There is, and I love it, but be aware this setting affects your final product - not just development. So if you don't want your final game to always be on top when launched, make sure you turn this off before you ship your game. This also applies to setting the window location.
I've been learning Godot for a few months now....I learned SO MANY things from this video that were never mentioned in any of the tutorials I've watched. Thank you!
As a beginner Godot developer, I can only fathom just how much time I've saved in the long run by watching a simple 10 minute video. Thanks so much, these tips were really useful.
Thank you for this, I learned a lot of new things ! You asked for criticisms so I'll give you one : I found the many, many "like and suscribe" mentions to be quite obnoxious by the end; it really does not make me want to do either, it just irritated me a bit more each time. Also people are talking about the rythm of your video : I found it perfect. I hate when there are useless moments in informative videos, and yours is packed to the brim with useful info, I don't have to suffer through the "hummm"s, "let me take 3 minutes to show you this", etc. And if it's too fast it's easy to pause or go back, at least it's easier than skipping through diluted info. Thank you, have a nice day, I'll go check out your channel !
Hi! Thank you for your input! Yeah, that's exactly what I was going for! I also hate it when videos take minutes to explain something that could've taken seconds. And I'm also used to watching tutorials at 2x speed so to be very honest, to me personally 80% of the video still feels too slow :P I will slow down a little bit for the next video though, but still try to keep it fast paced with zero fluff, because ultimately that's what I like to watch, so that's the style I'd like to create in. As you said, it's easier to rewind than skip ahead, and every tip is timestamped too to aid that further! As for the mentions of subscribe through out the video, my justification for that was that they were not disruptive. They mention it while still being a part of the video itself. They're usually quick and only stay on screen for a few seconds while still providing context to the tip being shown And considering the style I was going for, I did not want to pause the flow of the video to ask to subscribe. This considered, would you still have preferred a normal pause screen or something else? Thanks
@@kartopod Great, I look forward to your future dev-related videos then :) That's a good point about the non-disruptiveness, which is why I would have been fine with one mention, it's a quirky running joke that also helps the algorithm, I get it. I consume a lot of TH-cam content, I like and subscribe to a lot of things, and the interaction reminders got quite stale, and now feel almost like brainwashing after a while. I totally realize my view on this is a bit extreme, which is why I got addons to automatically skip interaction reminders (yay for Sponsorblock), but they don't work as well when it's integrated in interesting content ;) Anyway, it's nothing to worry about really, if it starts being actually obnoxious I'm sure you'll get other people's feedback, and even to me your video is good enough that it's worth it :)
@@gus3000spam I guess it works then :P Thanks for the input though, I still appreciate it very much! This is my first 'real' and serious attempt at youtube, so I'm still figuring things out! I was really happy with the quality of this video in terms of the content itself as well as the editing, so I figured that the constant subscribe reminder would be excused by the viewer if they perceive the video to be good as a whole. But since you've also given the opposing opinion, this has made me stop for a second to consider it again! I will experiment with the frequency and see where it goes. Thanks again! :)
This video is crazy good, I'm a noob and I didn't know 9/10 of that stuff... Two downsides: first you speak waaaay too fast! ;), and second now I have to transcribe everything in a massive cheat sheet! Really nice job, thank you!
Haha thank you! Advice taken. I was initially going to link to the script of the video to act as a good cheat sheet, but I show a lot of stuff in the video without talking about it so i figured it wouldnt work out. But maybe at some point i could edit the script document to list out all the tips
Great video! Lots of really good suggestions to make you a power user. Small suggestion, wait a second at the end of the suggestion -- found myself going "what was that?" and backing up a lot.
Great video! A lot of these tips were very helpful, especially those on useful project/editor configuration. I did want to follow up on two of the points: 1. There's no real need to wrap your functions in "Callable". They are already type Callable and can use call_deferred directly, avoiding the string reference. 2. For whatever reason, the Movie Maker path selector uses an absolute path by default instead of a relative one (annoying since it saves this in the project settings, which makes it break for collaboration). You can, however, manually change it to a "res://" path and it works just fine.
