Omg I'm so glad I found this. I was trying to make a game right into unreal, but this is so much easier and user friendly and you just make it SO easy to understand and follow along. I'm only on the 2nd video and I feel confident and want to learn more! THANK YOU!! for the time you put into these vids to help others. WE APPRECIATE YOU!!!
Okay, after this second lesson I'm grinning. It's exciting to see the technical stuff turn into physics objects! Looking forward to the rest of this series!
Even, if brackleys will come back as he said, and learn godot, i will still watch yoir tutorials. When i m watching it i can understand everything. Thanks for your turorials :)
Dude. I struggled learning c# coding for unity to make games. It was a real turn off. Your videos are so user friendly and showcase how EASY Godot is, it's really inspirational to make games again. Live the series so far. Please don't stop. You're a good teacher.
Thank you so very much! I am using Godot based on your videos to create a terrain generator for my work. SO MUCH EASIER (and nicer) than making my own engine, which I have been doing for years!
Hands down, you're the best teacher I've ever had the privilege of learning from. Your passion, dedication, and ability to explain complex topics in a simple and engaging way are truly remarkable. Thank you for making learning such an incredible journey!"📚👏🏆
There's some stuff in here that helped me fix some very basic but very annoying problems I've been having with making 2D games in Godot. For example: I didn't know that "Group Selected Nodes" button was a thing, or rather, I knew it was there I just never bothered to figure out what it does.
Hi, great video! I'm having problems playing a scene though - whenever i try to i get a pop-up saying: could not start subprocess(es)! Any ideas on how to fix this?
my directional3dlight has a warning it says "A light's scale does not affect the actual visual size of light", I'm pretty sure that I followed your amazing tutorial correctly, but what do I do to remove this?
I'm at 19:53 what would be the issue if we made Rigidbody3D a child of a 3D scene node like in level 1. We make a new scene, start with 3D node and then have the Rigidbody3D as a child. As we can see it already is in the menu, so why do we start the root node as a RigidBody3D? I think it would semantically be the same...
Later in this project our level will be made of blocks that are easy to ‘paint’, so I just kept it simple and consistent in this earlier lesson. You could use a plain mesh with a block collision shape with its top just matching the plain.
I like there's no crap audio tune mixed over your voice and no "hey wozzups bros uhms ers" but you could also leave out the "alrights" & "okays" and constant dancing with the mouse cursor around the screen. it would also help if you could focus on proper pronounciation and also just cut straight to the cheese - leave out all the "beating around the bush" clutter. I do appreciate you need to accumulate some watch time for monetisation purposes but I find it really annoying. in any case all the best with your endeavours and thanks for this series.
Omg dude, thanks for the tutorial but damn its so annoying of you constantly re-explaining every single thing and every single ui element over and over, even watching on 1.5 speed. Check out how Brackeys did his Godot video to see how to actually do an engaging and easy to follow tutorial
This is a lot of fun! Before watching the next tutorial, I wanted to play around more with what I learned here, and I even figured out on my own how to add proper collision to prism shapes! It's so satisfying seeing them fall and land in a natural looking way for their shape. I just randomly today decided I wanted to learn game dev, which I've never considered before because I never thought I was smart enough, but this tutorial series has been amazing so far. Thank you for sharing your knowledge!
Low effort question: since I don't know what is the correct definition of `scene` in godot context (i will look at it asap), not considering the re-usability of the assets, what is the difference between (A) creating the "falling cube" in another scene then link it to the main scene (like you did) and (B) creating a RigidBody3D with MeshInstance3D & CollisionShape3D directly into the main scene ? and again: not considering the re-usability of the falling cube asset
So I've played around with both Unity and Godot, learning the basics of each. I'm kind of torn between the two though.. I love Godot's clean interface and it seems a lot less cluttered than Unity's. However, some things seem unnecessarily complex in Godot. For example, you have to create a StaticBody3d, a CollisionObject3d, and a MeshInstance3d all to create a simple cube.. In Unity you just add a cube. Even adding a color to the cube seems oddly complex. The coding also seems more complex in Godot. For instance if you want to detect if the mouse touches a gameObject in Unity, there is a built in function and it's super easy. However, despite making numerous google searches on how to do it in Godot, I still don't know how to do it.... Which should I choose???
