@@foreignwarren7361 Unity's (clunky ui editor that constantly requires bandaid solutions in order to make stuff work/interact properly, such as separators, etc), GameMaker's (gotta make most of them from scratch... for reasons), Construct's (same as gamemaker, since the web-based ones don't even interact w normal layers and are a pain to customize), etc
I feel like you could have elaborated more on why the node system is so good. I had a different experience from you when it came to the nodes -- I felt that the system was intuitive right away and probably the only reason I continued to use Godot. The power in the node system is that once you learn the system, you essentially know how to work with any possible object at the highest level. When I learned how to make shaders during a game jam, I only had to watch a tutorial on creating them, but as soon as it was done, I knew exactly how to interface it with other objects in my game because it behaves exactly like every other object in my game. The node system essentially makes it so that all of the learning happens up front and you immediately reap its benefits for the rest of your time using the engine.
I tried teaching a friend to use Godot recently and noticed that the stumbling block is the difference between Scenes and Nodes. Conceptually they are very similar and both allow for reuse as well as a certain degree of inheritance. But sometimes it's a bit arbitrary as to whether you need to use one or the other. I feel like the Scene concept is not really necessary and perhaps the entire system can be Node-based.
im still new to godot but after watching some of GDQuest talking about how node works and its concept now i feels like in home Node system is prety much like what i used to do in my cinema 4d for maing animation and do some rigging stuff
@@EmblemParade scenes are just about encapsulation, you can create an entire game in a single scene, but it will get hard to navigate a big tree and you will end up with a lot of unnecessary redundancies that will be prone to bringing in bugs if you only update some of those redundant nodes and miss others that needed the same changes. Breaking out related nodes into self contained scenes just clears up most of that redundancy, makes it easier to update things in a way that will automatically propagate out to all scenes with a shared origin, and just makes organizing and navigating a fair bit easier.
19 Years ago I chose Game Maker (one of the earliest versions). I've been blown off by this engine these days. It allows you to make game even without single line of code.
Change you're mind! Godot is not a good first engine at all. It is setup completely different than most engines and there is little to no learning material.
I have hopped between 3 game engines, Godot is 100% my favorite and I have only been using it for 5 days. I can finally fufil my gamedev dream with godot and make games. I don’t care if the games don’t succeed,I just love making games.
The coolest thing about the AnimationPlayer is that it can animate animations from other AnimationPlayer nodes. That way you can combine multiple animations without needing to make separate animations for it. I also use them a lot to animate AnimationTree properties, to create transitions within things blend spaces. And they're great for doing vfx, by doing things like combining particles with screenshake. The second best node is definitely the Tween node, it can make everything look buttery smooth within a matter of minutes.
I agree about the AnimationPlayer. Heck you actually do full cinemactics with the animation player. It due to the fact you have access to the entire scene. I love it.
I had to choose between unity and godot, and i'm VERY happy i chose godot. One thing you forgot is that godot is super small and runs on even a potato PC. Thank you for your video's!
One of the strengths of the AnimationPlayer is, that it can animate each and every property of any node and can even call functions with arguments etc. Once you get used to the possibilities it's such a benefit. Secondly the scene system (similar to prefabs in Unity) together with the node system make it so flexible and easy to recycle or assemble features, assets or whole levels. On top, Godot is so small in size (just a few MB, compared to UE or Unity with their GB size). It is open source, there are some specialized versions of the engine from people out there with additional features. And after all there are absolutely no liabilities with respect to the projects you create. I never felt comfortable that Epic wants a cut of the revenue generated with UE games. Godot fits way better for smaller indies valueing their independence.
"Godot fits way better for smaller indies valueing their independence." This rings true today more than ever, considering Unity's recent runtime fee starting Jan 2024. We are switching to Godot tomorrow morning. Bye Unity.
With Godot, you could literally DRAW your levels with pencil and paper and put it into your game. I made a tutorial talking about that and showing people that. It's like somebody thought of almost everything when they made Godot and YES, it's only going to get better because more people are discovering it, are happy with it, and there are LOTS of approaches that a person could take to making their game in Godot because it's set up that way.
The first con of having little learning resources is why I started doing tutorials, I didn't want others to have the same headaches I have and I try do obscure, intermediate tutorials as there are tonnes of resources for beginners. Now godot learning resources is growing seriously fast with many decent channels I'd say its no longer a con now.
