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Dave the Dev
Japan
เข้าร่วมเมื่อ 2 มิ.ย. 2019
Hi, I'm Dave the Dev. ^_^
If you want to make games, you're in the right place.
Let's help each other on the journey of indie game development.
I try to post tutorial videos every other week on Saturdays and make Quick Tip and Dev Log videos when I have the time, or when I come across something cool that might help you make awesome video games.
Check things out. If you feel I've earned it, subscribe, become
part of the community, and share your own experience.
If you want to make games, you're in the right place.
Let's help each other on the journey of indie game development.
I try to post tutorial videos every other week on Saturdays and make Quick Tip and Dev Log videos when I have the time, or when I come across something cool that might help you make awesome video games.
Check things out. If you feel I've earned it, subscribe, become
part of the community, and share your own experience.
Take Control of Loading Assets in Godot | Game Dev Tutorial 16
Head to the Dave the Dev Community Patreon to download monthly Godot jRPG Project updates and access to our Discord Server. See you there!
www.patreon.com/davethedev
Will's Reddit page for Homefront Harvest:
old.reddit.com/r/Homefrontharvest/
We post regular Dev Logs and announcements on Twitter:
EXP_Worlds
Checkout the EXPWorlds Game Dev Studio's webpage:
expworlds.com/
Dave the Dev's GitHub Page:
github.com/EXPWorlds
Take a look at a few of our projects on Itch.io:
davethedev.itch.io/
www.patreon.com/davethedev
Will's Reddit page for Homefront Harvest:
old.reddit.com/r/Homefrontharvest/
We post regular Dev Logs and announcements on Twitter:
EXP_Worlds
Checkout the EXPWorlds Game Dev Studio's webpage:
expworlds.com/
Dave the Dev's GitHub Page:
github.com/EXPWorlds
Take a look at a few of our projects on Itch.io:
davethedev.itch.io/
มุมมอง: 3 164
วีดีโอ
Divide and Conquer Game Development with Modules in Godot | Game Dev Tutorial 15
มุมมอง 2.7K4 ปีที่แล้ว
Head to the Dave the Dev Community Patreon to download monthly Godot jRPG Project updates and access to our Discord Server. See you there! www.patreon.com/davethedev As a Patron you'll have full access to my jRPG game's project file, including assets and source code, updated on the 5th of every month. As well as access to our community Discord server. Hope to see you there! We post regular Dev ...
The Glue that Holds an RPG Together | Game Dev Tutorial 14
มุมมอง 1.6K4 ปีที่แล้ว
Great news! I've launched the Dave the Dev community Patreon. www.patreon.com/davethedev As a Patron you'll have full access to my RPG game's project file, including assets and source code, updated monthly. As well as access to our community Discord server. Hope to see you there! We post regular Dev Logs and announcements on Twitter: EXP_Worlds Visit Gothy's Twitter Page: twitter.co...
Building an RPG in Godot | Game Dev Tutorial 13
มุมมอง 3.7K4 ปีที่แล้ว
Great news! I've lunched the Dave the Dev community Patreon. www.patreon.com/davethedev As a Patron you'll have full access to my RPG game's project file, including assets and source code, updated monthly. As well as access to our community Discord server. Hope to see you there! We post regular Dev Logs and announcements on Twitter: EXP_Worlds Checkout the EXPWorlds Game Dev Studio'...
Use Character Textures in your Dialog Player in Godot | Game Dev Tutorial 12.5
มุมมอง 1.9K4 ปีที่แล้ว
Welcome back friends! In this tutorial, we'll learn how to use the EXP Dialog Editor to load character textures to our dialog box. This will be the last tutorial in the Dialog Player series, at least for now. But don't worry there's a lot more on the way. As always, questions, suggestions, and "Hellos" are welcome below. We look forward to hearing from you and hope you join us on this wild ride...
How to make Branching Dialog in Godot | Game Dev Tutorial 12.4
มุมมอง 11K4 ปีที่แล้ว
Welcome back to the latest Dialog Player sub-tutorial! In this tutorial, we give the power of choice to our users by adding branching dialog to our dialog player. As always, questions, suggestions, and "Hellos" are welcome below. We look forward to hearing from you and hope you join us on this wild ride. ^_^ Dave the Dev Tutorial Project GitHub Repo: github.com/EXPWorlds/Godot-Tutorials EXPWorl...
How to Inject Variables into Dialog in Godot | Game Dev Tutorial 12.3
มุมมอง 3.5K4 ปีที่แล้ว
Welcome back to the latest Dialog Player sub-tutorial. In this tutorial, we give our dialog player the ability to inject variables from our game into the dialog box. As always, questions, suggestions, and "hellos" are welcome below. We look forward to hearing from you and hope you join us on this wild ride. ^_^ Dave the Dev Tutorial Project GitHub Repo: github.com/EXPWorlds/Godot-Tutorials EXPW...