Wow. Just wow. So much information in such a short time. Im quite new to Godot, so there have been some really amazing tips in that list. Had to rewind a few times, because of your speed. But it's nice to have it in that form instead of one 5-10 min video for a single tip, like others do. Really saves time. Keep up the great work 🤩👍
Thank you! Yeah, I personally dislike it when videos take minutes to slowly explain something that could've taken 10 seconds, which is why I've made this video the way i did! Although admittedly, it seems too fast sometimes, Ill try to slow down a *tiny* bit for the next one, but it's still going to be pretty quick
Absolutely Amazing video. Quick, to the point, and well explained. I knew a few of these, but not the majority and I'll be saving this for future reference.
Thank you! I really like quick videos like these and I always look for them when I'm learning a new software. Was disappointed that there weren't any similar videos I'm the godot space, then I figured I'd make my own!
VERY VERY VERY helpfull but DUDE speak slower i had to repeat every tip 10 times just to catch up with your speed😂😂 .. thanx alot man , i appreciate the effort ♥
Big tip missed. (Or I missed it) You can change a setting in the preferences to autocomplete default functions with type safety and return types so it autocompletes, say, func _ready(): to func _ready() -> void: which is really cool if you statically type everything like I tend to.
Yes! It's called 'Enable type hints' I believe, I figured most people would already know about it, which is why I haven't included it, but maybe I'm wrong!
Good video. I suggest maybe slowing down in the future. I had to play at .75 speed. No need to have a video like this be under some arbitrary time limit. Half or more of these tips came from the Udemy Firebelley Games' Survivors course which you showcased in the background a bit. A quick shout out would be nice. It's an awesome course to learn game development. Keep up the great work.
Okay, slow down, will keep that in mind! The aim of the video was to give out as much information as possible with zero unnecessary time waste, but I understand I may have gone a little overboard. Half or more is a MASSIVE understatement. The only tip I've referenced from the course is 42. call_deferred() and I do believe I give credit in the page I linked for that tip. Most (almost all) of the tips in the video are general purpose tips that I've gathered from a range of sources. I've included all the references for the specific ones wherever I could. Just because firebelly showcases something in the course doesn't mean that's where I got it from, again, they're all general purpose tips. I did use clips from my project while following the course yes, but the assets are still from Kenny and have been widely used outside the course! Nothing else in the video directly references the course. Hope that clears things up! Thanks for the feedback!
I watch everything @2x speed. Everything sounds slow otherwise. Wasn't always that way, it's a learned skill to comprehend that fast. Give it a try, you'll finish more audio books and learn more in a shorter time.
Thanks! I had to rush this video out since i had to work on other stuff but ill have a lot more time for the next one, I plan on making the next one *atleast* twice as good!
For tip #5, the reason you *want* that warning is because it helps you avoid forgetting to scale with delta time, it helps you catch when you accidentally used a script variable instead of the incoming parameter (not as important as in some script languages where you don't even need to declare a variable name though), and it helps you know in the future if it was a bug that you didn't scale with delta. By adding an underline to the start of the parameter name you declare your intent of not using the parameter, which will help 3 months down the line.
If it helps you code better, leave it in by all means! I find that I rarely use delta, 90% of my process methods don't use delta and I find it annoying to have to _underscore every single time. Whenever I do need something to be framerate independent, using delta (even from back in unity) is just habitual and I don't have to think about it at all. Again, just personal preference, if you find it to be helpful, you should use it :)
It's generally just a good warning which can help you out in many situations, not only with deltas. Experienced programmers tend *not* to ignore these warnings, regardless of the language, because they want to be explicit with their intent (in case of gdscript - put the underscore in front of the unused variable). Most compilers issue warnings for cases like this and they got a good reason to! Finally, to each their own, but that ends when you start collaborating or contributing. And that tip should definitely not be called a game changing tip.
@@kartopod Encouraging people to ignore warnings is terrible advice. As others have said, it's not just about delta. All declared variables should serve a purpose and if a parameter is deliberately unused then your code should clearly communicate that intention to your teammates. I would not employ someone who follows your advice on this topic. Tip #5 should be: "Add an underscore at the start of an unused parameter to show that it is intentionally unused, and this will resolve the warning".