This was super useful! I’m currently learning C# in unity because I’ve never learnt a written code. But my plan after that is to use the Godot engine for 2D and unity for 3D based on the flaws you mentioned. I really like the sound of GD script and the node system. Something I don’t like in unity is the way I have to use visual studio rather than the code writing being built in the engine
maybe you need to foccuses on C# since godot have too,plus its more powerfull than GDScript(in the smallest margin) but hey you can uniform it and make your transition smoother
@@monadoboy1887 Godot has a mono version that works great with C#. I love using it an I prefer it to GDscript due to the power of C# (LINQ statements, working with dictionaries, Arrays, Lists etc...)
2D in godot I must say that it's quite good, but you are right in saying that the 3D lacks improvements, I could see slowdowns, every time I tried a small scene, I hope that Godot 4 improves the 3D approach a lot. But despite everything, it's my favorite engine, I especially love it for its nice language, GDScript
I'm a Game Maker user, but I really am interested in Godot. I tried it sometimes, but I never made a complete game with it, not even flappy bird. You pushed me forward to try it another time, so thanks :)
Ex GMS2 user. I switched to Godot because GMS not doing anything new. Adding "real" objects and functions is great, but it's still lacking in so many ways. Godot is already good and getting even better! :-)
LTS, new multiplayer, SDF font support, Opera.gx, move and collide function, particle editor, and much much more. As it stands, GM is superior, it is just a little behind in terms of features.
I really like Godot’s lightweight, but every now and then I think about going to unity because it is already a “stablished” engine. Even though I dislike going back and forth between unity and visual studio(pc freezes sometimes)
I'm way more used to c# so trying GD script is kinda wired , it seems like there many short cuts and I don't Understand it as much as c# Anyway c# is my first language , maybe that's why But Godot has such a user friendly interface that's really functional
Yeah, I have done two games in both engines(block breaker and ping pong), and they were both relatively easy to be accomplished with both unity and Godot. I guess you will see bigger differences when the project gets larger
I feel like Unity is my maim tbh. Mostly cuz Unreal seems to be tailored toward 3d, Godot seems to be about 2d more. But Unity seems to do both really well I think
i just started making my first game ever last week, and i’m using godot to do it! i discovered your channel shortly after, and i love it :) i haven’t even seen the video yet, but i know i’m gonna really like it!
Actually the thing abt godot i like the most, is that the code editor is in the engine. Coming from unity its really ccomfortable not having to wait 20 secs after making aa change to test it out
At the beggining, I wanted to choose Game Maker Studio, but he is pay, so I saw Godot, but I cannot test her because of the old OpenGL version that I had, but now, you inspired me to love and search Godot again! Also I want to make a game with the art style seem like your "Rat Roguelike"
Hey! I'm a Gamemaker dev, but I think I'm starting to get jealous about all those amazing features that Godot have, might consider to try it and maybe even switch to it when I'm done with the game I'm currently making Great video!
Only if you want to make it harder on yourself to make a game lol. Godot has a steeper learning curve and it takes longer to get things up and running. Also the manual is really bad lol.
This looks interesting, I’ll definitely make sure I watch the video as soon as it releases. I just started Godot, maybe this will help me a bit? P.S, love your content!
