A few important points! Input.get_vector is from Godot 3.4 and I didn't realize which was a nice discovery. But if you are using joysticks there are important issues github.com/godotengine/godot-docs/issues/5378 I'll try to cover it in more depth soon c:
Bramwell: There's been a change to how you instance scenes. Me, ranting internally: Why does everyone call it "instancing"? You don't "instance" a scene. You instantiate a scene to get an instance of it! "Instance" is a noun, a thing. "Instantiate" is a verb, an action. Bramwell: Now instance() has been changed to instantiate(). Me: **shocked pikachu face** Loved the video! Thanks for the preview and the insights into Godot 4.
This definitely makes it clearer what you're actually doing. On the flip side, much easier to typo "instantiate" than "instance", so slightly mixed feelings here.
One of the hardest things to work with in Godot 4 is tilemaps, and there are almost no tutorials on them. You make the best tutorials, thought you might want to tackle it for your course.
Very nice, could you make a tutorial about importing 3d objects ? Which format do you use (obj ? GTLF ?... ?) and how do you set up the scene to get such nice rendering ? Thank you very much.
Right off the start, SO HAPPY that the default input actions can be hidden. That was always an annoyance of mine Edit: COMMAND PALETTE YES Edit2: Using TAU will make working with radians 1000% easier
The option to have Godot use other fonts was probably always there, but it's thanks to you pointing out the Editor Settings existed that inspired me to see if replacing the (already pretty good) Godot 4 default fonts with JetBrainsMono (a free font specifically designed for use in code editors) would work. And the results are AMAZING. To me, at least. I definitely can't see using an external editor any time soon as long as I can simply use custom fonts in the main IDE.
Oh damn, why do I see so many developers switching to ligatures? Why do we want to see symbols that are not the symbols that are actually there? How hard is it to understand != or -> ? I get that I can just turn it off, but I don't get that any sane developer would actually prefer to be fooled by the IDE about symbols that are just not there...
I realize that new nomenclature is more correct, but God, changing name of one of very most frequently used built-in functions name is going to bring frustration... :)
It's somewhat remedied by most major breaking changes like this getting reserved for major versions only. There's occasional breaking changes in minor versions too, but typically those are justified by being more so bug fixes and the previous behaviors being considered buggy. Generally speaking most productions probably wouldn't be making a major version engine switch mid production after all.
Can somebody explain the reason for the .instance() and instantiate()? does there exist instance() in some other context where it does something different? just curious.
@@BramwellWilliams I tried making one but there are too many conflicting changes between old and new settings. Having one invalid setting causes it to delete the modified one.
@@blockofdirt6051 Until last year, I was comparing unity and godot to start learning, but I saw that unity was more powerful for 3d, so I went with unity. but now I see that godot is quite competitive with unity3d.
An easy-to-use game engine. free and lightweight. only a few mb. his ability to design me interface is really good and easy. With the incoming gdot4 update, it became a vulcan-based engine. They bring things like sdfgi and they are getting better every day in terms of technology. I want to test godot soon I will transfer my unity game to gd4 my game is already simple. I'm not sure, but unity seems to have no pros for me.
Is one of the changes to Godot 4 that it's now intuitive and when you learn it you actually know what it's saying? No? Aight. Thanks. Have a great day.
A few important points! Input.get_vector is from Godot 3.4 and I didn't realize which was a nice discovery. But if you are using joysticks there are important issues
github.com/godotengine/godot-docs/issues/5378
I'll try to cover it in more depth soon c:
Bramwell: There's been a change to how you instance scenes.
Me, ranting internally: Why does everyone call it "instancing"? You don't "instance" a scene. You instantiate a scene to get an instance of it! "Instance" is a noun, a thing. "Instantiate" is a verb, an action.
Bramwell: Now instance() has been changed to instantiate().
Me: **shocked pikachu face**
Loved the video! Thanks for the preview and the insights into Godot 4.
lmaooo - glad you like it c:
This definitely makes it clearer what you're actually doing. On the flip side, much easier to typo "instantiate" than "instance", so slightly mixed feelings here.
The ligature /= is divide-and-assign.
6:04 it's a unicode character, not an ascii character. Ascii is strictly 7 bits mapped to 128 characters.
look at me saying the wrong thing twice what a silly goose
@@BramwellWilliams I say the wrong thing hundreds of times a day, it's nothing to worry about :) Thanks very much for a great video!
You’re my new go-to for all things Godot 4! Very insightful and well put together content.
hell yeah, so stoked to hear it! Got tonnes of Godot 4 content lined up for the foreseeable future ^^
this x100
Good and clear talking, really feel like you know what you are saying.