@@cakemonitor842 I completely understand! I agree that having it enabled in a team setting could be pretty important. The tip is more or less to showcase that you can disable it if you wanted to. Perhaps I should have worded that tip differently. Maybe one day when im more experienced with programming my stance on this will change, but for now I'd still like to have it off when working solo, just my personal preference :) (I wouldn't have included the tip at all if i was going to talk about the underscore anyways, it says that clearly on the warning and I wouldn't want to waste time stating the obvious :P)
Neat video. I love finding these types of things that help enhance workflow, since I’m a Unity refugee and am trying to learn this game engine as fast as I can
I'm also on the same boat! I was looking for videos like this to learn godot but haven't found any, figured I'd take a shot at making one myself! Working on another 50 right now!
I can't believe that "Auto Switch to Remote Scene Tree isn't default. I also find it annoying to have to un-collapse the nodes when using it. That's just extra work for no reason lol. Awesome video. Learned some very kool stuff.
Awesome stuff. I know it's been over a year since uploaded, but: 5. Unused warning can be resolved by adding _ prefix to variable, instead of disabling it. 10. There is a plugin "format on save" that fixes this and much more, every time you do Ctrl + S (or save the script or run the project). 14. Using @onready makes it easier to refactor nodes as variables instead of using node paths (and is faster).
Lua style dictionaries (#44) is a really cool tip. I was creating an enum and an array to access data before which was a pain to manage since you had to have 2 separate entries. It sucks you would lose the auto-complete of using enums, but it's really nice to just be able to call DataManager.Items.HELMET rather than DataManager.Items[Constants.Items.HELMET].
Great video! Imagine myself, never finding the "Switch to remote debug" on the "Project Settings" and realizing it was in the "Editor Settings" 😅 The rich text animations were a big discovery for me. It will save me a lot of time not programming it! Thanks for sharing! 😌
Re #1: If you want this to also generate the types when you drag the nodes into the editor, you use go to Editor > Editor Settings > Text Editor > Completion, and set "Add Type Hints" to "On"
There's a button in the output window on top of the output filters to regroup similar messages (like chrome's javascript console), it's very useful when an error is spammed in a process function.
your video is just as good as your talking speed really (Talking= EXTREMELY fast I was having to rewind the video most of the time to understnd so it translates to video being EXTREMELY good and really really informative) and uh I had to explain the joke I killled it :( the video was really good my fav being the lua dictionary that will be really handy to be atleast but hehe maybe its only me
Amazing video! The child-parent execution flip is something I was wondering about, very useful tip for me! One thing I was wondering if you know how to do and have time to respond: how can I lock the node so I can't move it around with my mouse anymore? I have a few screens for post-processing and it's annoying when I can drag them around by accident. Greatly appreciate your video, keep up the good work!
Will be working on another 50 tips soon (hopefully)! Already have a bunch of them compiled :D but will take a little while until i can record and edit!
- i didn't know most of the shortcuts. That will be helpful - i will abuse the shit out of the script templates now - code complettion delay, i migh lower it to 0.2 seconds - avoiding string reference, nice, i'll do it eveytime i need to now (both connect and Callable) - breakpoints, you know nobody use them, even if they know it exists. You can't replace the good old print("here") or print("test") - RiChTeXtLaBeLs ArE FiRe and nobody can say otherwise.
Watch the sequel after you're done with this one, ANOTHER 50 tips! th-cam.com/video/6SWoPVIxJyQ/w-d-xo.htmlsi=RAcPDRoDfkHScT3y Which one was your favourite tip? Let me know! Mines number 37. Quickly rename created node 6:13 I really like tiny optimizations that seem insignificant but actually help a lot with my workflow!
My favorite was the one with the autocompletion time. No idea what number that was but I just tested it out and it makes writing code so much more fluent and fast 😎
I will have to pause this to come back to it multiple times to get through this, but I will finish it!
You can do it!
THERE'S AN ALWAYS ON TOP???
This video is literally gold.
Thank you, glad it was helpful :)
There is, and I love it, but be aware this setting affects your final product - not just development. So if you don't want your final game to always be on top when launched, make sure you turn this off before you ship your game. This also applies to setting the window location.
I was like "I'm using the engine for years now, I'll learn one max one thing". I was proven wrong very quickly :)
This 10 minutes may have saved me many hours.
Thanks a lot!
Glad it was helpful! I'm working on another 50 tips soon to save even more hours!
I've been learning Godot for a few months now....I learned SO MANY things from this video that were never mentioned in any of the tutorials I've watched. Thank you!