For my stylised water implementation, I need a way to write to a custom depth buffer so I can create underwater fog. Also, not sure if the decal node in Godot 4 already supports animated texture but last time I checked it didn’t. I really wanna have that water magic working😎
I'm into making visual novel with Godot, and I love it so much... theoretically. ^^' On paper Godot could be an incredible engine for such projects, way above solutions like Renpy, Twine etc. Hell it could be even better than Unity + Naninovel. Because most VN developers are not coders but writers and graphic designers working alone, we need an easy to use framework, and such thing doesn't exist yet. So far best few frameworks we got are focusing on dialogs branches, and as soon as we need other functionalities like character's skills, items lists, input settings etc, we got to do it outside of the framework, and spend a lot of time and energy to figure out how. Only serious solution is Dialogic, that comes with tools to do such things, and it is a very promising solution (build by quite a bunch of kind folks, which is a good plus). But Dialogic is still quite in early development, although it can do a lot of things there are a bunch of rough edges. It's the kind of tool that pushes you to use dev's version because stable one lakes features you need, but when you can get it from dev's version you get into bugs, and there's also a huge lake of functional documentation, so you need to get in touch with devs through their Discord channel to figure out your questions, which is pretty cool has they are nice people, but make them lose their time (and yours) into going through questions that could be salved through a neat manual. It's very interesting to talk with them, but at some point you're like "OK, fine, I like you guys, I really do, talks are pretty interesting, but I should be developing my story, not fooling around Discord..." Then you end up a bit like Emilio (main dev of Dialogic) : "goal at the beginning was to make this tool so I can build games faster, but I ended up working more on the tool itself rather than my games". ^^' If I'll contribute (documentation, translation..) I'll be very glad, honestly I would, but it's not what I come for in the first place. But well, project is awesome, people are great, it's free to use, open source, all the good stuff, so it's just fair and pleasant to give time to help if possible. There's also Dialogue Designer, but although the way the interface is designed (a bit like Twine) makes it great to visualize your story tree, as soon your story is full of content it becomes a mess to locate what you want to modify. Dialogic (more like Tyranobuilder) is way better on that point. Oh, and also you got to buy Dialogue Designer, then buy Dialog System 2 so you can use Dialogue Designer into Godot, then you may want to buy GridlessDB to get a better grasp on lists... and at some point (even if it's cheap) you wonder how far this economic rabbit hole will go. Plus the support is non existent, everything looks to rely on one guy that hasn't been able to answer on his TH-cam presention this question : "looks like it hasn't been updated in some time and still has a few small bugs, do you plan to keep supporting it?" posted one year ago... and yes, it looks like there are bunch of bugs, and troubles on exports, and no answer to people complains. It looks neat but sounds like a nightmare... It is quite frustrating, because it is sure thing Godot can be a very powerful VN engine, if not the most powerful solution possible. There's no doubt about this. But right now for most creators it is more of a possible future than a reality.
I could even 3D experiment (with cel shading) with Master Chief metal bending against Zuka Zamamee the fire/PLASMA bender as an animation. WOULDN'T THAT BE COOL! If I become a master with this program, I could make whatever I want. Sounds like a fever dream considering I've never had experience with developing nor creating anything. But I just come up with the best ideas that need to be shared and yet, I may never be the person to pull any of them off.
I love how you addressed the "experienced programmers" "yeah, that's how it's supposed to work" ... godot is the only engine that ever really got me hooked long enough that I feel I understand it a bit .. and apparently it's because of how well it does code reuse..
Finally someone else who knows and somewhat understands lua, from your description of gdscript being a mix of it and python, both two languages that I like. Also, AnimationPlayer is the best animator out of any engine I have tried. (being mostly scratch, very laggy and unbearable unity due to my potato pc and game maker in which it didn't really click for me)
@@ralsei7170 HTML and CSS are not really programming languages. They're markup languages for making the frontend of a website. They don't have any logic, so no real "programming" or "scripting". They let you display and provide static information.
Thanks for the feedback. I've been using Phaser3 on my current game for the past 3+ years. Once released I'll be looking into Godot after a long rest. 😵
It's such a shame other apps don't have such a flexible animation tool! Here's a tip: AnimationPlayer can call functions! I used this when I made a bullet hell shmup in a rush to animate bullet spawners position and other parameters (with visual gizmos, thanks _draw()!) and just call "shoot()" when I wanted it to shoot! I made every pattern an animation and cycled between them to fill the screen!
I use GameMaker Studio 2 to make my games. After seeing this video I tried Godot. And it was really good! Even though my main Game Engine is still GameMaker Studio 2, I will also try to make games in Godot.
I would like to see more about godot performance, graphics and other technical aspects. So I decided to continue my searching about it. Thanks for the video!
Great video! I come more from the retro-community and your comment is very true: limitations create more creativity. I tried Godot 4.0 today first time. Its an incredible efficient tool for 2d-game developing.
