I Used Godot For 100 Hours, Here’s What I Learned

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  • Опубліковано 9 тра 2024
  • This is my semi-comprehensive review of the Godot game engine (Pre 4.0) as someone who has used it for gamedev for over 100 hours. I focus on the specific features that I think make or break the engine and how they compare to other engines such as Unity or Unreal in terms of game development.
    |-Timestamps-|
    00:00 - Intro
    00:17 - Disclaimer
    01:27 - The Switch
    02:38 - First Impressions
    04:10 - Workflow
    06:13 - Nodes
    08:29 - Scripting / Coding
    15:26 - Physics
    17:34 - 3D
    23:50 - 2D
    25:36 - UI Tools
    27:20 - Documentation / Support
    30:00 - Tutorials
    31:03 - Compatibility / Exporting
    33:07 - Conclusion
    34:38 - Keep The Conversation Going
    - 100 Hours of Godot -
    made with:
    Blender,
    Asperite,
    FreeSound,
    Godot,
    Unity,
    Unreal Engine 4,
    Photoshop Elements 2018,
    Garage Band,
    Music:
    "Kirby Collecting" by Shogo Sakai
    "Main Menu(NSMBWii)" by Shiho Fujii, Ryo Nagamatsu, Kenta Nagata
    "GBA Shy Guy Beach" by Minako Hamano, Masanobu Matsunaga, Kenichi Nishimaki
    "Sky Land(NSMBWii)" by Shiho Fujii, Ryo Nagamatsu, Kenta Nagata
    "Cavi Cape - Act 1" by Yoko Shimomura
    "Underground Volcano(NSMBWii)" by Shiho Fujii, Ryo Nagamatsu, Kenta Nagata
    "Sunken Ship" by Shogo Sakai
    "Flip-Swap Galaxy" by Mahito Yokota
    "Melty Monster Galaxy" by Ryo Nagamatsu
    "Upside Dizzy Galaxy" by Mahito Yokota
    "Options" by Asuka Ohta, Ryo Nagamatsu
    "Plack Beach, Bubble Lake - Act 1" by Yoko Shimomura
    "Mario Bros. Battle" by Yoko Shimomura
    "Deep Dark Galaxy" by Mahito Yokota
    "Beach Bowl Galaxy - Undersea" by Mahito Yokota
    "Tough Enemy (King Dedede's Theme)" by Shogo Sakai
    "Forest Dwellers" by Mahito Yokota
    "Base Infiltration" by Shogo Sakai
    "Multiplayer Menu" by Shinobu Tanaka
    "Mario Bros. Theme (Tutorial)" by Yoko Shimomura
    "Inside the Inverted Pyramid" by Naoto Kubo
    "Main Menu" by Asuka Ohta, Ryo Nagamatsu
    #godot #gamedev #unity

КОМЕНТАРІ • 1,2 тис.

  • @LazyAlarm
    @LazyAlarm  8 місяців тому +1718

    Since more people are seeing this video as a result of Unity's recent pricing change, I would like to emphasize that these are my opinions on the engine pre-4.0 update which addresses and fixes a large majority of issues I had with the engine, and adds a number of valuable features.
    Second, many of my concerns or wishes were also addressed by more experienced users in the comments, and were a result of my lack of experience. I hope the comments can be a good resource for anyone struggling with the same things I was.
    Since this video released, I have continued to use Godot. I've made 3D games, I've made 2D games, I've made simple graphics, I've made more detailed graphics. I've made VR games. I have yet to try a game idea that I felt could not be achieved with Godot.

    • @danielsndgamevideos
      @danielsndgamevideos 7 місяців тому +120

      Would be great to see an updated video with the solution to some of those problems maybe xD

    • @sczoot6285
      @sczoot6285 7 місяців тому +24

      @@ModernCopy? Godot is an easy 3D game engine relatively speaking

    • @mattlegge8538
      @mattlegge8538 7 місяців тому +18

      Yep that's why I'm here too! Maybe it's time for a 'used Godot for 200 hours' update?

    • @skyethemin4922
      @skyethemin4922 7 місяців тому +6

      I am cackling irl at the fact that so many game makers changed engines because of the controversy that this video reached the youtube algorithm en masse hahahahah mannn

    • @content8420
      @content8420 7 місяців тому

      I am really concerned about the 3d capabilities of godot for making my dream project. I am still trying to wake up from the trauma that unity gave me and really thinking of shifting to unreal engine 5 but I am still considering godot as an option just that I doubt I can achieve the level of quality with godot's power so far. I am talking about Genshin level quality or something similar (I am talking about my dream project so don't think I am being arrogant and thinking that I can create something that). So I don't know, I heard that Godot's lighting system is not that great and since godot is mainly used for 2d games. I just can't make up my mind and will probably go for unreal engine.

  • @theisavelkoul5662
    @theisavelkoul5662 Рік тому +5745

    "All game engines have their own special ways in which they work. Unity has MonoBehaviours. Unreal Engine has Blueprints. GameMaker has a 100 USD a year subscription fee. And Godot has nodes."

    • @abhishekfarshwan3085
      @abhishekfarshwan3085 Рік тому +126

      LOL

    • @suspecm6316
      @suspecm6316 Рік тому +427

      Member when the subscription model "wouldn't kill the engine"? I member

    • @saverofthewo
      @saverofthewo Рік тому +91

      i just realised that seems like shit but thats only $8 a month

    • @suspecm6316
      @suspecm6316 Рік тому +406

      @@saverofthewo That's exactly how they get you. It's only 8$ a month but let's say you buy a perpetual license for 99$ that you can keep forever. If you use the software for a year on the subscription model you have already paid as much as you would have on the old model.

    • @TrekDelta
      @TrekDelta Рік тому +23

      Source Engine has Vscript

  • @SamuelSarette
    @SamuelSarette Рік тому +2093

    One of the reasons Godot's UI tools are so powerful, is because Godot's Editor is powered by Godot. It's built with those nodes.

