10 Things We Wish We Knew EARLIER (6) | Godot Engine

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It's always a great time to learn some new Godot tricks! This time we show you how to use enums, singletons and signals, as well as many other things.

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We're always hungry for more Godot tricks, so feed us!

PlayWithFurcifer
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The bitwise enums idea is brilliant. Also being able to copy and paste bitmasks on tilesets is wonderful.

herorobb
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the color picker one gives me vibes of when i'd leave something in plain sight in my room and think it's missing until i realized i'd grown so complacent to it being there i didn't even think of it being the thing i was looking for

SmeddyTooBestChannel
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Thank you for the nice content lately! Really enjoying it and learning a lot. Hope you keep this up since I feel like this is one of the best if not the best Godot-related Channel out there :D

Artichokeee
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Nice one!
Keep in mind that the color picker is just local to your machine. It is stored along godot settings and not saved in the project.
This means that if you wipe clean your machine, or works on multiple machines (like me), you are out of luck.
To solve this problem, and store the palette as a project file, you need the colour palette plugin.

Roleplay
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I shared this video with my grandma, she said that will leave unity and start using godot :D thanks guys!

NonUnknownDev
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That enum bitwise shit is some big brain stuff

bagandtag
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This is the most useful “things we wish we knew earlier” you’ve ever published! Thank you very much!

Montegasppa
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I rarely comment on videos but this is great, thank you! Especially that small part alone about using a singleton for signal management made me feel like I finally got the last important piece of knowledge to understand how to properly implement signals :)
Had that thought before in my head - just not as properly formulated, so this was really helpful ❤

FloMinicHD
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If you want to have a closing screen like credits after you close the game, then you can use the _notification function to get the NOTIFICATION_WM_QUIT_REQUEST. You need to make sure that Auto Accept Quit to be disabled (thanks Nisovin).

SaiponathGames
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Resources can also have signals. If you have two nodes that use the same Resources (let's say a health resource), you can set the health from one node, and the other can listen to a signal 'health_changed'. This makes it extremely convenient to stitch together separate scenes.

rosthouse
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Groups also work as event busses, without having to define a global. Add everyone to the group, then do "call_group" and everyone on the group gets called

pete
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These tips and tricks videos are my favorite! Thanks for putting them together! I'd love to see content about UI controls. I feel like I figured it out eventually but really struggle with sizing them and understanding the size flags.

coreybarnett
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Notifications are also great for when you need to know if the mouse has left the window.

KlausWulfenbach
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Alright, you are ready for: Resource Based communication!

The insight is that when you load a resource from multiple places, you are getting the same instance (yes, even if you changed scenes). This means that one Object can write to it, and others can read it. Furthermore, you can put signals on your resources.

Theraot
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Double encrypted at 6:39. Can never be too careful.

belzecue
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The event bus is a thing I've been wondering about how to do. Thanks for the tips!

mightymochigames
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As always, this is a great video! Thanks for making these!

shmolyneaux
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2:25 "like animals". Cracks me up cuz I keep doing it

rocket
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omg, I was copying and pasting colors like an animal the whole time

RHGameDev