"you don't have to redesign a donut" best quote :D
Nice tips. Thanks! Looking forward for more tips and tricks.
Literally the first tip helped me a ton with something specific I was struggling with, thanks XD
As a beginner Godot developer, I can only fathom just how much time I've saved in the long run by watching a simple 10 minute video. Thanks so much, these tips were really useful.
Thank you for this, I learned a lot of new things !
You asked for criticisms so I'll give you one : I found the many, many "like and suscribe" mentions to be quite obnoxious by the end; it really does not make me want to do either, it just irritated me a bit more each time.
Also people are talking about the rythm of your video : I found it perfect. I hate when there are useless moments in informative videos, and yours is packed to the brim with useful info, I don't have to suffer through the "hummm"s, "let me take 3 minutes to show you this", etc. And if it's too fast it's easy to pause or go back, at least it's easier than skipping through diluted info.
Thank you, have a nice day, I'll go check out your channel !
Hi! Thank you for your input! Yeah, that's exactly what I was going for! I also hate it when videos take minutes to explain something that could've taken seconds. And I'm also used to watching tutorials at 2x speed so to be very honest, to me personally 80% of the video still feels too slow :P
I will slow down a little bit for the next video though, but still try to keep it fast paced with zero fluff, because ultimately that's what I like to watch, so that's the style I'd like to create in. As you said, it's easier to rewind than skip ahead, and every tip is timestamped too to aid that further!
As for the mentions of subscribe through out the video, my justification for that was that they were not disruptive. They mention it while still being a part of the video itself. They're usually quick and only stay on screen for a few seconds while still providing context to the tip being shown And considering the style I was going for, I did not want to pause the flow of the video to ask to subscribe.
This considered, would you still have preferred a normal pause screen or something else? Thanks
@@kartopod Great, I look forward to your future dev-related videos then :)
That's a good point about the non-disruptiveness, which is why I would have been fine with one mention, it's a quirky running joke that also helps the algorithm, I get it.
I consume a lot of TH-cam content, I like and subscribe to a lot of things, and the interaction reminders got quite stale, and now feel almost like brainwashing after a while. I totally realize my view on this is a bit extreme, which is why I got addons to automatically skip interaction reminders (yay for Sponsorblock), but they don't work as well when it's integrated in interesting content ;)
Anyway, it's nothing to worry about really, if it starts being actually obnoxious I'm sure you'll get other people's feedback, and even to me your video is good enough that it's worth it :)
PS : I just subscribed anyway 😬
@@gus3000spam I guess it works then :P
Thanks for the input though, I still appreciate it very much!
This is my first 'real' and serious attempt at youtube, so I'm still figuring things out! I was really happy with the quality of this video in terms of the content itself as well as the editing, so I figured that the constant subscribe reminder would be excused by the viewer if they perceive the video to be good as a whole.
But since you've also given the opposing opinion, this has made me stop for a second to consider it again! I will experiment with the frequency and see where it goes.
Thanks again! :)
I've learnt more in 5 mins of this vid than 4 hours of other tutorials. great delivery
Awesome video! Learned alot more than I expected. Love your editing style btw snappy and clean
I was watching one of your videos earlier just today! Cool to see you here haha, your videos are great!
Thank you!
This video is crazy good, I'm a noob and I didn't know 9/10 of that stuff...
Two downsides: first you speak waaaay too fast! ;), and second now I have to transcribe everything in a massive cheat sheet!
Really nice job, thank you!
Haha thank you! Advice taken.
I was initially going to link to the script of the video to act as a good cheat sheet, but I show a lot of stuff in the video without talking about it so i figured it wouldnt work out. But maybe at some point i could edit the script document to list out all the tips
This may be the most useful video for people starting out. Thank you so much for putting this together! Now I just have to remember to use them all.
Great video! Lots of really good suggestions to make you a power user.
Small suggestion, wait a second at the end of the suggestion -- found myself going "what was that?" and backing up a lot.
Excellent video. Thanks for all the quick tips!
Thanks! I recently uploaded another 50 quick tips, check it out if you're interested!
This video deserves more attention, great tips!
Some nice genuinely useful tips here! The middle click to close scripts is just 🎉🥳🤯
Fantastic video, as someone who just started using Godot. Thanks!