    • @gytux0258
      @gytux0258 Рік тому +572

      They build the editor using itself? What a flex.

    • @SomeRandomPiggo
      @SomeRandomPiggo Рік тому +147

      Unreal does the same, its weird!

    • @swordofstabbingold
      @swordofstabbingold Рік тому +313

      It's like how programming languages will first have a compiler in a different language, but then subsequent compilers will be made in the language itself.

    • @bobmcbob4399
      @bobmcbob4399 Рік тому +40

      @@swordofstabbingold Yeah that's a real trip, so cool!

    • @sleepymarauder4178
      @sleepymarauder4178 Рік тому +76

      @@swordofstabbingold That is a process called bootstrapping and it is really nifty

  • @janmagtoast
    @janmagtoast Рік тому +664

    Two things that make me use this engine:
    - cylinder collision shapes
    - the node family system is absolutely bonkers and I adore it to no end

    • @ThatPianoNoob
      @ThatPianoNoob Рік тому +21

      Never got deep into game development but that node system description gave me a throbbing brainer.

    • @D.S69
      @D.S69 12 днів тому

      ​​@@ThatPianoNoobhaha it is awsome though

  • @Valcuda
    @Valcuda Рік тому +1966

    I love using Godot, because it feels like how I imagined game development would be when I was younger.
    Everything flows together nicely, and if I need something, I know where to look, and if I want to know what something does, I can easily look at the documentation.
    Unity however, feels like how I feared game development would be like when I first started. Everything is confusing, there 100 different ways to do x, but only one way actually works properly. Objects have dozens of different values, but you change one and suddenly nothing works.
    Unreal however, couldn't run on my high end gaming rig from 2010, so despite having a computer that could probably run it now, I've already grown too attached to Godot to even think of jumping ship.

    • @tubaeseries5705
      @tubaeseries5705 Рік тому +112

      as someone who started with unity i have exactly the same feeling towards godot as you have towards unity

    • @Reneator
      @Reneator Рік тому +112

      " there 100 different ways to do x, but only one way actually works properly" thats a great point.
      For me with godot its like "you have 100 different ways to do X but only some are better performance" stuff works but maybe not most efficiently

    • @LukesOffline
      @LukesOffline Рік тому +28

      As a unity Dev this hurt

    • @Aereto
      @Aereto Рік тому +10

      And now with Unity dissing developers and getting talents from an adware company, all the more reason to go to Unity.

    • @missfire9480
      @missfire9480 Рік тому +24

      ​@@Aereto All of that is so out of context it's not even funny. Don't believe every headline you read, nor what people told you they "read" without reading the article.
      A lot of click bait and misinformation came out and unless you read the original interview and looked into the company they acquired don't go around talking about stuff you know nothing about.
      First off, he did in a way diss developers but not in the way you think. If you make a game for art that's fine.
      But if you are making a game for profit (the key context) and you don't use the tools around for you to monetize the game then yeah your an idiot. (that's the funni tag line "devs are idiots") Unity is natively supporting monetization now.
      Second, the company they merged with IronSource (didn't buy, no cash traded hands just their stocks turning into unity) Never made malware.
      They made an install wizard that was open source. Much like how you can make malware with Unity. You could make malware with this (by attaching bloat or malicious products to the install wizard. If you remember like when you download 7 zip and the wizard asks you if you wanna download all this other shit? ) They got flak for what people did with their product. Not anything they did. They no longer support said software and haven't for 5 years now.
      The only thing they do now is targeted ads and mobile game ad software.
      This is mostly for the IOS market where if you were to use a 3rd party software the game would have to ask permission on your device to show ads.
      and yeah, if you were making mobile games for the sole reason of making money, or if your making a game and want to get paid for your work I kind of agree. You should use the tools given to you buy Unity to make that happen.
      Game development has changed, sure you can release your game on steam, itch.io. Apple store or google play randomly and do no promotion and hope it blows up and by proxy you make money. The old way.
      Or you can go with the future and get feed back on the way your monetize game while you build it. (More so in the mobile space) Making sure ad's don't interrupt the gameplay loop etc
      Personally i dislike mobile games and their ads so I won't be using it. But like a lot of advanced software in unity just because I don't want it doesn't mean other people don't.

  • @rahn45
    @rahn45 Рік тому +583

    I think Godot being 'durable' instead of 'fragile' is the thing that allowed me to actually dive into game development. The node system is just something that clicks with my brain, because when it came to other game engines/programming languages I'd struggle just to get buttons working; among other more simple concepts I'd struggle to grasp with. You know the typical problem of following a tutorial and at the end of it learned and understand nothing of what I did. With Godot on the other hand I can follow a tutorial and actually come out the other end with actual knowledge.

    • @MisterPineTree
      @MisterPineTree 11 місяців тому +19

      Hey man, I would like to start using Godot too, can I ask you which tutorials did you followed? Thanks

    • @topminator2991
      @topminator2991 2 місяці тому +1

      holy... i thought i was the only one!

    • @tsary_8561
      @tsary_8561 2 місяці тому +1

      @@MisterPineTreeI hope this will let OP see your comment, because I’d also like to know who they watched.

  • @SharyqSiddiqi
    @SharyqSiddiqi Рік тому +713

    My personal favorite creators in the Godot community is DevDuck, just makes devlogs but he displays expert use of the engine, an amazing workflow, and an overall nice way to balance work and life

    • @katkazam5246
      @katkazam5246 Рік тому +22

      DevDuck is great

    • @enriquepageperez152
      @enriquepageperez152 Рік тому +9

      A nice way to balance work and life. That’s the hardest part and he’s got it so right…. !

