Easy Ways to Use Resources in Godot

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  • Опубліковано 24 гру 2024

КОМЕНТАРІ • 34

  • @ItsEphora
    @ItsEphora 10 годин тому +3

    With the new typed dictionaries coming in 4.4, resources are gonna be even better

  • @soulsmanipulatedinc.1682
    @soulsmanipulatedinc.1682 21 годину тому +15

    8:07
    You can also toggle the "local to scene" exported boolean, in the base class of Resource, to do this for you.

    • @Bitlytic
      @Bitlytic  20 годин тому +4

      Very good point, forgot to mention that

    • @leejesm
      @leejesm 19 годин тому

      Did you mean 7:07?

    • @soulsmanipulatedinc.1682
      @soulsmanipulatedinc.1682 19 годин тому

      @@leejesm No, I mentioned 1:54. Thank you. Sorry for the confusion.

  • @giantneuralnetwork
    @giantneuralnetwork 9 годин тому

    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!

  • @mazander_man
    @mazander_man 11 годин тому

    Excellent explanation happy holidays dude

  • @ShinSpiegel
    @ShinSpiegel 20 годин тому +1

    Great video, nice that you have also provided a base project as example. Thanks for sharing.

  • @njdarda
    @njdarda 15 годин тому

    your presentation is exquisite

  • @nickmuffin8186
    @nickmuffin8186 8 годин тому

    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

  • @Gonzomat0
    @Gonzomat0 13 годин тому

    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?

  • @monarch1360
    @monarch1360 14 годин тому

    what do you use for animation your video really love the look of it

  • @fvhaudsilhvdfs
    @fvhaudsilhvdfs 21 годину тому +1

    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.

    • @Bitlytic
      @Bitlytic  20 годин тому

      Yeah the stats are much more generic, or for enemy variations of the same type

    • @fvhaudsilhvdfs
      @fvhaudsilhvdfs 20 годин тому

      @@Bitlytic thanks for the reply (and the great video). would you also handle the unique collision shapes the way I described?

    • @wasteurtime5677
      @wasteurtime5677 20 годин тому

      ​​@@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

    • @Bitlytic
      @Bitlytic  19 годин тому

      ​@@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

  • @GoblinArmyInYourWalls
    @GoblinArmyInYourWalls 14 годин тому

    Youve got a new sub from me, great video quality

  • @MassiveBreaker
    @MassiveBreaker 19 годин тому

    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?

    • @Bitlytic
      @Bitlytic  19 годин тому

      Motion Canvas! It's a js framework for motion graphics, made by fellow gamedev youtuber Aarthificial, you can find it here: motioncanvas.io/

    • @MassiveBreaker
      @MassiveBreaker 19 годин тому

      @@Bitlytic Wow, this is a sick program, thank you!

  • @furuthebat
    @furuthebat 21 годину тому +1

    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

    • @AgriasOaks99
      @AgriasOaks99 21 годину тому +1

      Why?

    • @Bitlytic
      @Bitlytic  20 годин тому +3

      The resource editor can be really annoying if you have nested resources yeah, but I personally find it better for editing visually than json

    • @watatitamf1598
      @watatitamf1598 7 годин тому

      I am badly need godot custom editor tutorial. Editing and tweaking data causes so much headache with default editor

  • @Lulink013
    @Lulink013 20 годин тому

    How did you color code your file explorer in Godot?

    • @Bitlytic
      @Bitlytic  19 годин тому

      In 4.2+ you can right click the folder and set a color

  • @nauro9187
    @nauro9187 21 годину тому +1

    IM HERE

  • @Thisisitboys
    @Thisisitboys 19 годин тому

    This guy is OP.

    • @Bitlytic
      @Bitlytic  19 годин тому +1

      Shh, don't make the devs nerf me

  • @Jwduth
    @Jwduth 17 годин тому

    8 minute Andy alert (peak video btw)

  • @Trance_
    @Trance_ 20 годин тому +5

    Great videos, keep em coming. I started learning Godot from 0 (no coding experience) a month ago and your videos have been really helpful.