Great video! A lot of these tips were very helpful, especially those on useful project/editor configuration. I did want to follow up on two of the points:
1. There's no real need to wrap your functions in "Callable". They are already type Callable and can use call_deferred directly, avoiding the string reference.
2. For whatever reason, the Movie Maker path selector uses an absolute path by default instead of a relative one (annoying since it saves this in the project settings, which makes it break for collaboration). You can, however, manually change it to a "res://" path and it works just fine.
Oh, I did not know that! I will have to test it out. Thanks for adding on that's really helpful!
Wow. Just wow. So much information in such a short time. Im quite new to Godot, so there have been some really amazing tips in that list. Had to rewind a few times, because of your speed. But it's nice to have it in that form instead of one 5-10 min video for a single tip, like others do. Really saves time. Keep up the great work 🤩👍
Thank you! Yeah, I personally dislike it when videos take minutes to slowly explain something that could've taken 10 seconds, which is why I've made this video the way i did! Although admittedly, it seems too fast sometimes, Ill try to slow down a *tiny* bit for the next one, but it's still going to be pretty quick
Absolutely Amazing video. Quick, to the point, and well explained.
I knew a few of these, but not the majority and I'll be saving this for future reference.
Thank you! I really like quick videos like these and I always look for them when I'm learning a new software. Was disappointed that there weren't any similar videos I'm the godot space, then I figured I'd make my own!
Good video, I have being using Godot 4 since it came out and I didn't know a good amount of these tricks.
VERY VERY VERY helpfull but DUDE speak slower i had to repeat every tip 10 times just to catch up with your speed😂😂 .. thanx alot man , i appreciate the effort ♥
15 seconds in and my mind is blown already. Instantly subscribed!
More than half of these are new to me, and I've been learning the engine for years!
Export Category is crazy good for organization omg
i was always saving my scripts to automatically format the spacing, thanks for tip 9!
Big tip missed. (Or I missed it)
You can change a setting in the preferences to autocomplete default functions with type safety and return types so it autocompletes, say, func _ready(): to func _ready() -> void: which is really cool if you statically type everything like I tend to.
Yes! It's called 'Enable type hints' I believe, I figured most people would already know about it, which is why I haven't included it, but maybe I'm wrong!
Good video. I suggest maybe slowing down in the future. I had to play at .75 speed. No need to have a video like this be under some arbitrary time limit. Half or more of these tips came from the Udemy Firebelley Games' Survivors course which you showcased in the background a bit. A quick shout out would be nice. It's an awesome course to learn game development. Keep up the great work.
Okay, slow down, will keep that in mind! The aim of the video was to give out as much information as possible with zero unnecessary time waste, but I understand I may have gone a little overboard.
Half or more is a MASSIVE understatement. The only tip I've referenced from the course is 42. call_deferred() and I do believe I give credit in the page I linked for that tip.
Most (almost all) of the tips in the video are general purpose tips that I've gathered from a range of sources. I've included all the references for the specific ones wherever I could.
Just because firebelly showcases something in the course doesn't mean that's where I got it from, again, they're all general purpose tips.
I did use clips from my project while following the course yes, but the assets are still from Kenny and have been widely used outside the course! Nothing else in the video directly references the course.
Hope that clears things up!
Thanks for the feedback!
I watch everything @2x speed. Everything sounds slow otherwise. Wasn't always that way, it's a learned skill to comprehend that fast. Give it a try, you'll finish more audio books and learn more in a shorter time.
Amazing video! the time-stamp tip was very usefull, never knew it existed, the rest of the video was decent i guess
Excellent video.
This type of video is a great deal of work and you did very well. Great job!
This is fantastic! Too many great tips to pick a favorite.
Glad to hear that!
so true
Really nice compilation thanks for sharing these tips!
Absolutely amazing, need more videos like these for suree
My fav was def rulers and the always on top😂
OH!
It's alt.
Always had it on control in Atom.
Thank you SO much!
THIS WAS REALLY HELPFUL THANK YOU
Nice! I was thinking if number 18 was possible! Great video!
I've been at this for maybe three weeks but I can already use a bunch of your tips! Thanks!
this was SO GOOD.
This is great. I am looking forward to more content like this.
Thanks! I had to rush this video out since i had to work on other stuff but ill have a lot more time for the next one, I plan on making the next one *atleast* twice as good!