    • @PresidentDawg
      @PresidentDawg Рік тому +4

      You mean creator creators means 2 and you only mentioned one so it’s creator not creators

    • @Legocoder1234
      @Legocoder1234 Рік тому +4

      I havent seen devduck but garbaj is also gread

    • @Legocoder1234
      @Legocoder1234 Рік тому +3

      Great

  • @freedombrick
    @freedombrick 7 місяців тому +102

    My favorite thing about open source programs is that it's improved on and worked on by those that use it. They know exactly what users need and want, and the issues that have, because they are them

    • @freedombrick
      @freedombrick 7 місяців тому +13

      Aaaaaand I just got to the party where you said the exact same thing

  • @TheFlyJunky
    @TheFlyJunky Рік тому +824

    There are a couple things about Godot's design I think you should know:
    1) Single purpose principle - All nodes do one thing (ie handle themselves), there should be random nodes that only serve to have a script, and that script should only do one thing.
    2) Tree Structure - Parents should know their children, but children shouldn't know their parents, otherwise use signals, using an autoload signal connector node is totally fine.

    • @JebacPresretac101
      @JebacPresretac101 Рік тому +25

      If a child needs to know it's parrent, in the multiple scripts excample, "export(NodePath) var myNodeToManipulate" will work well, you can then use the get_node(myNodeToManipulate) to get the node. This also promotes code reusability.

    • @WizzardPowers
      @WizzardPowers Рік тому +26

      Um.. wot?
      Why children shouldn't know their parents?

    • @shadrickcarrick1300
      @shadrickcarrick1300 Рік тому +110

      A famous saying in Godot: "Call down, Signal up."

    • @StiekemeHenk
      @StiekemeHenk Рік тому +75

      @@WizzardPowers because your parents are deprecated /j
      I think it has probably something to do with reusability. If u use signals then you're not relying on where your node is placed but if you reference your parent the node becomes tied to it and can't be used elsewhere as an instance for example. Keeping specificity low is often a good thing.

    • @P3PPING
      @P3PPING Рік тому +5

      @@JebacPresretac101 Yeah, this is the approach I tend to use too, since it makes it sooooooo reusable like you said.
      I would love first class global signal support though!

  • @WH1T3_No1SE
    @WH1T3_No1SE 7 місяців тому +73

    You really need to make a sequel to this video

  • @jarbarsi
    @jarbarsi Рік тому +773

    As I'm watching this video, I know you mentioned things will change in godot 4.0, so here's a list of things you mention that I know for a fact have already been changed in godot 4.0
    - Physics have been completely rewritten from scratch, so they shouldn't feel nearly as janky
    - 3D audio and audio in general has been overhauled, so most of the issues/jank there will get much better
    - Shader compilation has been reworked so that, while performance will still drop a bit while they compile, the engine won't grind to a complete hault waiting for the job to finish
    - As you said, the options for 3d are already great, but it's getting even better, multiple options global illumination, deferred rendering, etc
    - Some things with the way ui options are displayed have been changed to be a little less confusing, mainly, the options displayed are based on the node's parent, so options that are overridden by a node's parent container won't be displayed
    - Also on ui, if I remember correctly the default ui theme is now based on the engine's ui theme, so it doesn't immediately look _as_ terrible, still not perfect and probably should be reskinned to match your game's theme anyway
    - Godot's search engine has improved significantly, which means that the intellisense in the code editor is significantly better than what it was, prioritizing commonly used methods/variables and showing results even if you make a typo
    I probably missed a lot, because I was typing this list very lazily as I watched and haven't exactly been glued to the development of the engine. Great video by the way, hope that more people get to see it 👍

    • @RenderingUser
      @RenderingUser Рік тому +71

      also dont forget the engine being able to make more than one window instead of fake overlays
      thats the best ui thing that happened to godot in a while

    • @parsar.k.p1337
      @parsar.k.p1337 Рік тому +11

      So pretty much every issue discussed in this video is fixed.

    • @woopslap
      @woopslap Рік тому +2

      whens it coming out

    • @jarbarsi
      @jarbarsi Рік тому +2

      @@woopslap it's coming out some time this year, no official release date from what I've seen. Recently it entered feature freeze (nothing new is being added, now focusing on bug fixing), and will be entering the beta phase soon™.

    • @fanb1536
      @fanb1536 Рік тому +1

      @@jarbarsi Hi, any idea if anything else notable from this list specifically is being backported to 3.5?

  • @cameroncollins4123
    @cameroncollins4123 Рік тому +483

    I don't use get_parent() at all when programming in godot. imo that is bad practice. Create a group for certain nodes and in the main node/top node in the hierarchy. Just call get_tree().get_nodes_in_group() and it returns all the nodes that you need in that specific group as an array. Like the spawners that you showed. Higher up nodes should connect lower nodes in the hierarchy, so they aren't dependent on higher nodes being there. This will prevent your game from crashing. Lower nodes should never connect themselves to higher nodes. I used to do the same thing you did with singletons and storing nodes. But then, I read a godot design pattern somewhere that made my workflow much easier and faster. You could also get_children() and check to see what group the children are in as well.

    • @saul8510
      @saul8510 Рік тому +14

      smart thinking, get_child or parent is expensive as you have to find that node, in a group it already knows who is the group because there not much..

    • @cameroncollins4123
      @cameroncollins4123 Рік тому +17

      @@saul8510 Even if it's expensive get_child/get_children is still worth it because you'll only be using it once usually in _ready(). If you create a instance later on. You'll already have all the information you need to make the proper connections. Appreciate it!

    • @cameroncollins4123
      @cameroncollins4123 Рік тому +3

      But we're lucky we got groups. Makes things a whole lot easier.

    • @udippatel6147
      @udippatel6147 Рік тому +13

      exactly, when splitting up nodes to be modular and self-contained, get_parent() has no place in the code. it was never meant to be used heavily in any godot project.

    • @brandonlunchbag
      @brandonlunchbag Рік тому +1

      Thank you

  • @SheepUndefined
    @SheepUndefined 7 місяців тому +109

    A huge tip if you're moving to godot:
    Go to the settings>text editor>behavior, and turn off the "Open dominant script on scene change." There's a similar option under the settings>text editor>files menu, DO NOT BE TRICKED.
    There's also a few other goodies like scrolling past the end of the file.