It depends on what are you targeting in the future. For example, if you want to work in a AAA company with a big team then you should definitely learn Unity as it has industry level tools. However, if you want to make a living out of being a indie game dev then you are free to choose godot as it will cut down many costs. Learning both's basics will definitely be useful in the future. I would recommend trying out both as you are just a beginner. Try to make a simple project in both and see which one works out for you :)
I know this is a month old, but some people may still see this so I wanted to clarfy, the way he does it here is more complicated than usual! There are shortcuts already built in Godot that he doesn't mention, probably to avoid confusing people. You can just make a shape using a MeshInstance3D and there's a button at the top middle of the viewport called "Mesh" that lets you give it a collision shape automatically, and a StaticBody3D if that's the option you pick. It's automatically the shape and size you need it to be so it's really convenient. It's designed to be modular; if everything is made up of smaller things, it's easier to customise and mess around with. I'm not sure exactly what you mean by "detect if the mouse touches a gameObject" but it probably does exist in Godot, just under an awkward name. The main problem I've had with Godot so far is that because it's so new, the resources are scarce. The stuff exists, just not described how you might like, and with keywords that won't show up when searching for your specific problem. I've personally been finding vaguely related things, learning them, asking Chatgpt for more information, and then seeing how that pans out.
awesome tutorials! just wondering will you be making 2d godot 4.x tutorial soon? i want to learn 2d in godot but i dont know if your godot 3.5 tutorial knowledge is transferable to godot 4
A lot (most) of the knowledge from my previous Godot 3.5 tutorial series is transferable, though they changed the names of a few nodes, and some GDScript code has changed slightly, enough to be a barrier to people just starting out programming unfortunately.
Thanks! ☺️. .. this course, my full time teaching, and life, are going to keep me busy through to the new year (there are 24 more lessons to edit and post, 26 in all) .. there will be another course after this one ... I have barely just started thinking about that at this point. 🤷🏼♂️🙃
May I give a suggestion? You mentioned you are a High School teacher, right? I am assuming when teaching a class you show how to do something then provide an exercise so that students can practice what they just learned. I mention this because one of the more well known Godot tutorials for 2d games does this. They teach you how to use the features then give you an exercise, asking you to pause the video and try on your own as best you can, then when you un-pause they quickly go through the process which reinforces if you understood the steps -or- so you can see where you might have messed up. Early on this stuff is super simple but as things get more complex it's kinda handy to have exercises. For example, you could have made an exercise saying "Go ahead and try to make a new scene for another falling object, but this time try to make a sphere instead of a cube and add it to the level scene. Pause the video now and go ahead and try." which would give the viewers a chance to try and put what they just learned to the test but also changing it ever so slightly (Sphere instead of Cube) so they have to experiment a little while not fully alienating what they have been taught. Just my two bits of criticism, the videos are awesome and very well done/educational but I think giving exercises at the end of each lesson might help cement how to do things in a persons head.
Again, amazing tutorial, very UpToDate to the current version. I was wondering is there a possibility to automatically match the collision size into the mesh itself ?
Great tutorial. Takes me a lot to sit down and actually watch a series these days so I hope I make it through this! I appreciate the time you've spend making this :)
This tutorial series seems great for kids and teens who want to learn game development. I like your style of teaching, making sure everything is clear and easy to follow along. Personally I think calling it the box's boundary sounds more intuitive than force field, but maybe that's just me. I tried what happens if you try to enter the scene as a child of itself, at least in Godot 4 you just get a warning and it won't let you do that. :P
Hi! I don't know if you are still taking questions on a 3 month old video, but I noticed that with the CollisionShape3D, you can scale the size of the box either by changing the size of the shape as you showed, but also by using the transform section lower down in the inspector to adjust the scale. They seem to arrive at the same result, but is there a difference between the two?
