wasting time with "real" coding crap
I like using blue prints in Unreal Engine, but code is cleaner and easier to read (depends on who's writing it). It beats having to learn c++. On the other hand, Godot doesn't need visual scripting, except for shaders. GDScript is easy to learn and manage; though there's nothing wrong with using visual scripting. I question just how thorough the mod is. You might be better off writing in GDScript.
Heck yeah! I need to download this.
I always use scratch since i used it when i was younger and never learned other engines but i moved to godot so this helps but not much but still helps 👍
the file copies but nothing happens, can you help? i follow your steps EXACTLY and the ADDONS folder just copies into the project folder and it nver prompts for a restart? what am I doing wrong???!!! pulling my hair out ATM
I'm trying to find help anywhere,I can't find any help at all. starting to think Godot community like to eat crayons.... Nobody has any answers...
Go to release, scroll to desired version, under Assets, click and download the zip with plugin in the label
This is really cool! I hadn't realised how much I missed the option when I no longer had it.
good.the plugin is better than original offiscal visual scpriting,and is more powerfual,convinient,similar to ue5's blurprint,very nice to newer to use godot engine,i thing is will make godot engine to a new level
Thonx for the tip bro
I have a question about godot plug ins. When I go to add them mine don’t seem to save to my engine but just the project. When I try to change the install path I can’t find an existing addons so I have to create that folder. Is this where I’ve messed up? The install path to orchestrator?
having the same issue and the channel creator isnt helping at all getting back to our cries for help. NOTHING i try is working I've tried copying the file a million times exactly as shown in the video, redownloading the file, I've uninstalled and reinstalled godot three different times.
If anyone finds a fix please comment back here.... Can't find any other videos on this subject in UA-cam, nobody knows anything
Go to release, scroll to desired version, under Assets, click and download the zip with plugin in the label
@@WharryG I've tried the last three versions and none of them work. The engine simply does not import any of the plug-in, it only copies the files to the destination folder.
@MindsMouth You're downloading the source folder of the plugin. Thats why it doesnt install properly.
Scroll down a bit more under the version you want and you'll see Assets. Under it, You need to download the zip with plugin in its name. It only has one folder in it. Thats the correct one.
for some reason , i did the same you did for installing , knowing i have the latest stable version of both godot and the plugin , still its not showing :(
orchestra is using c++ instead of gdscript, so i hope it will be faster than using c# manual code
Nice! I'm excited about this extension. As somebody who works to help people learn game dev, it's always nice to be able to recommend more engines that use visual scripting.
Adding visual coding noodles so that artists can code, is like adding a CLI code-only interface to Photoshop so coders can create art 😕 idk if you can really "solve" a lack of skill
This... is not the one. More options is a good thing. Also there are plenty of image tools that work with the command line.
I'm artist and I am actually learning C#. I think visual scripting is good as an option just to get started and think in programming logic. Usually appetite comes with eating and also there can be easier transition to written code.
Found the elitist.
and i just learned how to use the unity engine and playmaker to make games 😭 would’ve been great if i knew this a month ago
u just went library store then download
Interesting, however i feel like their decision to call the visual scripting tab "orchestration" is confusing and non-descriptive.
apparently he is using the dev 2.0 release and not the 1.1.0 release, just warning you for those who are confused by the differences between the versions.
Hope you have a great day & Safe Travels!
This guy is the best.
Is there a reason people prefer node based visual scripting over something like scratch? personally I can't stand using a shader graph for game logic
Scratch's "block" system is quite unique, even if it takes inspiration from things like ye olde ClickTeam's game-creation tools (TGF, MMF...).
It's however the exact same logic, just dressed up a bit different.
Visual Scripting not my thing but thats neat that its back in Godot.
I downloaded from asset library and im not getting any orchestrator tab?