It’s really cool that you actually care about your fans and reply to their comments other people don’t want anything to do with their fans and don’t even bother to reply your really nice and awesome 👍
Definitely gonna use Godot once I've gotten the basics of coding down! (Still messing with Scratch at the moment haha) The node system looks really helpful, plus I wanna make games that look like they crawled out of the PS1 so most of the 3D issues don't affect me :-D
After 2 months of development on my 2d game in godot. I screamed hell ya when yoy brought up Animation Player, all NPCs have the same Animations, just different sprites. On top of that you can animate values! Such as a volume fade, it's crazy
Interesting thoughts, I really liked the video. If I may, though, I do disagree about the whole limitations thing regarding game engines. I do abide by that with other things, such as the restrictions given in game jams. However, it is really frustrating when you are looking for a tool that you just don't have, so I disagree with that idea for game engines, at the very least with larger projects. For a game jam, it is obviously good to lean into the strengths of an engine you are used to, it doesn't make much sense to try and learn Unreal if you are more proficient in Godot when you only have 48 hours or so. With larger projects, I think it is a much better idea to use whatever idea you have to determine which engine you should use, not the other way around. (For instance, the expandable nature of the Unity Engine is why I am using it for a large project that I am working on) Also, I am really intrigued by the node based system. As I fall much more on the programming side, you are right when you say that it is important to design things to be reused and recycled, and I take great care in doing that in my game systems, so hearing that Godot does it better than other engines you have used sounds really awesome, so I'm excited to check it out. I've been going back and forth with wanting to learn Godot because I don't have too much time right now, but this video makes me super excited to check it out!
Spoken like a true programmer! haha I don't disagree with you that you want something that will work for your large scale project. Honestly, I think organization is more of an issue with larger scale projects then limitations. And Godot is fantastic with organization. But I think saying that using a tool with limitations is a bad thing is silly, literally every game made from the NES - N64 had to fight major limitations to create. Limitation breeds creativity. Now, I'm not saying making a 3D game in Binary or something crazy like that. All I'm saying is Godot's "restrictions" aren't that big of a deal that could make or break a game. :D
@@Goodgis ahh, that makes a lot of sense! And it’s also good to hear that Godot is good with organization, as I really want to mess with it at one point, and organization is very important to me. Thanks for the response
Godot is also completely open source so if there is something you don't like or that limits you, you can literally go in and change/add it yourself. In that way, Unity is technically more limited than Godot. If you want to add or change core features of Unity, there is nothing you can do about it. Although Unity does give you a head start in 3D of course. Unity has money and several years of development ahead of Godot in that department.
my main issue with other engines is that you can mess up stuff so easily and struggle to find a fix, the thing that pushed me to move from unreal to godot was when i was making something in unreal with post processing shaders they just randomly stopped working, never could find a fix, i even watched like 4 tutorials on making the exact post processing shaders i was using making sure i wasn't missing anything and never found a solution, and it wasn't just that, there were tons of random things that would mess up stuff, whether it was a random shortcut that i accidently pressed or whatever it could easily mess things up, i wish more engines went to route of godot in keeping things only as complicated as they need to be
I personally prefer Unity, I like the challenge of C# and I find it really fun! Nodes haven’t ever felt natural or intuitive to me, and I always felt more confident with typed code than any node based system like unreal, godot or scratch
Nodes are just objects, like in any object oriented programming. Same idea as unity GameObjects. You can write a game entirely with code in Godot if you want. But the node system is just a way to visualize what you should be doing anyways in code. Unless you're exclusively a functional programmer.
Possible Unity refugee here, trying to diversify my skill portfolio a bit after recent events. How much would you say the scene has changed in the two years since you made the video?
Personally, it's pretty similar, I would say the 3d functionality got better. Also, since a lot of people are moving to Godot, there will be more tutorials and resources if that's important. Also, it will get more funding because of more users so it will get better faster
I use Unity, and for the most part I'm happy with it. Unfortunately, it has a few problems with lack of support for 2D, and with the Animators, which you are essentially unable to access with script. It seems like it also shares quite a similar animation system with Godot, but I might be wrong.
I feel the Animator is quite modular with the attachable scripts. I feel 2D does have less support than 3D, but I think it is alright. Just my opinion tho.
Your explanation of Godot's node system reminds me a lot of Unity's prefab (and nested prefab) system. You can create reusable components and compose them to create something totally different.
For anyone coming from unity, nodes are similar to components in unity. It basically the inverse of the way unity does it. You add components to build objects in unity. And In godot you add nodes to build objects.
I'm mostly trying once again to make a game on Godot to get some practice for programming, because I sure won't be able to finish it without any help. GDscript being similar to Python is good, considering I'm mainly a Python dev...
the no learning resources point is a pro if you're a gamedev youtuber: there's a demand but there's no supply, so you can be the first on the market and it'll be super beneficial for you. it's how i gained most of my views xD
I played with Unity a few times and Godot and I really liked the way Godot felt compared to Unity, although the lack of tutorials on things was annoying.