This is a great series I really like the attentions to every little detail one question for you is if I am making a 3d platformer scrolling can I just attach the Light node to the camera Then position the way I want my light and let it follow the light throughout the game?? this way I am done with lighting unless I need a special light color or something.
Thank you for this tutorial, this is so helpful! Any idea why it's givng me an alert when I try to run the preview (not the play button but the one you're clicking) and saying "error, cannot start subprocess." Then the coding below says Could not create child process: C:\Users\Owner\Downloads\Godot_v4.2.2-stable_win64.exe\Godot_v4.2.2-stable_win64.exe --path C:/Users/Owner/Documents/Godot --remote-debug tcp://127.0.0.1:6007 --editor-pid 15776 --position "1301,452" res://level_1.tscn editor/editor_run.cpp:325 - Condition "err" is true. Returning: err
As a Blender artist the Open Source design of Godot has really peaked my interest in Game dev. Thank you for this great series.
*piqued
@@WeirdBrainGoo Thank you for your contribution.
@@KeelanJon 😁
i never been so happy to watch a box fall
hahaha same
In Unity, My go to teacher was Jimmy Vegas, In Godot its you. Thank you for all your videos.
yeah, too bad jimmy stopped doing tutorials, he was good
Omg I'm so glad I found this. I was trying to make a game right into unreal, but this is so much easier and user friendly and you just make it SO easy to understand and follow along. I'm only on the 2nd video and I feel confident and want to learn more! THANK YOU!! for the time you put into these vids to help others. WE APPRECIATE YOU!!!
i feel like a kid again. if i had a teacher like this in school i would have done much better. :D learning feels fun with these tutorials.
Okay, after this second lesson I'm grinning. It's exciting to see the technical stuff turn into physics objects! Looking forward to the rest of this series!
Even, if brackleys will come back as he said, and learn godot, i will still watch yoir tutorials. When i m watching it i can understand everything. Thanks for your turorials :)
very good tutorial! can't wait for the next one!
Going to need the next episode asap, eager to learn more!
Lesson #3 is up!: ua-cam.com/video/T_7ob1zAjLo/v-deo.html
Dude. I struggled learning c# coding for unity to make games. It was a real turn off. Your videos are so user friendly and showcase how EASY Godot is, it's really inspirational to make games again. Live the series so far. Please don't stop. You're a good teacher.
U are best teacher in the world i learned blender from you and now godot. Thanku thanku so so muchhh ❤❤❤❤
Thank you so very much!
I am using Godot based on your videos to create a terrain generator for my work. SO MUCH EASIER (and nicer) than making my own engine, which I have been doing for years!
Hands down, you're the best teacher I've ever had the privilege of learning from. Your passion, dedication, and ability to explain complex topics in a simple and engaging way are truly remarkable. Thank you for making learning such an incredible journey!"📚👏🏆
☺️
Amazing tutorial! I’m following along to learn Godot
that grouping "don't allow selection of child nodes" is handy 12:37
Great video! Keep up the good work😁
Thanks ! Can't wait for next videos
There's some stuff in here that helped me fix some very basic but very annoying problems I've been having with making 2D games in Godot. For example: I didn't know that "Group Selected Nodes" button was a thing, or rather, I knew it was there I just never bothered to figure out what it does.
You also can save the Block as a .res file and drag it from the FileSystem Dock on the Node3D Root Node.
Amazing video tutorials!
Hi, great video! I'm having problems playing a scene though - whenever i try to i get a pop-up saying: could not start subprocess(es)! Any ideas on how to fix this?
u r legend, thx a lot
For the floor, why did you choose a cube instead of a world boundary collider and plane mesh?
my directional3dlight has a warning it says "A light's scale does not affect the actual visual size of light", I'm pretty sure that I followed your amazing tutorial correctly, but what do I do to remove this?