How to GDScript a Dialog Player in Godot | Game Dev Tutorial 12.2
มุมมอง 4.4K4 ปีที่แล้ว
Welcome back to a new Dialog Player sub-tutorial. In this tutorial, we'll add GDScript to our Dialog Box and complete a basic Dialog Player you can use in your projects. As always, questions, suggestions, and "hellos" are welcome below. We look forward to hearing from you and hope you join us on this wild ride. ^_^ Dave the Dev Tutorial Project GitHub Repo: github.com/EXPWorlds/Godot-Tutorials ...
How to make a Dialog Box in Godot | Game Dev Tutorial 12.1
มุมมอง 12K4 ปีที่แล้ว
Congratulations and thank you to all the supporters who have helped grow this channel to over 1,500 subscribers! You provided a lot of great feedback in the last tutorial about the Godot Dialog Editor. Over the next few weeks, A few tutorials about how to make a dialog player in Godot and how to use the Story Files from the Editor will be released. As always, questions, suggestions, and "hellos...
Mastering Dialog in Godot | Game Dev Tutorial 12
มุมมอง 17K4 ปีที่แล้ว
Welcome back! I haven't posted in awhile, but I'm happy to be able to share my Dialog System for Godot with you in this video tutorial. Suggestions, comments and questions are always welcome. Looking forward to interacting with you in the comments below... Follow DaveTheDev on Twitter: EXP_Worlds Play Welcome to the Afterlife: davethedev.itch.io/welcome-to-the-afterlife Welcome to t...
[Godot3] How to use Blender Shape Keys in Godot | Game Dev Tutorial 11
มุมมอง 17K5 ปีที่แล้ว
Greetings from Dave the Dev and welcome back. In this Game Dev Tutorial I'll demonstrate how to use Blender's Shape Keys in the Godot Engine. As always, I'd love to hear from you, comment below and I'll do my best to reply if there are questions. Happy Halloween! Dave the Dev GitHub Link: github.com/DaveDaDev/Godot-Tutorials Follow along with what I'm doing on Twitter: EXP_Worlds TH...
Using Blender's Godot (escn) Exporter | Game Dev Quick Tip 3
มุมมอง 3K5 ปีที่แล้ว
In this quick tip tutorial I'll bring you along as I update my Godot Export plugin in Blender. This video will serve as a bit of a prerequisite video for what is to come. If you're reading this, I'll let you in on a secret sneak peek...on the next Quick Tip Video we'll be working with how to use Blender's Shape Keys inside the Godot Engine. If you know the secret type, "I know the secret!", in ...
How to use Multimeshes in Godot | Game Dev Tutorial 10
มุมมอง 33K5 ปีที่แล้ว
Welcome back to the Dave the Dev channel. In this tutorial, I'll demonstrate how to render thousands of objects to the screen while maintaining a solid frame-rate. It's possible using Multimeshes in Godot. Comments and questions are welcomed below, even if its just to say hi. Dave the Dev GitHub Link: github.com/DaveDaDev/Godot-Tutorials Follow along with what I'm doing on Twitter: ...
[Godot3] Make 3D Objects Glow in Godot | Game Dev Quick Tip 2
มุมมอง 13K5 ปีที่แล้ว
In this quick tip video, I'll demonstrate how to apply glow effects to 3D objects in Godot. If you have questions or just want to say "hi", please feel free to comment below. I'll do my best to get back to you. If you want to keep updated about what I'm doing, I post regular Dev Logs to Twitter: EXP_Worlds
Remove Background Noise from Audio | Game Dev Quick Tip 1
มุมมอง 8625 ปีที่แล้ว
Here is the first of my new video series I'm trying, called Game Dev Quick Tips. Feel free to let me know what you think of this new idea or if there is anything you'd like to see in the comments below. Keep updated on Twitter: EXP_Worlds
How to use Perlin Noise in Godot | Game Dev Tutorial 9
มุมมอง 14K5 ปีที่แล้ว
How to use Perlin Noise in Godot | Game Dev Tutorial 9
[Godot3] How to Click 3D Objects in Godot | Game Dev Tutorial 8
มุมมอง 31K5 ปีที่แล้ว
[Godot3] How to Click 3D Objects in Godot | Game Dev Tutorial 8
How to make Custom Mouse Cursors in Godot | Game Dev Tutorial 7
มุมมอง 9K5 ปีที่แล้ว
How to make Custom Mouse Cursors in Godot | Game Dev Tutorial 7
How to make better games using Curves in Godot | Game Dev Tutorial 6
มุมมอง 33K5 ปีที่แล้ว
How to make better games using Curves in Godot | Game Dev Tutorial 6
How to use a custom Cel Shader in Godot | Game Dev Tutorial 5
มุมมอง 16K5 ปีที่แล้ว
How to use a custom Cel Shader in Godot | Game Dev Tutorial 5
[Godot3] How to outline a 3D object in Godot | Game Dev Tutorial 4
มุมมอง 22K5 ปีที่แล้ว
[Godot3] How to outline a 3D object in Godot | Game Dev Tutorial 4
How to use Godot's built-in Toon Shader | Game Dev Tutorial 3
มุมมอง 40K5 ปีที่แล้ว
How to use Godot's built-in Toon Shader | Game Dev Tutorial 3
How to view Normal Vectors in Blender 2.8 | Game Dev Tutorial 2
มุมมอง 2.2K5 ปีที่แล้ว
How to view Normal Vectors in Blender 2.8 | Game Dev Tutorial 2
How to get 3D Models from Blender into Godot | Game Dev Tutorial 1
มุมมอง 2.4K5 ปีที่แล้ว
How to get 3D Models from Blender into Godot | Game Dev Tutorial 1
I couldn't find the Blend Key option in the Mesh Instance section of the Inspector of Godot, it only appears when I disable all modifiers of my project in the export settings in Godot. What do I do?