I agree that limitations provoke creativity. I disagree that this is a good thing. I think it's an emergent property of a sometimes necessary evil. I can be creative without limitations where as some limitations prevent me from making my creative vision for no reason.
I'm just saying, your engine doesn't need every bell and whistles to produce good games. I know people who jump around game engines looking for the perfect one, and it doesn't exist.
This is most likely the only game engine I could even consider using to any degree. Screw Blender 2.93 on my 2010 laptop with DX10.1/GL3.3 graphics. I'm usin something that's greatly attuned to 2D graphics. I wanna make Halo 32x someday, or simulate what it would be like on a Sega 32x when in actuality it's just a Linux exclusive that requires OpenGL 3.3 with RGTC texture compression to save file size and maximize performance in 240p. My NVS 2100M has 512MB of effectively 1600MHz DDR3 bandwidth but raw power is weak so I should focus optimization on memory utilization to really exploit my hardware.
Here is one con of Godot I don't see tossed around so much: audio clips and breaks easier than other engines. I've had a very bad case of audio breaking in my game, I've seen a couple of people asking around what was wrong with their audio and I've seen some people mentioning that Godot games had audio issues on their PCs.
I'm still trying to learn Godot. I'm kind of tossed up between Godot and Unreal. One good thing about Godot though, it is forcing me to learn a bit of coding.
godot dont have lod support, but its easy to implement and there are some add'ons that do that for you... well i never tried, but it looks easy to do or to use. one big issue with godot is not having occlusion culling (well godot 3.4 and 4.0 will have it, but at least in the beta of 3.4, you have to do some manual tweaking, its not just "click to enable oclusion culling" you have to specify oclusion areas or something like that. i hope they make an better algorithm by the time they relase the 4.0 version, on the other hand an generic algorith to try to solve any situation may not provide an performance as good as if you manually tweak it to fit your game. another thing to consider is that godot currently dont have an automatic subdivide, so you have to create an model of your assets for each LOD, i think some one is developing it, but i dont expect it to be as good as the one that unreal 5 will have, the automatic subdivide/lod from unreal called nanite may not work for every 3D model, i'm not sure if it can handle complex shapes like an human being or just stuff like rocks, but it should be much better than anything godot will have for the next couple of years. oh, and godot dont have texture streaming afaik, this is an important feature for games that you fast travel on the map, such as racing games.
I'm jumping in from javascript engines, so I highly doubt the 3D limitations or performance implications will be an issue lol (especially because I'm making a voxel game)
I frankly ADORE gdscript. Most convenient programing language for game dev I've ever used. Python and Lua are great in a lot of ways, but I feel that they were never really meant to do game development. (With the exception of Lua being great for data driven engines or modding support.) But the sheer amount of convenient features in gdscript is astounding. I especially appreciate the move_and_slide_with_snap() built in function for KinematicBody because it turns many lines of C++/C# into one fully featured platforming movement function (I don't remember if it comes with a built in boolean for coyote time... But that's not too hard to do with a basic delta timer).
using godot has been a very calming experience for me. gdscript is way easier and cleaner than c++ and c# in my opinion, which really makes my experience in godot better.
I have encountered a lot of bugs and issues in Godot, like my script not working with other objects, animations not playing properly, i thought GDScript was bugged so I even used C++ in Godot but that too didn't solve. So I finally decided to make my own engine using C++ and OpenGL
GDScript uses a python like syntax and I have never been a big fan of python that might be the issue. One more thing is that every script you make in GDScript is not a class which causes messed up code
There's one point I also keep on making for any other Open Source program like Blender, Krita or any major Linux distro - any time you are willing to invest in actually using Open Source software is time that can not be taken away from you by a large company buying your favorite program to let it die or put it behind a subscription wall or whatever. And even in the worst scenario that the program is abandoned some day - the code is still there. You *could* theoretically hire someone to fix it enough for you to use it some more. Also any support you show any open project is a benefit for every user and especially any user without the means to pay for subscription. And hell - Open Source software never comes with any stupid invasive OS blocking licensing DRM software launcher. You want a cutting edge software with the best of the best art - yure: go for unreal. Hands down. Unreal is awesome. And at least currently Epic are also still an awesome company. But if your project and workflow suits it I always make the point for at least giving any Open Source Software a try. That point alone is worth checking Godot out. Not to mention Sonic Colors was released on Godot 3.x (probably heeeavily modified by SEGA) and TESLA are using godot for some of their cars' UIs, apparently. :)
I left godot, 95% of the reason is having no near enough tutorials, 5% because it always felt messy, gdscript is great, nodes are great, if tutorials do get a big jump, i'm surely coming back
Breh, my thoughts exactly. The irony is is that GODOT would be a really good first game engine if there were more resources for more than just the very basics. But the size of the GODOT community means limited number of tutorials and that could potentially limit the growth of the community. I really want GODOT to grow. I love open source free stuff! I am not sure if that's going to happen. Let's keep our finger's crossed.