With "CollisionShape3D" can I not just link it to a mesh and it auto resize to the mesh? is there a way of doing this? thank you
Thanks 💙
what is the idea behind having separated collision shape and the object/the shape?
Modularity. The collision shape is a component that appears in different types of objects: static bodies, character bodies, rigid bodies, etc.
Oh, got it. That will make the code base much more efficient and neat. Different shapes may just have the same collision mechanism.
Appreciate, sir!
wish i found this. the older version that was made 4yrs ago was so hard for me to follow becouse thay changed every thing
Anyone know what camera position and rotation I should use to see the floor?
Currently I have:
Position: 2, 0, 5
Rotation: 45, 0, 0
Scale: 1, 1, 1
Fantastic
I'm at 19:53 what would be the issue if we made Rigidbody3D a child of a 3D scene node like in level 1. We make a new scene, start with 3D node and then have the Rigidbody3D as a child. As we can see it already is in the menu, so why do we start the root node as a RigidBody3D? I think it would semantically be the same...
why not a plane mesh?
Later in this project our level will be made of blocks that are easy to ‘paint’, so I just kept it simple and consistent in this earlier lesson. You could use a plain mesh with a block collision shape with its top just matching the plain.
block falls successfully
me: 😊
Finally❤
one of my boxes is going through the ground😢
bro, just make your floor tile 2 units high and translate it to y=-1
all the things you put on top will have y=0
Algo 69
So slooooooowww...
2x speed needed, but otherwise great video
please tell me u did not call hitboxes "forcefields" good tutorial tho please do NOT call hitboxes forcefields it physically hurts my soul
I like there's no crap audio tune mixed over your voice and no "hey wozzups bros uhms ers" but you could also leave out the "alrights" & "okays" and constant dancing with the mouse cursor around the screen. it would also help if you could focus on proper pronounciation and also just cut straight to the cheese - leave out all the "beating around the bush" clutter. I do appreciate you need to accumulate some watch time for monetisation purposes but I find it really annoying. in any case all the best with your endeavours and thanks for this series.
FIRST LETS GOOOO!
Your tutorials helped me get into Godot, now I'm 3 years into it and have learned so much, now I just have to finish a game, lol.
Great to hear!
Omg dude, thanks for the tutorial but damn its so annoying of you constantly re-explaining every single thing and every single ui element over and over, even watching on 1.5 speed. Check out how Brackeys did his Godot video to see how to actually do an engaging and easy to follow tutorial
Fantastic tutorial!
I eagerly await the next in this series :)
Amazing teaching. I've been doing other tutorials but love this series highlighting the little tips and hints along the way. thank you!
hi what other tuts would you recommend after finishing this one?
Great! can't wait for the next one, really looking forward to the finished product, 😊
This is really good, please post more often. Finally gonna learn some 3D Godot
This is a lot of fun! Before watching the next tutorial, I wanted to play around more with what I learned here, and I even figured out on my own how to add proper collision to prism shapes! It's so satisfying seeing them fall and land in a natural looking way for their shape.
I just randomly today decided I wanted to learn game dev, which I've never considered before because I never thought I was smart enough, but this tutorial series has been amazing so far. Thank you for sharing your knowledge!
i think i found one of the good series for godot online in youtube thanks mate so nice of ya appreciate it😄
Wow! coming from unreal, godot 4 seems so much more intuitive and not at as clunky.
it is almost unsettling to see the blocks fall with physics in my scene, if I were a caveman I would definitely consider this magic
Thank you for doing this. I am waiting for the next.
Yes! There are some, like you, sir, who are "natural born teachers." Thank you for such a fantastic and easy to follow tutorial series.