    • @angelosavioti4627
      @angelosavioti4627 7 місяців тому +1

      thanks, this was getting me mad

    • @RevolutionaryOven
      @RevolutionaryOven 6 місяців тому +2

      Awww your pic is so cute!

    • @miadietrich7347
      @miadietrich7347 4 місяці тому +5

      What's the reason for this?

    • @SheepUndefined
      @SheepUndefined 4 місяці тому

      @@miadietrich7347 Because when this is on, if you have a lot of scenes you're going back and forth between, they'll always be silently clogging up your scripts panel, even when you aren't editing those scripts.

  • @reepusvanguard
    @reepusvanguard 7 місяців тому +60

    I appreciate how often godot updates and how the devs actually listen to their community.

    • @WeeGerGai
      @WeeGerGai 4 місяці тому +4

      Partially because the community are the devs :)

    • @Oneiroi0
      @Oneiroi0 3 місяці тому

      And the Community became the Devs so they can improve their own Game. Basically a healthy Relationship.

  • @rungeon83
    @rungeon83 Рік тому +336

    I have used Unity for years, gamemaker, XNA c# etc and honestly Godot is the only engine that i ENJOY using, alot of the issues LazyAlarm had I was like "oh but I know an easy fix for that!" or an option that was missed.
    One thing I find really odd about Godot is the community, it's so lovely and I've had nothing but positive people, I have no doubt there are awful people everywhere.. but I've never had that horrible elite nerdy hate for not knowing something that was "DUUH so easy duuuhhh" easy. lol

    • @sslaxx
      @sslaxx Рік тому +27

      Eh, there are a few bad apples out there, seen some of them. But the community is definitely a good one.

    • @rungeon83
      @rungeon83 Рік тому +29

      @@sslaxx oh I have no doubt. I wonder as it gets more popular the bad voices are always the loudest.

    • @samdavepollard
      @samdavepollard Рік тому +30

      i don't have a ton of experience with godot and its community but what you describe seems like the same vibe i always get from the blender community; i guess it's an open source thing - people want the project to succeed and one of the ways they can help bring that about is to help other users if they can

    • @sslaxx
      @sslaxx Рік тому +4

      @@rungeon83 Human nature, it seems alas.

    • @alexaleman16
      @alexaleman16 Рік тому +2

      Damn i been missing out i used eeverything else for years now hadnt even heard of godot till now something tells me im gonna finally be stoked lol

  • @OWnIshiiTrolling
    @OWnIshiiTrolling 7 місяців тому +14

    Unity recently committing sudoku might benefit the godot community quite a bit

  • @aethernia-strategycardgame7283
    @aethernia-strategycardgame7283 Рік тому +94

    It's crazy how far Godot has become in all these years. Especially 3D and its performance got improved by Godot 4.0 by a lot which just makes it so much more fun, motivating and promising to work in 3D using our lovely engine. I am very excited about how Godot will evolve from here on, since it is also getting the recognition it definitely deserves.
    Great video and great channel. 🙂

  • @ericlondon2663
    @ericlondon2663 7 місяців тому +21

    Well this video aged in an interesting way.

  • @ASecondGuy
    @ASecondGuy Рік тому +168

    The autocompletion sucks but you can somewhat improve it with class_name and typed vars.
    So making "class_name Player" in the player script and "var player : Player" in Ref.
    If you want to know about some function you can just Ctrl+Klick an it opens the offline documentation on the right page and line. (works better than lookup symbol for me for some reason)
    Instead of many get_parent you can use get_node("../../../../node") or the short form $"../../../../node"
    or use find_parent(). Or like the tooltip suggested at 11:40 Use "/root/" to get all the way to the top of the scene tree.
    The NodePath export can be restricted but it is some complicated stuff with _get_property_list() so that is too complicated I agree.
    12:04 hurts to look at. Use a group or search for them in _ready(). Ex:
    var gate := []
    func _ready():
    for c in get_children():
    if c.name.begins_with("EnemieSpawner"):
    gate.push_back(c)
    I hope I could help.

    • @LazyAlarm
      @LazyAlarm  Рік тому +63

      I know when my code is bad, but I don’t always know how to fix it. This comment is very helpful! Thank you.

    • @redstonemedia665
      @redstonemedia665 Рік тому

      sus

    • @Drejzer
      @Drejzer Рік тому +4

      @@spiceywolf though I think it doesn't work on multithreaded code.
      Or at least didn't work a year ago (not sure about right now).

    • @prydzen
      @prydzen Рік тому +3

      Just use vscode for programming godot

  • @samathythemanathy8112
    @samathythemanathy8112 8 місяців тому +41

    Would be great to get a refresh on this topic with Godot 4.1.
    I also really appreciated the more niche memes, seeing that Aperture and Black Mesa chart was something else!

  • @redstoneparadox
    @redstoneparadox Рік тому +46

    12:50 It should be noted that anything in yellow is not an error. It's like an IDE making an unused variable grey, except slightly more obnoxious. And with regards to autocompletion of nodes, Godot basically treats scripts as an anonymous class by default; you can kind of remedy this by using `class_name` on your scripts to give them a proper name, but that requires instance checking and such. GDScript in the past has been more oriented towards duck-typing, but they did start moving towards more static typing in later 3.0 releases.

  • @whaive
    @whaive Рік тому +50

    Intellisense in godot I agree it is not the best, but a really handy feature that I like, is that you can ctrl + click on a method/variable you just wrote, and it will open a tab in godot explaining what that method does, and it is really helpful and it saves you a lot of time, instead of going into your browser and manually searching for that method in the documentation!

    • @HoloTheDrunk
      @HoloTheDrunk Рік тому +3

      While it's by no means bad to praise good features, this is a thing that has existed in most decent code editors and IDEs for years, it's nothing specific to Godot.

