10 Thing We Wish We Knew EARLIER (2) | Godot Engine

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Okay guys, we couldn't increase the number of things forever. However, these ones go a bit more into the depth! Hope you enjoy it and learn some new things about the Godot Engine!

Follow us on twitter to stay updated on Furcifer news and tutorials:

0:00 Speaking into a fish
0:20 Manipulate time
0:56 Animate particles
1:55 Navigate 3D scenes
2:36 Navigate scripts
3:04 Shade lines
3:40 Select the right nodes
4:17 Deleting nodes the right way
4:57 Orphans
5:56 Signal order
6:40 Shader data passing
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The Show Must Be Go by Kevin MacLeod

Godot's Day Out by Juan Linietsky (aka reduz)

Space Jazz by Kevin MacLeod
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We need more tricks! What detail about Godot did you figure out and want to share with the community?

PlayWithFurcifer
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While using Right Click + wasd to freelook in 3d you can use the scrollwheel to adjust the speed or hold shift to double your speed

endernamikaze
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tip: if you need to preload something in multiple places, and it becomes a hassle to change the path nodes when you rearrange your files, you can use a data-class for all your preloads. Something like this (a data-class can only contain constants):

_# __preloads.gd_
*extends Object* _# data class is never instanced_
*class_name Preloads*

*const SomeScript :=
*const SomeScene :=


And then in your other scripts you don't need to remember or copy/paste paths:

*var foo = Preloads.SomeScript.new()*
*var bar =


You can even preload resource-classes in there. And if you ever need to change the paths you only change them in one place.

skaruts
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I got so caught out with the queue free and checking for null. Thank you so much for clearing this up!

shaunstone
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the slow time and the lock in place tips are really gonna come in handy! thanks for the video. keep making those!

the_cheese_cultist
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If you interpolate the change in time scale and pitch, you probably create a cool effect of the sound slowing down/speeding up.

Btw, pizza is the best Godot addon.

skaruts
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A tip :
So I had a tileset with a lot of spritesheets and I wanted to change it so it was one big spritesheet, but without affecting all the tiles already placed, so no delete→new tile. I don't think there's any way to do it in the editor. So I opened the tileset file in a text editor.
First you add your spritesheet alongside the others in "ext_resources", then you can go to your tiles IDs and change "texture" to ExtResource(**your new spritesheet ext_resource ID**) then change the "région" to the région on your new spritesheet and that's it !
But do it only if you know what you're doing (which I didn't know when I tried) because I believe it can cause problems if you make mistakes.

Dark_Peace
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YOU CAN SLOW DOWN TIME ?!
I love thèse videos

Dark_Peace
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A tip :
In the last version were added some features to the Animation Player. Click the Édition button and you can copy/paste parts or the animation and more.
Below you have 3 buttons from left to right (2 already existed) :
- see only the animation for the selected node
- group animations by node or not (i don't so it takes less space)
- align keys to the step or not

Dark_Peace
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I'm new to Godot and I find this series extremely useful ! thank you guys

EmilioNorrmann
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2:27 or use the scroll wheel to adjust the speed mid-flight

Visleaf
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Amazing tips, everything was worth alot, especially the time manipulation one. Thanks a lot!!

sike
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Thank you! The is_instance_valid function is really going to come in super handy for me.

Xero_Wolf
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When it comes to navigation, I've been really loving the "Project Map" plugin. It makes it really easy to quickly access the most important scenes in your game, without having to navigate a bunch of folders to find it
Also, it's not obvious, but you can actually call the default godot functions yourself, like _ready and _physics_process. I find this really ugly conceptually and it sounds like something you absolutely shouldn't do, BUT, calling _init() will also restore all variables to the default set on the script (and null for those where you didn't set a value), and calling _ready() will also rebuild all the "onready" node references (which often break when making tool scripts!). So it can be a really convenient quick fix, and avoid a lot of code repetition, as long as it's used with care

LVo
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Love the tips videos. I didn't know you could change the shader time scale like that - I will be using that one immediately!

Undermog
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Pizza Cam was hilarious. I love learning and having fun at the same time. I've said it before and I'll keep on saying it... Doro and Mario, you are the best!

tonymorgan
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The bookmarks would've been nice to know a year ago.

Oh and to add to #9 with weird bugs!
Nodes call their children nodes' _ready() first before calling their own _ready(), which as a new time programmer/godot user, was different than I expected and led to a lot of days just chasing scripts and print(). So if you have cheat codes that are ran by the player on start, the game root will overwrite those vars; for example.



Also! Using array.erase(var) doesn't actually erase the var argument but instead deletes the median. Using array.remove(#) properly removes it.

Goldenfightinglink
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I had to wait for this video... like an 🐒🤣

joekim
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These videos just get better and better, the comedy sharply going up! Thank you for these! As soon as I see a "tips" from you guys I'm like CLICK CLICK CLICK "cmon you stupid internet load faster!!"

rungeon
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when you are moving with wasd in the editor, just scroll up or down to change the speed 👍

BlueOctopusDev