Put the orchestrator library intro addons, for some reason it downloads outside of this library
As a programmer, I’m curious the performance difference, if any, between doing all your dev with this vs handwritten code
You should care about render performance, because that's the real Godot bottleneck, as physics engine as well.
i'm having trouble importing it into godot
i tried getting it from the asset store, but it rejects the main components of the script
i also tried importing it by downloading the github repository and doing the same thing as in this video by copy pasting it into the project resources, and it still doesn't work
anybody knows how i can solve this? i'd really appreciate it
right click new version of visual scripting then u choose now which one
If anyone finds the answer please post back here. I can't find any answers anywhere online, the Links they provide for their forums and the discord are visually useless
@@messengercreatoryou make zero sense
@@grimetimez u just went Godot GitHub visual scripting then u scrolling down then u will see say upload more then click then u see v2 visual scripting then u click which one
Is this faster or slower than normal scripting? If you wanted to make a more optimized game which should you use? Would this increase workflow output compared to regular scripting?
Any visual scripting will be more slow than normal coding, but we can use it for dialog logic, quests logic, any high level logic... use gdscript or c# for low level and visual scripting for high level game logic.
Why dont you just go and test it... Write some scripts and you'll know
Its another layer of interpretation it'll always be slower.
@@lukevostnot necesseraly... You can always write a wrapper to compile it to something faster if there is a need for that
@@Chevifier Orchestrator interacts directly with the Godot API at runtime, there is no interpretation. This all runs in C++ and is comparable to GDScript's performance.
I'm curious of the performance differences.
i.e would game logic for (Traditional Fighting Game) rollback netcode be possible with this? (GGPO integration)
Finally, something for people new to godot
You know, this may be the death's sentence of Unity. godot taking it place as the free game engine
Was it not possible to connect the flow from the second `set` node to the `call move local` node as a convergence?
Nodes like Call_move_local_x(local X) doesn't appear, in the new version does it go by something else? its hard to follow when everything is located else where, very helpful tutorial but things are just named differently so its not so easy to locate and follow along.
i rememeber i wanted to move to godot awhile ago cuz the visual scripting...only to find that it was removed. itd be nice to try it even tho im so used to coding at this point that its like eh lol
Doesn't seem like orchestration scripts can inherit custom gd scripts though, which is kind of a bummer.
Should have been named "Noodlerama" instead of "Orchestrator". There's always good to have different options how to use software. Hopefully it will continue to grow and wont be left behind with latest stuff
I love noodles 😋
"For those of you who want to use visual scripting there is a solution out there" ... and it is the official Godot documentation and its many great articles on GDScript, helping you understand why visual scripting is not the way to go, even if you're a child.
YES!!!
A shame it's kind of useless as it's not written in GDScript but C++ meaning you must compile Godot yourself with it: The idea is great and it's wonderful to hear it's been done, but I only see it used if Godot makes the right choice and integrates this into the vanilla code, or a system like this is coded in GDScript so anyone can add it to a project and run it.
...This looks like a step above my plugin... I'll see if maybe I'm better off using this plugin.
EDIT: Nevermind, too complicated. Visually, it's much more polished, with all the different colors, focus features, etc. But it's made for a very different use case. Also I prefer expressions over dragging variable nodes around
Wow. I appreciate the work that went into this, but it's a far cry from the usability that Unreal's visual scripting has. I just want to make a top down 2d game with some procgen elements, and since it's so clunky to do in Unreal i thought i'd give it a try in godot. A few years ago i learned a bit of GDScript over a few months and it was a painful experience, i thought the VScripting would make it better. Nah. Not at all. This is borderline useless unless you already know how to code in GDScript intimately, at that point i'd just stick to scripting. Thanks for the video though.
Where is the demo project you mention?
godot orchestrator... the name is not long enough
seriously. As a hardcore blueprint user I really love this addon, but... Orchestrator? Godot Wires would work perfectly
-hey bro, how you programmed it?
-with wires bro
versus
-i orchestrated it bro
It easy to misspell too like I even needed to correct my spelling as I typed this.
The best news for me today.