For tip #5, the reason you *want* that warning is because it helps you avoid forgetting to scale with delta time, it helps you catch when you accidentally used a script variable instead of the incoming parameter (not as important as in some script languages where you don't even need to declare a variable name though), and it helps you know in the future if it was a bug that you didn't scale with delta. By adding an underline to the start of the parameter name you declare your intent of not using the parameter, which will help 3 months down the line.
If it helps you code better, leave it in by all means! I find that I rarely use delta, 90% of my process methods don't use delta and I find it annoying to have to _underscore every single time.
Whenever I do need something to be framerate independent, using delta (even from back in unity) is just habitual and I don't have to think about it at all.
Again, just personal preference, if you find it to be helpful, you should use it :)
It's generally just a good warning which can help you out in many situations, not only with deltas. Experienced programmers tend *not* to ignore these warnings, regardless of the language, because they want to be explicit with their intent (in case of gdscript - put the underscore in front of the unused variable). Most compilers issue warnings for cases like this and they got a good reason to!
Finally, to each their own, but that ends when you start collaborating or contributing. And that tip should definitely not be called a game changing tip.
@@kartopod Encouraging people to ignore warnings is terrible advice. As others have said, it's not just about delta. All declared variables should serve a purpose and if a parameter is deliberately unused then your code should clearly communicate that intention to your teammates. I would not employ someone who follows your advice on this topic.
Tip #5 should be: "Add an underscore at the start of an unused parameter to show that it is intentionally unused, and this will resolve the warning".
@@cakemonitor842 I completely understand! I agree that having it enabled in a team setting could be pretty important. The tip is more or less to showcase that you can disable it if you wanted to.
Perhaps I should have worded that tip differently.
Maybe one day when im more experienced with programming my stance on this will change, but for now I'd still like to have it off when working solo, just my personal preference :)
(I wouldn't have included the tip at all if i was going to talk about the underscore anyways, it says that clearly on the warning and I wouldn't want to waste time stating the obvious :P)
You realize that this won't be a problem until somebody plays your game on a low spec device right? Delta exists for a reason.@@kartopod
My criticism is, that the video got recommended to me AFTER I used Godot to make a game jam game last weekend. Lots of useful stuff!
Well there's a part 2 too of you haven't seen it yet! :P
@@kartopod I haven't! Will watch, keep up the good work.
Neat video. I love finding these types of things that help enhance workflow, since I’m a Unity refugee and am trying to learn this game engine as fast as I can
I'm also on the same boat! I was looking for videos like this to learn godot but haven't found any, figured I'd take a shot at making one myself!
Working on another 50 right now!
Dude this video was absolute fire 🔥
I can't believe that "Auto Switch to Remote Scene Tree isn't default. I also find it annoying to have to un-collapse the nodes when using it. That's just extra work for no reason lol. Awesome video. Learned some very kool stuff.
Awesome stuff. I know it's been over a year since uploaded, but:
5. Unused warning can be resolved by adding _ prefix to variable, instead of disabling it.
10. There is a plugin "format on save" that fixes this and much more, every time you do Ctrl + S (or save the script or run the project).
14. Using @onready makes it easier to refactor nodes as variables instead of using node paths (and is faster).
good one but i will have to rewatch this in half the speed :D
Tip 45 -- this here. This is a tip. Thank you for making this, very helpful!
That is indeed one of the tips of all time
Thank you so much for summarizing all these, very helpful for me :)
Yeah i definitely pulled a couple great tips out of this, thanks
That's awesome, thanks!
just one word to describe this video AMAZING !
Great video, thank you for that !
Ctrl + Shift + I ... amazing thank you!
Amazing stuff, tons of things I had zero idea about
Glad you found this useful!
Lua style dictionaries (#44) is a really cool tip. I was creating an enum and an array to access data before which was a pain to manage since you had to have 2 separate entries. It sucks you would lose the auto-complete of using enums, but it's really nice to just be able to call DataManager.Items.HELMET rather than DataManager.Items[Constants.Items.HELMET].
Incredibly helpful, adopted most of these straight away, thank you so much
Great work. Thanks!
Great video!
Imagine myself, never finding the "Switch to remote debug" on the "Project Settings" and realizing it was in the "Editor Settings" 😅
The rich text animations were a big discovery for me. It will save me a lot of time not programming it!
