Custom Resources - A Godot Workflow GAME CHANGER

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Speed up your Godot game development workflow like never before with the power of custom resources. Data, game mechanics, save data, and more, the only limitation is your imagination.

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For those who are wondering, You can set custom resources as types in Godot 4.

fieldtrip
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For those coming from other engines or from a Google Search, the comparable feature to the 3 big engines: (1) Godot: Resources; (2) Unity: ScriptableObjects; (3) Unreal: DataAsset, Data-Only Blueprints or DataTables (although DataTables are similar to a folder full of Resource files in Godot). Btw, this is probably one of the coolest Godot videos I've ever seen, due to how you edit and present content! Awesome work.

AlfredBaudischCreations
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I've seen a lot of people use custom resources, but I've never tried them because I thought that it would be quite complex. Turns out that it's really not that hard, thank for the accessible tutorial!
(love the colorful pixel graphics btw)

LucyLavend
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Great video! The end was a real relatable moment for me. *crosses fingers for Godot 4*

uheartbeast
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Super glad you covered adding functionality, something a lot of resource tutorials miss. And don't forget: they follow inheritance, so you can extend and override functions with new resource types. My favorite use of custom resources is artificial intelligence and weapon targeting types. I talk about the latter a lot in my tutorial for the same, but with the former, you can make an aggressive AI, a passive one, a healer, etc., and apply whichever you want. It's sheer brilliance. Good tutorial!

KyleSzklenski
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1:30 I dunno if this was just for an example but you can also do this by using:
export (int, MIN_VALUE, MAX_VALUE) var stuff : int

masheepcian
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It is also a good idea to mention that loading resources is considered unsafe and may lead to arbitrary remote code execution, so probably not wise to use it as a save/load system.

emre
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I am a big fan of custom resources also, I use them all the time -- especially good when combined with custom editors and import plugins.
I made one for interpreting a custom scripting language for writing dialogues -- the file is written in plain text and compiled when imported as a custom resource, saving time not compiling it while the game is running.

Yet, this video managed to explain Resources so clearly that I now plan to use it much more than I was already going to for all kinds of purposes.

mrpedrobraga
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Custom Resources are AWESOME! I use them in my game for example to quickly create hats and costumes which grant the player different abilities, change their movement, ect...! I have all of the normal costume stuff such as the speed, gravity, ect..., then the costumes texture (the texture the costume will give the player), and finally a final export var called "special_effect" which is a string and I put in it the name of the special effect such as "dash", "shoot bullet_type:(type)", ect... and I add in the player script what each o' them do. Really useful stuff!

modley_the_m_guy
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Yes, my dude. Finally a nice (fancy) tutorial on the powers of the custom resource. They are such a great concept and utility, I use them so often.
BTW, two tips:
1. Custom Resources can have signals as well.
2. You can't export Custom Resources (yet), but with a getter/setter you can check if somebody assigns the correct type.

rosthouse
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Your pixel visuals are awesome, and I love the yin yin background music :D

HeraldOD
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I just stumbled upon this video, and I'm pretty much blown away! It was really understandable, the pacing is great, and oh my god those animations are gorgeous!

felix
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Okay, well explained fun contents aside - I am in awe of all the pixel images and animations. This had to be so much work for a 5 min video already, even if just yeeting in some gradients in aseprite. I really like the little touches like the smearframes from the export image (0:55) ... wait, we were talking about resources, right? XD Really good video!

fyofyoriosity
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Using resources to save games is actually a huge game changer, especially since I'm coming from Unity where I had to turn every Vector3 into an array and back

AvitheTiger
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This really helped me grasp the concept and I look forward to seeing experimenting with the workflow. Thank you.

jeffjupiter
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What a great tutorial! You deserve way more subscribers!! 👏

emi_cpl
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Thank you for this explanation of custom resources, it's exactly what I needed.
Moreover the video is well made stylish, clear and concise.

yell
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I'm thinking that you can also use custom resources as a sort of "Theme" resource for components in your scenes, if you're going for a components-based data flow. For example, you might have a HealthComponent, to which you can simply attach the custom resource to pick out the actual health value. The custom resource might just be a huge list of values which specify health, damage, defense etc. of different entities in the game, and the job of the different components is to utilize these values. This means that enemies, the player, and breakable environmental objects could all have a separate HealthComponent, but with the health values all conveniently located in one file (the custom resource) instead of having to change the exported variables of each entity's HealthComponent.

okie
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the visuals and production quality of your videos is very inspiring .

tenkeyless
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This is a gem, flawless video explanation and edit. I really loved it and can't believe how you only got around 3k subs

hozerino
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