Yo thanks man!
thank you very much 🙏 i remembered watching this video a long time ago when i was learning Godot, and now i am much closer to making an actual game. i just got the first practical use for Curves: today i made a simple synthesizer as the first step of an early-development game having a built-in DAW that can respond to messages from other scripts so the music can instantly change based on what happens in the game. the first few prototypes of the synthesizer were more traditional, with some or all of the waveforms SINE, TRIANGLE, SAW, SQUARE being hardcoded into the synth. after that, today i remembered that i could use Curves to make any waveform visually so i watched this video again as a reminder of how Curves go. after i added support for curves, i deleted all code for hardcoded waveforms and got really excited to interpolate some of the Curve waveforms with another single-purpose node type before sending it to the synth node 😆💗 the only thing i needed to change for Godot 4.3 was Curve.interpolate() into Curve.sample() - 2024-12-05, 5 years after this video got published
Wonderful work! Do you have any script to generate the Stop Motion effect with 3D models but also work with transitions, or what would you recommend? Thanks
thanks ! it helped a lot, and no i heared nothing but your voice.
Thanks dude very straightforward.
Thank you. I was using the other outline method but it didn't work with shapekeyed faces without absurd amounts of effort, and this method is so much easier
Sadly my model's faces all rip apart separately
Question: Let's say I have a tree mash. if I simply make copies of the mesh in my 3D modeling program, then export the entire forest as a single mesh, does that work? Or is the CPU taxed for every single tree? I think it should work since the forest is exported as one mesh, but I'm not sure. Please advise!
Good question, the CPU wouldn't be taxed, it's the GPU that would do all that work. The CPU would have to transfer all the data to the GPU only once at load time, then every frame it would submit a simple draw call to the GPU every frame for the entire forest. It's a solid idea for reducing CPU overhead, but it pushes a lot of work onto the GPU depending on the vertex count of the forest. There are still a few things you can do to reduce the GPU's work. For example, If you load your entire forest as one big mesh, you would have to render the entire forest even if the player can't see most of it. You could split the forest into chucks and only render the chucks the player is looking at. It's a balancing act, you don't want to be submitting drawcalls with CPU for every tree, but you also don't want to render an entire forest with the GPU, most of which the player can't see all at once.
Thank you! PS: The plugin to escn format is godot-blender-exporter and still works on my Blender 4.1
This is exactly what I needed. Quick and to the point. I figured there was a way to do shape keys in Godot, I just needed to see it. Thank you.
Thanks, this video is still great in 2024.
and it will be in 2025
I had already started working on something way more complicated and beyond my skill level, because I thought I could maybe handle it. Luckily I googled a bit more and found this
I really love the smiley face at 1:40 ^~^
extends Node3D @onready var Sphere:MeshInstance3D = $Sphere @export var perlin_noise:FastNoiseLite @export var amplitude : float = 5.0 @export var speed : float = 0.2 var time : float = 0.0 func _process(delta) -> void: self.time += self.speed
why does node 3d have using "spatial"
The tutorial is 4 years old and uses an older version of Godot. Back then, Node3D nodes were called Spatial nodes.
@@DavetheDev do you or are you planning to make an updated tutorial for 4.# Godot
Always thought godot toon shader is imperfect.. and now that I watched your video, it just hasn't been used right! Thank you so much!
Dose this only work with the same mesh or can I use multiple meshes?
My understanding is you can only use a single mesh per multimesh, but you can use as many multimeshes as you want.