I like your kindful voice tone 🥰
☺️
bro wtf it just randomly deleted my stuff wtf is this trash
you just have to save the scene from time to time in "scene"
the mesh menu (top center) + create trimesh static body options is the fastest way to add collision
Low effort question: since I don't know what is the correct definition of `scene` in godot context (i will look at it asap), not considering the re-usability of the assets, what is the difference between (A) creating the "falling cube" in another scene then link it to the main scene (like you did) and (B) creating a RigidBody3D with MeshInstance3D & CollisionShape3D directly into the main scene ? and again: not considering the re-usability of the falling cube asset
So I've played around with both Unity and Godot, learning the basics of each. I'm kind of torn between the two though.. I love Godot's clean interface and it seems a lot less cluttered than Unity's. However, some things seem unnecessarily complex in Godot. For example, you have to create a StaticBody3d, a CollisionObject3d, and a MeshInstance3d all to create a simple cube.. In Unity you just add a cube. Even adding a color to the cube seems oddly complex. The coding also seems more complex in Godot. For instance if you want to detect if the mouse touches a gameObject in Unity, there is a built in function and it's super easy. However, despite making numerous google searches on how to do it in Godot, I still don't know how to do it....
Which should I choose???
It depends on what are you targeting in the future. For example, if you want to work in a AAA company with a big team then you should definitely learn Unity as it has industry level tools. However, if you want to make a living out of being a indie game dev then you are free to choose godot as it will cut down many costs. Learning both's basics will definitely be useful in the future. I would recommend trying out both as you are just a beginner. Try to make a simple project in both and see which one works out for you :)
I know this is a month old, but some people may still see this so I wanted to clarfy, the way he does it here is more complicated than usual! There are shortcuts already built in Godot that he doesn't mention, probably to avoid confusing people. You can just make a shape using a MeshInstance3D and there's a button at the top middle of the viewport called "Mesh" that lets you give it a collision shape automatically, and a StaticBody3D if that's the option you pick. It's automatically the shape and size you need it to be so it's really convenient. It's designed to be modular; if everything is made up of smaller things, it's easier to customise and mess around with. I'm not sure exactly what you mean by "detect if the mouse touches a gameObject" but it probably does exist in Godot, just under an awkward name. The main problem I've had with Godot so far is that because it's so new, the resources are scarce. The stuff exists, just not described how you might like, and with keywords that won't show up when searching for your specific problem. I've personally been finding vaguely related things, learning them, asking Chatgpt for more information, and then seeing how that pans out.
awesome tutorials! just wondering will you be making 2d godot 4.x tutorial soon? i want to learn 2d in godot but i dont know if your godot 3.5 tutorial knowledge is transferable to godot 4
A lot (most) of the knowledge from my previous Godot 3.5 tutorial series is transferable, though they changed the names of a few nodes, and some GDScript code has changed slightly, enough to be a barrier to people just starting out programming unfortunately.
Thanks! ☺️. .. this course, my full time teaching, and life, are going to keep me busy through to the new year (there are 24 more lessons to edit and post, 26 in all) .. there will be another course after this one ... I have barely just started thinking about that at this point. 🤷🏼♂️🙃
May I give a suggestion? You mentioned you are a High School teacher, right? I am assuming when teaching a class you show how to do something then provide an exercise so that students can practice what they just learned. I mention this because one of the more well known Godot tutorials for 2d games does this. They teach you how to use the features then give you an exercise, asking you to pause the video and try on your own as best you can, then when you un-pause they quickly go through the process which reinforces if you understood the steps -or- so you can see where you might have messed up.
Early on this stuff is super simple but as things get more complex it's kinda handy to have exercises.
For example, you could have made an exercise saying "Go ahead and try to make a new scene for another falling object, but this time try to make a sphere instead of a cube and add it to the level scene. Pause the video now and go ahead and try." which would give the viewers a chance to try and put what they just learned to the test but also changing it ever so slightly (Sphere instead of Cube) so they have to experiment a little while not fully alienating what they have been taught.
Just my two bits of criticism, the videos are awesome and very well done/educational but I think giving exercises at the end of each lesson might help cement how to do things in a persons head.
Again, amazing tutorial, very UpToDate to the current version. I was wondering is there a possibility to automatically match the collision size into the mesh itself ?