    • @RenderingUser
      @RenderingUser Рік тому +8

      @@HoloTheDrunk normally clicking that in an ide takes you to the definition of that method in my experience
      but godot goes to documentation

    • @HoloTheDrunk
      @HoloTheDrunk Рік тому +2

      @@RenderingUser Yes, the specific Ctrl+click binding is usually to go to the definition or usages, the feature is just invoked differently. Heck, even my fairly vanilla Neovim can instantly get me the documentation of anything from a Rust package I have imported by just pressing Shift+k.

    • @RenderingUser
      @RenderingUser Рік тому +3

      @@HoloTheDrunk wait
      can i hav ur nvim config?

    • @BeatemupMaster
      @BeatemupMaster Рік тому

      Never know that, thanks!

  • @NathanOnline
    @NathanOnline Рік тому +7

    Really great video! As someone who knows nothing about Godot this gave me a pretty good intro to what’s it’s like using it and what you have to look out for later on

  • @kaojaicam
    @kaojaicam Рік тому +2

    Such a great video! I hope you continue to make content like this the amount of love you put into it really shines! I learned a lot from this video I had no idea Godot treated 2d and 3d so differently. That makes me even more excited to use it tbh

  • @maxfarouk3407
    @maxfarouk3407 7 місяців тому +9

    Funny how suddenly this is all being recommended to me now.
    UA-cam fueling the fire....

  • @drawnsequence
    @drawnsequence 7 місяців тому +5

    This video fires me up. As someone who just doesn't know where to look for solid basics on maneuvering Godot, this made exploring and what to look for soo much better. Thanks for the fantastic vid!

  • @Hurtdeer
    @Hurtdeer 7 місяців тому +2

    a bug caused my audio to tear when you were complaining about the audio tearing and i briefly thought you made a 500 iq joke

  • @gustavobovo8278
    @gustavobovo8278 Рік тому

    Loved the vídeo bro. Really fun, probably was hell to edit it all together lol. Subbed, keep up the amazing work.

  • @BT293HG
    @BT293HG 7 місяців тому +29

    Welcome back everyone, we all know why we are here

  • @sslaxx
    @sslaxx Рік тому +19

    Are you aware you can synchronise scene and script changes from the "Debug" menu? Not sure if this would do everything you may want it to, but it should cover most of it.
    And people? Well, I noticed Jakefriend, Miziziziz and the PlayWithFurcifer couple, but there's also Jotson (Gravity Ace), Jitspoe (a former AAA dev who's now using Godot to make Fist of the Forgotten). There's MrEliptik (Dashpong), Lentsius and ValiantCheese (Hive Time, Bat Egg, Bonesweeper), and Tim Krief. It's a growing community out there!

  • @Reneator
    @Reneator Рік тому +1

    Great video, great editing, watched till the end! Keep it up!

  • @bensmith321
    @bensmith321 Рік тому

    Really enjoyed this video! From the rotation tool use in Photoshop to do simple effects, to your text/font choice for the transition, it was visually appealing and engaging. The Robots clip in the conclusion made me laugh with how on the dot it was. Great work!!

  • @StillCisTho42
    @StillCisTho42 7 місяців тому +25

    Great time for a second part trying Godot 4, it could really help people making the jump from Unity.

  • @panhoracy8254
    @panhoracy8254 Рік тому +24

    When it comes to shader compilation lags. Lookup ubershader in next Godot update (3.5 that is on release candidate stage), it is meant to fix that exact problem

  • @bencornelisse1186
    @bencornelisse1186 Рік тому +1

    ive been watching every video of yours all day, the quality of your content is amazing. please keep making more videos

  • @noxmore
    @noxmore Рік тому

    Just found your channel, this video is quite entertaining and well-made! i'm surprised you don't have more subscribers

  • @christophernoneya4635
    @christophernoneya4635 Рік тому +22

    My biggest criticisms with godot that are still valid having worked with 4 is just how annoying the actual project architecture is. When you get into larger projects it starts feeling like I spend as much time contriving ways for nodes to communicate with eachother properly than I was writing new nodes. Groups are a godsend but signals start feeling pretty limited imo. Its just a sideeffect of their node structure vs entity-component

  • @trippyparrot9281
    @trippyparrot9281 Рік тому +4

    For your first point, the workflow, what I found to make an awesome difference for me was when I discovered that when clicking on the thre dots in the upper right corner, you can layer your optionwindows differently. Takes a bit of fiddeling, but I always use it to make the signals-tab appear above instead of behing the node.config-tab.
    Nothing bug, but it GREATLY improved my own workflow, maybe it will work for you too.
    Otherwise keep up the great work haha!

  • @uglydinosaur6048
    @uglydinosaur6048 Рік тому +2

    Thank you so much! I wondered what game engine I should start learning first to engage in game development and not be stunned and eventually burned out because of engine overloaded by features, unwanted by newbie game developer like myself. You've just opened my eyes and made me want to start learning Godot. Really look forward to further development of the platform!

  • @realMenta
    @realMenta Рік тому +49

    I started using godot because it looked like a good all round engine, easy to understand and mostly because it was open source and Free :)
    Having a blast of an experience with godot, I'm really glad that I started making games.

  • @notcreatorguy
    @notcreatorguy Рік тому +24

    5:02 Godot has "Update Continuously" in Editor > Editor Settings > Interface > Editor and turn on Update Continuously. It works for moving stuff around like you described, however I've found that it doesn't work if you're updating properties on materials. It's definitely not an apparent feature and certainly located in a place most beginners would never look but it is there

  • @dugtrioramen
    @dugtrioramen Рік тому +12

    26:05 For UI you want to mainly use Containers, which automatically position things. It'll ignore all those margins/anchor properties, and the only thing that'll matter are size flags (for stretching, centering, etc).
    There was even a recent proposal to just flat out remove anchors margins & grow direction and just have containers instead. Probably won't happen but it's a good indicator of how much better Containers are

  • @INRamos13
    @INRamos13 7 місяців тому +1

    This is a great video, I really enjoyed how you delicered all of this too. I then watched some more of your videos, and you now have a new subscriber.

