I love the videos! Learning Godot from Unity has been a difficult shift in workflow. I just watched your video about component based design, and it looks you still use components in the reference project, but how do you decide what stays in the component and what data gets moved to a resource? Health specifically was one I could not understand why the information couldn't stay and be modified inside the component. Does this just save you from having to have multiple enemy scenes or am I not understanding the application? Happy Holidays
Hey, great video! Are there any other benefits of using an item stack class unless the settings for adding up items and setting the min/max values and so on?
if you had an enemy type for which it made sense to use custom resources (like the dinos), but because the sprites were significantly different you needed a unique CollisionShape for each enemy, how would you handle that? would you draw the collision shape in the scene editor and then save the collision shape resource somewhere, and have the enemy load its corresponding collision shape in _ready()? that's the only method i can think of, but it seems somewhat cumbersome.
@@fvhaudsilhvdfsuse the node scenes to handle different collisions. The resources are better for holding data only. He talks about compositon in a different video. ua-cam.com/video/74y6zWZfQKk/v-deo.htmlsi=ps7zq5MtC7u5tzJ4
@@fvhaudsilhvdfs If you want unique collisions, you could define a scale in the stats and change the scale of the shape based on that, or load in and swap the shape from the stats like you mentioned. To be honest I would probably go with a hitbox scale, since the games I'm making are 2d and most if not all enemies will use a circular shape
This is all good until you have more complex data and nested arrays or need to edit arrays in the Resource Editor. I also use a mix of Resources and jsons
With the new typed dictionaries coming in 4.4, resources are gonna be even better
8:07
You can also toggle the "local to scene" exported boolean, in the base class of Resource, to do this for you.
Very good point, forgot to mention that
Did you mean 7:07?
@@leejesm No, I mentioned 1:54. Thank you. Sorry for the confusion.
Hey awesome video! Love how you show the concept and show it in use in such quick succession. It really helps keeps the main idea clear!
Excellent explanation happy holidays dude
Great video, nice that you have also provided a base project as example. Thanks for sharing.
your presentation is exquisite
I love the videos! Learning Godot from Unity has been a difficult shift in workflow. I just watched your video about component based design, and it looks you still use components in the reference project, but how do you decide what stays in the component and what data gets moved to a resource? Health specifically was one I could not understand why the information couldn't stay and be modified inside the component. Does this just save you from having to have multiple enemy scenes or am I not understanding the application? Happy Holidays
Hey, great video! Are there any other benefits of using an item stack class unless the settings for adding up items and setting the min/max values and so on?
what do you use for animation your video really love the look of it
motion canvas
if you had an enemy type for which it made sense to use custom resources (like the dinos), but because the sprites were significantly different you needed a unique CollisionShape for each enemy, how would you handle that? would you draw the collision shape in the scene editor and then save the collision shape resource somewhere, and have the enemy load its corresponding collision shape in _ready()?
that's the only method i can think of, but it seems somewhat cumbersome.
Yeah the stats are much more generic, or for enemy variations of the same type
@@Bitlytic thanks for the reply (and the great video). would you also handle the unique collision shapes the way I described?
@@fvhaudsilhvdfsuse the node scenes to handle different collisions. The resources are better for holding data only. He talks about compositon in a different video.
ua-cam.com/video/74y6zWZfQKk/v-deo.htmlsi=ps7zq5MtC7u5tzJ4
@@fvhaudsilhvdfs If you want unique collisions, you could define a scale in the stats and change the scale of the shape based on that, or load in and swap the shape from the stats like you mentioned. To be honest I would probably go with a hitbox scale, since the games I'm making are 2d and most if not all enemies will use a circular shape
Youve got a new sub from me, great video quality
Hey Bitlytic, always interested in the visuals of the videos, what program do you use for all of the graphic and smooth movement during editing?
Motion Canvas! It's a js framework for motion graphics, made by fellow gamedev youtuber Aarthificial, you can find it here: motioncanvas.io/
@@Bitlytic Wow, this is a sick program, thank you!
This is all good until you have more complex data and nested arrays or need to edit arrays in the Resource Editor. I also use a mix of Resources and jsons
Why?
The resource editor can be really annoying if you have nested resources yeah, but I personally find it better for editing visually than json
I am badly need godot custom editor tutorial. Editing and tweaking data causes so much headache with default editor
How did you color code your file explorer in Godot?
In 4.2+ you can right click the folder and set a color
IM HERE
This guy is OP.
Shh, don't make the devs nerf me
8 minute Andy alert (peak video btw)
:rivboowomp:
Great videos, keep em coming. I started learning Godot from 0 (no coding experience) a month ago and your videos have been really helpful.