Unity Developer Tries Godot For The First Time

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Unity sparked controversy by trying to milk developers of money, so let's see what there is outside of that by trying out Godot.

It's been a bit longer since my last upload and my audio sounds a bit janky in this, soz.

Music:
"Porch Swing Days" "Somewhere Sunny", "Wallpaper"
Licensed under Creative Commons: By Attribution 3.0

"Schlatt Crossing"
The 25th Hour
Licensed under Creative Commons: By Attribution 3.0
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3:40 For those looking to use pixel art by default, the global project setting for texture filters is in Project Settings > Rendering > Textures. Set the Default Texture Filter from Linear to Nearest and you are good to go.

MMuraseofSandvich
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No. I spent almost a year developing my 2D game in Unreal (after they officially removed support for 2D games) and I ran into so many problems I eventually decided to start from scratch using Godot. Just over a year into my Godot endeavour and I could not be happier. If you're NOT making a 3D game, choose Godot hands down.

fnanfne
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The Godot documentation is incredible.

pythonxz
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Honestly I think GDScript route is just better with Godot. You might be tempted to go C# (I also used mostly unity before switching to Godot), but docs are just much better for GDScript and C# is mostly "usable if you want". Also I prefer the internal editor becuse you can drag&drop nodes and it will automatically create the right reference to them in code and such features ;-)

Oh: And there is pre-made systems for many things you have done here - like pathing you do not need to code down on your own, but the fact that you could pull that off shows its not a hard engine ;-)

uvata
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Regarding finding other nodes in the scene, Godot has support for singletons, and as of one of the later 4.x versions you can make a direct object reference in the editor which will allow you to drag a node from the scene to reference it in a script, similarly to how you can do with unity where you reference a GameObject and drag it from the editor to link objects to scripts;

@export var exportedVar : Node2D

You can replace Node2D with whatever type suits best, and the @export means that the variable will show up in the Inspector. As long as the node you drag from the scene view matches the type of the exported variable, you can drop in a reference in editor.

tiggerbiggo
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if u want to set nearest as the default:
Project settings (top left) -> Rendering -> Textures -> Default Texture filter -> Nearest

zeeeeeeeeeev
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I hope all these that are flowing into godot remember that godot lives from contributions and think on donating a few bucks to help them

tiagodagostini
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I love how this video is formatted, less jokes and more of a detailed overview in chronological order. It reminds me of Gmtk's developing series. Great stuff 👍

santino
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I love these type of videos. Hope we can see you try making other types of games in Godot.

Is also cool to see how Unity users adapt and improve their skills with the engine

madjunir
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I don't quite understand why the Unity people are so scared of GDScript, sure you will get a bit confused with the different syntax and snake_case instead of camelCase, but getting used to those changes takes no more than a handfull of days

angryybot
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Your logic of never considering switching since you have less experience in an alternative, is just making a paradox for yourself. By that logic anything other than your first is forever out of the question. Like no duh lol.

GIRGHGH
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if you still didnt figure it out, the default texture to nearest is under project settings / general / renderer / texture

akastrauss
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To move the CharacterBody2D, you want to set the velocity property and then call move_and_slide() for it to move along that vector.
There's also a PathFollow System where you can set a path as a collection of points and tell your node to just follow that path.

MatrixQ
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you could add a camera 2d to fix your camera problem

GooberGangGames
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Best walk through of what a game dev's first impressions of Godot is that I've seen. This was interesting to watch. 👍

kiyasuihito
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Hey, you wanted to know how to set Texture Filter to Nearest by default? There are two ways to do this: The first way is to go to "Project > Project Settings > General (tab) > Rendering > Textures" and set the first option, Default Texture Filter, to Nearest; The second is for if you want part of your game to be set to Nearest, for that you simply select the topmost node (or the parent/grandparent of your nodes) of a hierarchy and set that node's Texture Filter to Nearest. If all its child nodes are set to Inherit they all should use the same settings!

IronBrandon
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The thumbnail joke got me. lol Well done!

nobleriflemanstudio
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Seriously considering Godot + Kotlin for my next project, love working with Kotlin so was very excited to see there's a community plugin to implement it in Godot

theevildice
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You can set the root node texture filter to nearest and then all your subnodes in inherit mode will get the same filter behavior.

Venkarian
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You can change your project viewport size(window size) from the Display settings in your Project Settings found on the Project Menu.

dzibanart