  • @joostkivits
    @joostkivits 8 місяців тому

    Excellent commentary and great editing. Thanks for this!

  • @raphaeld9270
    @raphaeld9270 Рік тому +7

    11:46 You can use get_node("../../../../path/from/there") instead of calling get_parent a lot, but in general, parent should no about children but not the other way around. We often say "Call down, Signal up" which means, connect the signal that your child will emit to the function the parent or other nodes will call each time that child is emitting that signal. That allow to reuse the child a lot more easily, or even swap it out later for another with a similar signal setup without too much of a hassle.

  • @DUNESDAY_ART
    @DUNESDAY_ART 7 місяців тому +5

    Not me over here finding this video now knowing Godot exists and now low-key want to try it

  • @NunSuperior
    @NunSuperior Рік тому

    Fantastic video! As a dev with years of Unity experience looking at Godot this was super helpful. And oh boy do I feel the Unity light mode docs screen blindness.
    The audio popping does happen in Unity too. I've had this issue before.

  • @Wreck_Crimes
    @Wreck_Crimes Рік тому

    This is really awesome tutorial. Great work man.

  • @MarcoDeRosa08
    @MarcoDeRosa08 7 місяців тому +6

    I just started learning game dev, I'm a total beginner and I chose Unity, but this video really made me realize how complicated Unity is, maybe I'll try out Godot

    • @AkaNoBaka
      @AkaNoBaka 7 місяців тому +2

      As someone who was always curious about making games but was completely overwhelmed and felt pushed away by engine's like Unity & Unreal because there is hundreds of different things going on all over, Godot has finally been my breath of fresh air from the very first step of opening an example project. Everything is so digestible and easy to understand, even the scripting language. For the first time ever I was able to make my own changes and play around without needing to be lead or follow a tutorial. 110% recommend trying out Godot for a beginner and beyond

    • @gladiumcaeli
      @gladiumcaeli 3 місяці тому +1

      Unity isn't as complicated as he makes it out to be, people just like to complain about Unity3D. Unity does have its issues especially with the price change recently, but for making games it's a great game engine. Pokemon go, hearthstone, Cup head all great games made using Unity. Saying all that I do think Godot is a great engine just they both have their pros and cons

  • @vraisairs9201
    @vraisairs9201 7 місяців тому +8

    Wow this video is so relevant now

  • @kerosine2896
    @kerosine2896 Рік тому +2

    I don't make games just yet, but I just wanted to say this video was super well made!I loved the editing, it was fun but not too meme-focused

  • @NoraNoita
    @NoraNoita Рік тому +1

    I want to get into game creation myself and you've summed up every fear I have when I opened Unity and looking up Guides for Unity neatly, and also the reason why Godot seems much more appealing and friendly to new comers. I can't wait to fully engage with the community.

  • @joshuaanderson6609
    @joshuaanderson6609 Рік тому +3

    It's always interesting to see the issues people have with Godot and knowing that it already has an easier way to do it. The thing is, you need to have read the documentation to know about it. For example, the collision mesh generation problem (where you have to manually generate them when the mesh is changed) can actually be automated pretty easily. The simplest way is to add '-col' or '-colonly' to the mesh that should have collisions, and boom Godot creates collisions at import automatically. Godot's documentation in my experience is very good in many places, but is still a bit lacking sometimes and can occasionally be hard to find what you need. Like you said as well, I've been using Godot for a while and have a lot of experience, but there's still new stuff I find out about and play with, and to me that's kinda part of the fun.

  • @selgesel
    @selgesel Рік тому +6

    Like many others suggested, hitting Ctrl+Space to force autocompletion can help ease the headaches, and adding type hints, class_name statements, using the colon equals operator (e.g. := which basically tries to infer the type) when getting onready references to child nodes can help Godot figure out what it can fill in a lot.
    But there's a catch to using the class_name statement in Godot 3.x and it's circular dependencies. If you have two scripts A.gd and B.gd with class_name statements (e.g. class_name A, class_name B), and try to get cross references against each other (e.g. "var a: A = ..." in B.gd and "var b: B = ..." in A.gd) you won't be able to compile/build the game; in which case you'll have to forego the corresponding type hints from one of the scripts.
    Fortunately this is fixed in Godot 4 which is fast approaching beta.

  • @Captions-Eric
    @Captions-Eric Рік тому

    The mention of support coming from discord is something that resonates with me as me moding my games alot they've been nice patient people that inspire me and help solve my problems

  • @hawkfu
    @hawkfu Рік тому +1

    Been using Gamemaker for years, looking at switching for some extra 3D capabilities. This was a great watch to get an idea of the limitations I can expect, thank you!

  • @wayatvideos2142
    @wayatvideos2142 Рік тому +4

    Recent news involving Unity Industries had lead me to try Godot. Like you, Godot has been on my back-burner for a while, and now I have the push to finally go for it. Hopefully I can maintain my C# roots with the mono-version.

  • @jollyroger105
    @jollyroger105 Рік тому

    This is AWESOME! Thank you so so so much for making this video!

  • @DonMarges
    @DonMarges Рік тому

    Thank you for this fair and informative overview. I found it helpful

  • @Mgbeatz_Icrowdx
    @Mgbeatz_Icrowdx 7 місяців тому +4

    this video is very interesting based on what Unity is going through right now

  • @LukasSkywalker_
    @LukasSkywalker_ Рік тому +9

    I was afraid of changing to C# on godot but is not that hard.
    You got the typing, brackets, etc and the documentation is really good.
    After some time you get used to see a GDScript code on a tutorial and see how it will be in C#.

  • @andrekling
    @andrekling Рік тому

    great overview, its packed with info, subscribed to your channel... and you are still in High School? my gosh... amazing work mate.

  • @Skeffles
    @Skeffles Рік тому

    Brilliant video and very comprehensive. I am very tempted to try godot out soon.