@@DavetheDev Okay I'm just trying to make a Minecraft looking game (and no, not all blocks are kubes or useing the same texture).
@@sekaus9158 For the blocks, Minecraft like games usually use the CPU to generate a mesh dynamically from voxel data; one mesh per chuck. Multi-meshes won't be particularly useful for the blocks because each chuck mesh is different. However, if you have a lot of the same mesh whose properties don't need to be updated frequently cpu-side, like flowers or trees, then multi-meshes might be useful.
peak
Damn. Thanks.
its insane how the new videos and tutorials are useless,need raycasts and adding some other nodes-classes,connecting them etc.While its this much easy...thank you man saved my hours
Thanks Dave. Still plenty of food for thought in 2024 and Godot 4.x
How do you tell if somebody uses arch? Don't worry, they'll tell you
Now it's FreeBSD. Not a fan of SystemD or GNU.
I'm getting errors trying to export with this in 4.1
Thank you
How can I use webview inside godot
Is it just me or does math put in code make way more sense than whatever nonsense they do in algebra
thanks!!
Handy! Your tutorial is very clear and useful. Thank you ^_^
This is awesome! Is it possible to add the same idea to a plane instead of spheres?
Sure can. Although, I'd recommend augmenting the plane's vertex positions in a shader rather than on the CPU.
the picture for the gpu eating through the data.... that's funny
It would be better if you talked it through as you did it, but nevertheless, this worked great for me. Thanks!
By the way, as of Godot 4 the OpenSimplexNoise class is now FastNoiseLite.
can we use shape keys in multi mesh instances?
Nothing happened, is it different in Godot 4? I assume so since for example the ray bool was already enabled
Yes, it was made for Godot 3. Thanks for the feedback. I've changed the title of the video to reflect that it only works in Godot3.
Do you have an updated tutorial for Godot4?
No, I've moved away from Godot, but thanks for the feedback. I've updated the video title to indicate it works in Godot3.
I got this to work in 4.1. When going to your second pass, choose New StandardMaterial3D instead of New SpatialMaterial as in the video. Then you'll find these options in different places: turn on Unshaded by going to Shading -> Change from Per-Pixel to Unshaded... Transparency -> Cull Mode -> Back.... Grow -> On -> then set amount. I hope this helps.
@@RangerX___ Thank you so much brother you saved me
@@bleoparchive7833 Glad it helped man!
strange that this signal wouldn't include a reference to the node that was just clicked on. i have the Area3D send a signal to my camera and i want to detect which object i last clicked on to make the camera orbit around that object.
That's what I'm trying to do as well, did you find any solution to get the node just clicked?
nvm, just found a solution, the argument "shape_idx" return the index of the collision shape of the area, but since there's only one collision shape, it will always return 0. So the best thing to do is to use a single Area3D and adding all the CollisionShape3D as children, as many as you want; this also mean that the Mesh must be child of the CollisionShape
godsend
That intro looked like it was made on a graphing calculator. Big fan of it!
Thank you :D
❤❤❤❤❤
Hi! I was recommended your tutorial by a friend and it looks almost like what I'm looking for. But looking at the Dialogue Editor window, do you have a way to link functions with options? For example, if I want a dialogue option to reward the player with an item via calling a method, can I do that? Thanks!
Hello. First a caveat. This tutorial won't work with Godot 4.0, it's obsolete, but the concepts presented are still solid. Also, I don't maintain this tech anymore. But, to answer your question, yes, you can link functions to options. You can include a function name in your JSON data along with any data you might want to pass that function. When your dialog player loads the text from a node, it converts all the JSON data into a Dictionary. Once your data is in dictionary form, your dialog player script can get the name of the function you want to call and use that string to get a reference to a function stored in a lookup table. This assumes you've created a "look up table" of functions; basically a dictionary where the key is the function name as a string, and the value is the actual function reference. You can call the function reference and pass it any of the parameters from dictionary that has been converted from JSON from the text in your node. The text in the node might look something like this... <choiceJSON>{"Red Potion:{"function":"player_inventory_insert", "parameters":{"item":"Red Potion"}}, "Blue Potion:{"function":"player_inventory_insert", "parameters":{"item":"Blue Potion"}}, }</choiceJSON> Hope that helps a bit.
that was the best intro ever
I still come back to your tutorials now and then just to refresh my memory. Thanks again for your content, Dave!
Funciona para juegos en Android?
please update tutorial
Try using the sample() function instead of the interpolate() function! It got updated in Godot 4
Did you got on a regular job? I just bumped in to your videos curious what your making. Thanks for the Multimesh Vid didnt know godot have something like that.
If you learnt something usefull and like your game running at 60 frame per second consider hiting the like button... XD
I have input ray pickable on and I cant make the on input event work at all
sad. glow not work in godot 4.0-4.1