Found something by accident. If you hold right click you can look around like a player in a video game.
for some reason, the boxmesh isn't appearing. I added the meshinstace3d node and chose boxmesh properly but nothing happened
I want to learn how to change the player's path when I move the mouse. Can you do a lesson?❤
Whats the difference of change a meshinstance3d scale via its resource or the transform at inspector window? or is the same?
shadows are not supported when using the gl compatibility backend yet support will be added in future release in godot any help withe would help
Holy crap man you're such a good teacher thank you!
the option "new boxmesh" doesn´t appear for me
Hi at 6:46 you click the drop down arrow but for me nothing comes up :(
You are a wonderful tutor. Thank you!
Many thanks🎉, Waiting for the next episode ❤❤
Something that i noticed is that theres no random factor its always fall the same way
Why can't I create collision same size with the mesh there is an error to it
27:24 its an actuall smooth quarts slab
Thats so simple. Nice.
This is the first time I've seen your videos man and already hooked with that intro! 🔥🤣
Thanks! ☺️
Well done again, very well done!
Thank you!!! 😁
Great tutorial. Takes me a lot to sit down and actually watch a series these days so I hope I make it through this!
I appreciate the time you've spend making this :)
I can't see my scene?
i can't get it
Thanks! 😍
When I play the current scene after adding the floor (around time stamp 14:20), it is just gray and empty. It doesn't look like yours. :(
Change your camera position
amazing
I really like yours video are amazing
😊
Could anyone explain to me why we need to create a new scene to add gravity to object?
You make each object as its own scene so that you can make instances of it (copies), not so that gravity can be added to each one.
This tutorial series seems great for kids and teens who want to learn game development. I like your style of teaching, making sure everything is clear and easy to follow along.
Personally I think calling it the box's boundary sounds more intuitive than force field, but maybe that's just me.
I tried what happens if you try to enter the scene as a child of itself, at least in Godot 4 you just get a warning and it won't let you do that. :P
Hi! I don't know if you are still taking questions on a 3 month old video, but I noticed that with the CollisionShape3D, you can scale the size of the box either by changing the size of the shape as you showed, but also by using the transform section lower down in the inspector to adjust the scale. They seem to arrive at the same result, but is there a difference between the two?
I’ve been using godot for a while now, and I still just now learned physics was that easy. Damn.
How would I make this in first person? btw, I love your tutorials!
I BEEN TRYING TO FIGURE OUT HOW TO MAKE AOLID GROUND FOR A LONG TIME THANK YOU SO MUCH
Thanks i dont found a teacher better than you 🎉🎉
Pls part 3
I'm using Godot 4.2 but I dont see the box in perpective window. What could be the issue ?
I have the same problem with 4.3. Did you find a fix?
@@schnasndasn1504 x,y,z dimensions are zero by default. Try making that higher. It shows up. If not we will debug 😛
@@ayusharyal6346 Thx! For me it was the camera that was still zeroed out :)
thx for videos, why don't you resize the staticbody3d directly instead of resizing mesh then collision (for the floor for example) ?
That's correct! In fact, way least in prior versions of Godot, scaling the physics body directly would cause issues apparently.
This is a great series I really like the attentions to every little detail one question for you is if I am making a 3d platformer scrolling can I just attach the Light node to the camera Then position the way I want my light and let it follow the light throughout the game?? this way I am done with lighting unless I need a special light color or something.
You could, though directional lights extend automatically through the entire world already, like a sun.
Thank you for this tutorial, this is so helpful! Any idea why it's givng me an alert when I try to run the preview (not the play button but the one you're clicking) and saying "error, cannot start subprocess." Then the coding below says Could not create child process: C:\Users\Owner\Downloads\Godot_v4.2.2-stable_win64.exe\Godot_v4.2.2-stable_win64.exe --path C:/Users/Owner/Documents/Godot --remote-debug tcp://127.0.0.1:6007 --editor-pid 15776 --position "1301,452" res://level_1.tscn
editor/editor_run.cpp:325 - Condition "err" is true. Returning: err
thank you you let me so much better at programing games
10:51