  • @theovanclay7428
    @theovanclay7428 Рік тому +3

    Something I would recommend getting a good grasp on is how to build custom resource types. If you create a script that inherits from Resource and then give it a class_name you can then RClick in your file system browser add New Resource... using their wizard, search for your custom name and then you can create a kind of prefab of a class that you've created that can be adjusted in the editor even at runtime via export variables.
    This is especially great if you are working with a team and want people to test adjustments without touching the code.
    To give an example suppose you have an enemy class that you set up as a resource. With export variables for the stat blocks of the enemy, a set of exports for different scripts like movement, combat-class etc, a set of exports for the model used and colors to modulate them with.
    You could then set up an editor layout that had the filesystem browser and the Inspector as the only things on screen and a team member who has no coding experience could drag and drop the scripts, models from the filesystem browser and adjust the stat block and colors with the interface in the inspector and create and save/test 100's of variations of enemy designs.
    This is especially great when building a game like a tactics, sidescroll or jrpg game where you plan to reuse assets and just adjust color and stats to denote a different strength or Eliteness of an enemy.

  • @content8420
    @content8420 7 місяців тому +3

    I am here after the stunt Unity3d pull a few days ago about the installs.✌️

  • @Outfrost
    @Outfrost 11 місяців тому +2

    For debugging, I find it immensely useful (and straightforward) to display text within the game window every frame. That way I can always see the current value of something, without spamming the output log or scrolling through thousands of lines. I make an autoload scene which is a CanvasLayer (set up so it always draws above other stuff), I add a Label to it, and I make a tiny script that lets other nodes write text to it.
    You made a lot of valid criticisms of Godot, and as a seasoned user I've run into most of the same issues myself! I like your balanced takes, and I'm sure many of us in the community feel the same, as complaints turn into GitHub issues, which then turn into pull requests with fixes and improvements.

  • @netrouberkitsch7044
    @netrouberkitsch7044 Рік тому

    thanks for that overview! after the recent news about unity and 6 years into hobbyist gamedev with it, i downloaded godot today and will give it a shot for a short little game-thing

  • @gamedevwithdrew
    @gamedevwithdrew Рік тому +20

    I loved this video essay. About the lack of tutorials, I feel as if I was compelled to make my own just so new people did not have to end up like I did!

  • @GoGameDeveloper
    @GoGameDeveloper Рік тому +24

    4:52 They added that option in Godot 4, if run your scene you will see there is a little camera icon called 'project camera override' click on it and will let you move your editor camera inside the game :)

    • @daniishere1009
      @daniishere1009 Рік тому +1

      When Godot 4 is releasing through?

    • @ShVanesMusic
      @ShVanesMusic Рік тому +1

      @@daniishere1009
      I hope this second half of year

    • @daniishere1009
      @daniishere1009 Рік тому +2

      @@ShVanesMusic I think it will going to be released early next year as they Godot have not release any type of statement that it is going to be released this year.

    • @cmyk8964
      @cmyk8964 Рік тому +2

      It’s already in Godot 3.

  • @Zenos-fz4uj
    @Zenos-fz4uj Рік тому

    this was a good video in terms of explaining your insight. Im not a game dev but i have dabbled with Gadot in the past and as of right now ive started a personal 24 hour game dev jam (Whether i can stay doing this for 24 hours or not im not sure). Currently editing sprite work from highschool 8 years ago now as a start to assets. Glad I watched your video and while i wont be doing 3d it was still nice to listen to while doing this stuff!

  • @craftyjr_n8
    @craftyjr_n8 Рік тому

    nicely edited fun to watch video! :)

  • @XRWorkout
    @XRWorkout Рік тому +4

    The way I usually update meshes is
    Close all scenes that use the object
    Go to the glb file in the import tab click on reimport
    Then open the glb file (you don't need to inherit that time just click open anyway)
    Then when you open the scene that derives from it it should already be updated.
    That works most of the time

  • @MelvinG24
    @MelvinG24 7 місяців тому +6

    This video came perfectly after Unity new terms and conditions

  • @felipellrocha
    @felipellrocha Рік тому

    This was a great video. I would love to see a similar video for Unity and Unreal :)

  • @anthonynguyen2661
    @anthonynguyen2661 7 місяців тому +2

    i like how even tho im not a game dev yet this still ended up in my recommendation, truly says alot about the current situation.

  • @bodamat
    @bodamat Рік тому +46

    I completely agree with you and I taught Godot just like you. Fortunately, most of the problems will be solved in Godot 4.0, but we still have to wait until the release :)
    I tried Unreal more than Unity, so Godot was in some ways very similar to Unreal and learning Godot was very easy for me. I still love and maybe even adore Godot. Yes, he has a lot of problems and sometimes few tools, but I really have complete control over my game and I can do things that I can't do anywhere else. Also, I always feel that my ideas for improving Godot are really being listened to, and some are even being implemented. How can this not please? :) I feel like I'm growing up in GameDev with Godot and I'm learning a lot of new things and my interest in it is higher. I don't know why, but it's cool :)
    To sum up, I may praise Godot, but it was convenient for me and it does not mean that everyone should take and use it. Each person will have their own tool and their own engine, which may seem simple and intuitive. Welcome to the world of Godot if anyone decides to give it a try;)

    • @hero3bash
      @hero3bash Рік тому +6

      If you're not working on a serious project you can already start using Godot 4. It's in alpha but I personally haven't experience any serious bugs while working on a project.

    • @bodamat
      @bodamat Рік тому +1

      @@hero3bash unfortunately my project at first for web, so I can’t change right now. But thanks for advice. I also tested Godot 4.0 alpha every time and yes, it becomes more stable and more feature reach

  • @AzurePain
    @AzurePain Рік тому +25

    You can improve the autocomplete settings (idle parse and code complete delays, type hints) in the Editor > Editor settings > General tab > Text editor section > Completion. Type hints will show you the types each code complete entry is :) . It's just not on by default, no idea why. You can shorten/lengthen the suggestion delays to your liking as well.