Thanks for sharing! 😌
Very cool, keep it up!
Thanks!
This was super useful! Thansks :)
Mate its soo useful thx) We definitely need more tricks)
Already planning the next one ;)
Thank you so much! This is amazing ^^
Mmm, Firebelley course
Good job!
Great work!! thanks for putting all these things together!
Glad you found them helpful ^^
Many useful qol tips, gread vid, thanks!
Thank you, that was really helpful !
Appreciate your attempt at making this video concise and not unnecessarily long, but this is just too fast. Awesome video though
Re #1: If you want this to also generate the types when you drag the nodes into the editor, you use go to Editor > Editor Settings > Text Editor > Completion, and set "Add Type Hints" to "On"
Amazing!!! Big thanks!!!
that was helpful hanx a lot man 😊
You're welcome! :)
Kudos for mentioning avoiding string references, I wish they did not exist.
No mercy for strings!
Omg the Ctrl + Shift + I is a game changer for me.
There's a button in the output window on top of the output filters to regroup similar messages (like chrome's javascript console), it's very useful when an error is spammed in a process function.
your video is just as good as your talking speed really (Talking= EXTREMELY fast I was having to rewind the video most of the time to understnd so it translates to video being EXTREMELY good and really really informative) and uh I had to explain the joke I killled it :(
the video was really good my fav being the lua dictionary that will be really handy to be atleast but hehe maybe its only me
Haha thank you, I will try to slow down a little bit in the next one
Amazing video! The child-parent execution flip is something I was wondering about, very useful tip for me!
One thing I was wondering if you know how to do and have time to respond: how can I lock the node so I can't move it around with my mouse anymore?
I have a few screens for post-processing and it's annoying when I can drag them around by accident.
Greatly appreciate your video, keep up the good work!
Yes you can! There's a lock icon on the top bar along with all the tool buttons. It should be the 12th one from the left.
Thanks!
Amazing video
very good video bro make more videos like this😀
This is great thanks. Very helpful!
Great vid !
Very helpful, thank you
amazing, thank you!
Super Cool! Do more please
Will be working on another 50 tips soon (hopefully)! Already have a bunch of them compiled :D but will take a little while until i can record and edit!
Good video ty for the tips!
Thank you. Your vid reinforced for me just how much I am unaware of. (Edit: Or is that "Of which I am unaware"?)
Really nice, tnx a lot, its a little too fast sometimes, but great tips!.
- i didn't know most of the shortcuts. That will be helpful
- i will abuse the shit out of the script templates now
- code complettion delay, i migh lower it to 0.2 seconds
- avoiding string reference, nice, i'll do it eveytime i need to now (both connect and Callable)
- breakpoints, you know nobody use them, even if they know it exists. You can't replace the good old print("here") or print("test")
- RiChTeXtLaBeLs ArE FiRe and nobody can say otherwise.
Factual information
Watch the sequel after you're done with this one, ANOTHER 50 tips!
th-cam.com/video/6SWoPVIxJyQ/w-d-xo.htmlsi=RAcPDRoDfkHScT3y
Which one was your favourite tip? Let me know!
Mines number 37. Quickly rename created node 6:13
I really like tiny optimizations that seem insignificant but actually help a lot with my workflow!
My favorite was the one with the autocompletion time. No idea what number that was but I just tested it out and it makes writing code so much more fluent and fast 😎
@@Backurio Awesome! That one's a real game changer, I'm so used to this now and the default setting feels so sluggish!
@@kartopod You linked me on the discord to this a week ago and i finally finished it, i had no idea about the recording feature. great job man
Love for you
and the algo
Good tips!
Very helpful, thanks!
Good stuff! 👍
THE UNUSED ONE MADE ME CRY. I CAN TURN IT OFF??
Indeed!
Awesome tips, but for beginners speed of this video is a little too fast, I know I can decrease video speed but anyway I hit the bell :D
Good video but I missed most of the tips because I was grooving to Graze the Roof.
Valid
I accidentally watched it all... I'm 200 IQ now, no one can stop me.
Why is there an autocomplete delay? Getting rid of that is such a great tip
How did you get your scripts panel to be above your code? And have the Methods be where the scripts panel was
I used a plugin, I belive it was called something along the lines of 'script tabs'
Thank you so much!
Good video