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me when editing with davinci
ОтветитьUnderrated
ОтветитьI feel the same pain as a programmer
Ответитьgodot is a good learning tool, if you want to learn how to sufer... I can't talk about 2d but for 3d... damn, got the engine for free and still want my money back
ОтветитьNote: They didn't say but this is Godot 3.5. The attempted use of Physics2DDirectSpaceState gives it away. Godot 4.0 to renames this to PhysicsDirectSpaceState2D.
For those pawing through "Stable" documention and not finding it.
Very good vid 🎉
Ответитьhaha i laughed when you did the weapon look at mouse, as i had the same issue when i first tried godot xD
Ответитьwatch at 2x for the fukk crack experience xD
ОтветитьThe game starts to lag because too many objects are being created.
Perhaps it would be worth uniting the same enemies into stronger ones for optimization or something like that х)
where does "godot is for little kids" come from? is it because it has a mascot character?
ОтветитьSo two unity cucks refuse to learn engine and then proceed to shit on it. Retard moment 😂😂😂😂
ОтветитьUnity bros not immediately dissing on Godot? the world has gone mad.
ОтветитьKinda reminds me of dani
ОтветитьCool vid
Ответитьmy RTX card started dying 20 seconds in. but the prior 20 seconds were fun!
ОтветитьUnderrated why😢😢
ОтветитьI see Godot pretty much on the other end of the spectrum from Unreal, where Godot isn't as powerful (by far) but makes it quick and easy to implement a game idea, and iterate on it until it's good enough for release. Unreal is giving you this huge chest of power tools, where you have to work backward from the promise of perfection to simple game mechanics. Unity, IMO, is somewhere in the middle and trying to catch on to Unreal, because that's what professional developers are using to make money. For all the rest of us who do this as a hobby and want to scratch that developer itch, Godot is the way to go. Maybe a bit polarising and simplified, but after trying all 3, this is my opinion, and as someone who's a programmer more than a game designer, Godot gives me the best confidence that I can release something quickly (and I have - dev time 6 to 8 hours with some experience) without getting bogged down in a myriad of features and settings that I'll likely never use.
ОтветитьIf u made something and later want to change it into a scene then select the root node right click and press merge into a scene
ОтветитьSooooo, after what happened with the whole Unity Game Engine Fee, are you guys going to go back to Godot?
Ответить😂
ОтветитьThe reason why there's almost no C# documentation, it's because most of the documentation revolves on GDScript, thr built-in programming language of godot, it's easy to pick up and it's very alike to python, anyway, GDScript is used a lot more than C#
That's why
Nice video
ОтветитьI didn't know there was a tile option for progress bars. That's Kool.
ОтветитьI know it's like a month later but I hope to be of use here.
The prefabs bit was funny. The thing that nobody expects when going from Unity to Godot is juts how different Godot works from the ground up, what with everything being a scene. Building games in Godot is a practice of building up your little game pieces and collecting them together until you have a game.
For the chain explosion thing, I would have gone with using an Area2D node and calling the get_overlapping_bodies (or areas if the enemies are area nodes) function, which gives you an array of Nodes. You could also filter enemies based on colour by assigning them to various groups at runtime (groups are in the node tab in the inspector next to signals, but you can allocate them at runtime like say when the colour of the enemy is chosen), and so when checking through your array of nodes, you call node.is_in_group("group") (the equivalent in C# idk) to check if it's the relevant group.
Well done on this project! It's not an easy task making a game in such a short time frame with a different game engine.