  • @spaphy
    @spaphy Рік тому

    Dude. This was an AWESOME video. Usually my eyes glaze over in a video like this after 5 minutes.

  • @BenjaminBlodgettDev
    @BenjaminBlodgettDev Рік тому +1

    I love that you had relevant and interesting b-roll all the way through

  • @bunnyblake3885
    @bunnyblake3885 Рік тому +9

    Setting up VSCode as the default Godot script editor was an extremely good decision. Also, intellisense / smart completion works better if you explicitly set the type of your variables, i.e. write "counter : int = 0" instead of "counter = 0".

    • @BlueCoreGamming
      @BlueCoreGamming Рік тому +3

      when you like python but the rest of the entire freaking world wants a strong typed language.
      Thank goodness you can use c# with godot

  • @vast634
    @vast634 Рік тому +11

    The unity world axes (Z forward, Y up) makes much more sense, and comes from the early days of GL rendering. Where the rendered image can be constructed in a 2D manner with x/y coordinates like a graph, and optionally with a z coordinate using a depth value and showing a 3D scene using perspective rendering.
    The whole "z buffer" thing shows that in classic graphics rendering z is "forward", eg into the scene.

  • @NOPerative
    @NOPerative Рік тому

    Racked you up some views there fella!
    Quarter million - nice.
    GODOT HYPE!

  • @atsz.
    @atsz. Рік тому

    Thank you for this video, that was really helpful!

  • @zitronekoma30
    @zitronekoma30 Рік тому +42

    11:43 use relative nodepaths
    12:17 The thing is, these issues come up when you try to fight godots design philosophy, you almost never actually need public references if you're using signals correctly. Scope is very important here and it should not pose any problems when approaching it the right way. I had the same issues, coming from unity and trying to force godot to work as unity does.
    Good video overall tho!

  • @DyaMetR
    @DyaMetR 7 місяців тому +6

    "Though most of us Godot devs will stick to emulating retro 3D graphics thank you very much."
    Shut up.
    Stop speaking the truth.
    It's so accurate it hurts.

  • @Barakon
    @Barakon Рік тому +1

    You have been far more helpful than other tutorial series I’ve watch lmao.

  • @dumonyu5027
    @dumonyu5027 Рік тому +2

    I ended up going the other way as I just like C# that much more, but fantastic and fair video. I loved Godot when I used it, and may return at some point when I'm comfortable with Unity. Looking forward seeing what you make!

  • @bigboyart1
    @bigboyart1 Рік тому +3

    I have no prior experience in coding in general, and as such I have no context for any other game engines. The limited experience I've had with Godot so far has been really really good. I love how it feels to interact with. The nodes are really fun to work with so far.

  • @winstonyallow
    @winstonyallow Рік тому +9

    As for regenerating collision shapes on reimport: If you use a file format that preserves the internal mesh names then you can use hints to tell godot what to do with the mesh. For example you can let the name end in "-col" in blender so that godot will generate collision data for it. There is a lot of such hints, for example "-rigid" for rigid bodies and "-navmesh" to generate navigation data.

  • @hyperventalated
    @hyperventalated Рік тому

    On the topic of the in-program documentation, you can also just hold control and click a node/method/variable/etc in the script and it pops up the documentation and even scrolls to the explanation of what you clicked. Very cool.

  • @themore-you-know
    @themore-you-know Рік тому

    At 7:50, when you swap scenes for levels, you might even be able to replace that structure with "Custom Resources" (look them up on UA-cam, some people recently made great videos).
    I've had a blast since I integrated them into my workflow: my classes/scenes now comprise the structure and common behaviors, while my custom resources hold most of the data to be inserted into the former. It also allows for very easy save/load, and later on modding support.
    Creating new enemies with new stats is a matter of seconds (resource->new->NewCustomResourceThing->edit the stats->Save into a folder), and allowing players to mod new things is extremely easy.

  • @pablu3880
    @pablu3880 Рік тому +16

    What you are trying to do at Minute 29:08 is actually possible. There is a Func Type which you can use like a variable and Invoke it.

    • @squiddotmid
      @squiddotmid 7 місяців тому

      it's over a year later... but ".call" could also do this! it basically works like this:
      some_node.call("myMethodName", ["argument1", "argument2"])
      you could even call a method in the same script with "self.call(method_name)"

  • @lahzy7851
    @lahzy7851 Рік тому +4

    Can't wait for Godot to reach critical mass regarding users and features. I really wonder what the first game will be that I really wanna play that is made in Godot :)

  • @ViktorsJournal
    @ViktorsJournal Рік тому

    Glad to see some godot vids :). Just notes, you don't need to save the font as a resource you can just use fonts directly, I'm not sure what you meant by on my side I can move objects around while the game is running at it works, and so on but to be honest I'm not sure I 100% picked what you were talking about there ;).

  • @Testikillz
    @Testikillz 3 місяці тому

    Pretty crazy that a year later Godot is vastly different to what is shown here and most of these issues are fixed. It's cool to see and I like it is seemingly listening to feedback and going in the best direction.
    Great vid mate

  • @daviddeedev
    @daviddeedev Рік тому +5

    Nice to see other new game dev UA-camrs like myself entering the slog! I'll definitely be staying around to see what you do next... Cheers! 😎

  • @notrickzdumbo
    @notrickzdumbo Рік тому +11

    On the autocomplete side of things it has an icon to the side telling you if its a function, an object etc. If its a function the icon will be the ".f()" thing.

  • @Konslufius
    @Konslufius 7 місяців тому +2

    Lifting a rotting log.... THE best description for changing Unity prefabs.

  • @DoorYardProjects
    @DoorYardProjects Рік тому

    Great video. I have been thinking of learning a game engine. This might be a good first start.

  • @user-id3fc8qs7y
    @user-id3fc8qs7y Рік тому +3

    25:30 Playing in Ping-Pong by changing window size is so funny xD