Please keep making informative content like this!
Glad you like it! And will do - I've got a bunch of Godot 4 tutorials lined up c:
I really like the editing, the little zoom effects and transitions make the video feel very fluid.
Super helpful, thank you. Wonderful clear explanations. Keep it coming.
Wow, you really helped me a lot. Thank you, you good people @Bramwell.
One of the hardest things to work with in Godot 4 is tilemaps, and there are almost no tutorials on them. You make the best tutorials, thought you might want to tackle it for your course.
Very nice, could you make a tutorial about importing 3d objects ? Which format do you use (obj ? GTLF ?... ?) and how do you set up the scene to get such nice rendering ? Thank you very much.
Right off the start, SO HAPPY that the default input actions can be hidden. That was always an annoyance of mine
Edit: COMMAND PALETTE YES
Edit2: Using TAU will make working with radians 1000% easier
YASSS - also TAU is the best!
no more 2 pies all over the place.
Tau has existed for a long while hasnt it?
@@mrpedrobraga Most people don't recognize it. And most api's don't offer the shorthand.
Really helpful stuff. Thank you so much!
Nice overview. 👍 Thanks.
Thankyou! c:
Thank you. Subscribed
lovely stuff i''ll definitely be playing around
The option to have Godot use other fonts was probably always there, but it's thanks to you pointing out the Editor Settings existed that inspired me to see if replacing the (already pretty good) Godot 4 default fonts with JetBrainsMono (a free font specifically designed for use in code editors) would work. And the results are AMAZING. To me, at least. I definitely can't see using an external editor any time soon as long as I can simply use custom fonts in the main IDE.
yeah fonts were there but the unicode ligatures and extra characters weren't - Love the jetbrains font! that's a great idea imma need to try it c:
How about a few Godot 4 tutorials (a) Tutorial on how to create a tile map/tile set in Godot 4 (or how to move them from Godot 3.4.4. to Godot 4)
yes
💞💓💗💕 all from 🇧🇪🇧🇪🇧🇪🇧🇪
6:16 That not equal to symbol looks a lot like divide /=
You're totally right! What a silly goose :')
In my case it looks more like =/= crossed out equal (alpha 2)
Oh damn, why do I see so many developers switching to ligatures? Why do we want to see symbols that are not the symbols that are actually there? How hard is it to understand != or -> ? I get that I can just turn it off, but I don't get that any sane developer would actually prefer to be fooled by the IDE about symbols that are just not there...
You're a legend among crappy tutorial videos. Blessings of good fortune upon thee!
I realize that new nomenclature is more correct, but God, changing name of one of very most frequently used built-in functions name is going to bring frustration... :)
Yeah growing pains in an engine like this are rough - hopefully it'll pay off making life easier for newer users :')
It's somewhat remedied by most major breaking changes like this getting reserved for major versions only. There's occasional breaking changes in minor versions too, but typically those are justified by being more so bug fixes and the previous behaviors being considered buggy.
Generally speaking most productions probably wouldn't be making a major version engine switch mid production after all.
Can somebody explain the reason for the .instance() and instantiate()? does there exist instance() in some other context where it does something different? just curious.
Great vid. Very useful. Pretty certain you attempted to stifle a snigger after saying 'lerp' so many times.
Thank you! Its such a goofy word! :')
Do you know a way to import settings from Godot 3.5 to Godot 4?
Not to my knowledge sadly 😔 although I'm sure someone will make a tool to convert the settings at some point
@@BramwellWilliams I tried making one but there are too many conflicting changes between old and new settings.
Having one invalid setting causes it to delete the modified one.
This is why I will never use any other version of Godot except 3.4.2
#bringbackrotation_degrees
I'm tired of seeing pixel games. hopefully we'll start seeing quality AAA games soon. godot was actually pretty strong.
Godot was actually strong. What does that mean?
@@blockofdirt6051 Until last year, I was comparing unity and godot to start learning, but I saw that unity was more powerful for 3d, so I went with unity. but now I see that godot is quite competitive with unity3d.
An easy-to-use game engine. free and lightweight. only a few mb. his ability to design me interface is really good and easy. With the incoming gdot4 update, it became a vulcan-based engine. They bring things like sdfgi and they are getting better every day in terms of technology. I want to test godot soon I will transfer my unity game to gd4 my game is already simple. I'm not sure, but unity seems to have no pros for me.
Is one of the changes to Godot 4 that it's now intuitive and when you learn it you actually know what it's saying?
No?
Aight. Thanks. Have a great day.
Sorry to hear that, I hope the engine can coax you back in one day 😔
Input.get_vector landed in Godot 3.4.
😮 Hot damn I totally missed that!