@@samuelpope7798 always on the look man but it's getting harder to switch the more i get familiar with unity u know.. godot should do a lot of work but there is potential for sure
Game Development Center has a whole, in-depth advanced tutorial series on networking in Godot. I think that's part of the tutorials he was referring to.
What I like about Godot (as a noob): -Python based language: It's one of the easier yet complete language for me, as a non-programer that still want to add more or less custom scripts. -Open source: well, it's open source. Not gonna expend on that. -Lightweight, portable and perfect for 2D: I like to work on my laptop, it's not a workstatikn and it's definitly nothing comparable to my desktop. And I like 2D graphics, at least as a maybe future indie dev. -The nodes: Pretty intuitive and easy to use for everyday people. -Future: I started godot 1 year ago, and it's evolving rapidly. I'm sure it will keep going on like that and follow Blender's path (my second favorite software after ZBrush, yes, I like some paif stuff too !) What I don't like: -The manual is highly unspecific -Some features are very unintuitive, and I had hard time resolving a lot of jitter problems. -The nodes: I like them but I hate them, there is something very frustrating with the nide structure. It's so easy to build something and end up trapped in your creation, having to build work around to get out of your own traps or completly scrap your node and start from fresh (usually the better idea). It's not that it's harder than "real" programming. Just that the simplicity of it make it easier to come to it for unexperienced users.
I'm a novice as far as gamedev goes but I'm not a fan of gdscript's mixture of static and dynamic types. The editor has sometimes trouble figuring out what you're writing (e.g. whether a method actually exists in an object) and that lets some typing bugs slip until they break midgame. Aside from that, I'm just starting with Godot but I'm liking it a lot. I used a lot of prefabs and "prefab variants" in Unity to have hierarchies of functionality, which basically worked as a clunky node system like Godot's. So I'm quite fond of that system. Also, I have just seen a superficial view of the animator but seems to me like it's not so different from Unity's, which also lets your animate any property using keyframes and curves.
if you have a nintendo switch, you should use game builder garage! its a very simple node based coding program that has lots of limitations, but I think that makes it a lot more challenging to make things work, so id love to see what you would do with it
I just started learning Godot and I have a big problem with finding something that will help me understand the GDScript and learn how to use it. P.S. I really like your videos, this style and montage and your comment make them perfect to watch and listen
I saw recently Godot getting recognized by everyone. So I am now setting in motion to work with Godot and I know Python as a programming language but for Godot, I need to learn GDscript (C# and C++ can even work). So my question is should I go with Godot? Thanks :)
The worst thing everybody does is lack of performance optimization. I tried to download procedurally generated planet assett for Godot and ended up with 5 fps!!! So I remade it and run on mobile device with 60 fps :D So everyone who says that Godot is slow, it is his own fault. I dont like when devs rely on that engine makes all work instead of them. About tutorials - sometimes I even use Unity tutorials and code it in GD script. It works too :) You just need to understand the code, doesnt matter if its c# of GD script.
@@Goodgis waw sorry I dont know u are replied it. I rewatched ur videos again. I use unity and unreal for work. But for my personal project I use unity. I try to use unity the past year but feels like fighting the engine, and sometimes makes me frustrated. And I found that some people feels the same. So gonna go to godot, especially since godot 4 has better c# support.
I use game maker. I want to use Godot but I’ve found it so frustrating to get things going compared to gm. My main interest in godot is that I eventually want to try making 3d. Shaun Spaulding made getting into gm so seemless. Having a bit trouble getting adjusted to godot.
Have you ever considered a custom engine? For small stuff and beginners a game engine is great, however I think gamedev really shines with custom engines(or no engine at all), I would love to hear your take on this topic
@@Goodgis absolutely, and the number of people that finish games at all is small, so that's really something to worry about when considering a custom engine, even though tools like monogame and box2d help a lot with the process
You forgot to mention the incredibly superior UI components of Godot. Probably one of (if not) the strongest aspects of it
How did I totally forget to talk about that! XD
@@Goodgis Because designing UIs in godot feels so natural you forget it was even ever an issue elsewhere.
IKR? Vertical align with CSS was pretty hard for me, yet Godot does it effortlessly :p
Superior to what?
@@foreignwarren7361 Unity's (clunky ui editor that constantly requires bandaid solutions in order to make stuff work/interact properly, such as separators, etc), GameMaker's (gotta make most of them from scratch... for reasons), Construct's (same as gamemaker, since the web-based ones don't even interact w normal layers and are a pain to customize), etc
For me, I tend to make 2d 8/16-bit style games so almost all the problems with Godot are non-existent so it is the perfect engine for me! :D
Yeah, even with 3D I've never really run into issues.
Any reason not using Game Maker Studio 2?
@@RealFableFox One of the reason would be budget, Godot is 100% free
@@JinggaSonaArchives Same. And I dont think gms has linux support.
@@yuri0568 it does but you have to pay 100$ for a desktop version and i see "ubuntu" but im guessing it can run on all debian versions
I feel like you could have elaborated more on why the node system is so good. I had a different experience from you when it came to the nodes -- I felt that the system was intuitive right away and probably the only reason I continued to use Godot. The power in the node system is that once you learn the system, you essentially know how to work with any possible object at the highest level. When I learned how to make shaders during a game jam, I only had to watch a tutorial on creating them, but as soon as it was done, I knew exactly how to interface it with other objects in my game because it behaves exactly like every other object in my game. The node system essentially makes it so that all of the learning happens up front and you immediately reap its benefits for the rest of your time using the engine.
I agree, it's hard to explain it well in a 9 minute video haha. Thanks for sharing though.
I tried teaching a friend to use Godot recently and noticed that the stumbling block is the difference between Scenes and Nodes. Conceptually they are very similar and both allow for reuse as well as a certain degree of inheritance. But sometimes it's a bit arbitrary as to whether you need to use one or the other. I feel like the Scene concept is not really necessary and perhaps the entire system can be Node-based.
The node system is not very efficient though. It's a serious performance bottleneck having too many nodes in the tree.
im still new to godot
but after watching some of GDQuest talking about how node works and its concept now i feels like in home
Node system is prety much like what i used to do in my cinema 4d for maing animation and do some rigging stuff
@@EmblemParade scenes are just about encapsulation, you can create an entire game in a single scene, but it will get hard to navigate a big tree and you will end up with a lot of unnecessary redundancies that will be prone to bringing in bugs if you only update some of those redundant nodes and miss others that needed the same changes.
Breaking out related nodes into self contained scenes just clears up most of that redundancy, makes it easier to update things in a way that will automatically propagate out to all scenes with a shared origin, and just makes organizing and navigating a fair bit easier.
Okay, my thoughts on Godot are simple..
*i love Godot more than I love myself*
Okay, don't do that haha but I feel ya.
That's not saying much...
I am new to game development, and your channel has inspired me to choose Godot as my first engine. Thank you, Goodgis + team!
Super glad to hear it! :D Thanks so much.
I make godot tutorials for beginners. If you are interested, you can visit my channel.
Smash
19 Years ago I chose Game Maker (one of the earliest versions). I've been blown off by this engine these days. It allows you to make game even without single line of code.
Change you're mind! Godot is not a good first engine at all. It is setup completely different than most engines and there is little to no learning material.
my favorite thing in godot is the input manager, its so easy and quick to setup !
Heck yeah!
Oh yeah
I have hopped between 3 game engines, Godot is 100% my favorite and I have only been using it for 5 days. I can finally fufil my gamedev dream with godot and make games. I don’t care if the games don’t succeed,I just love making games.
Glad to hear it!
The coolest thing about the AnimationPlayer is that it can animate animations from other AnimationPlayer nodes. That way you can combine multiple animations without needing to make separate animations for it. I also use them a lot to animate AnimationTree properties, to create transitions within things blend spaces. And they're great for doing vfx, by doing things like combining particles with screenshake.
The second best node is definitely the Tween node, it can make everything look buttery smooth within a matter of minutes.
Thanks for sharing!
I agree about the AnimationPlayer. Heck you actually do full cinemactics with the animation player. It due to the fact you have access to the entire scene. I love it.
I had to choose between unity and godot, and i'm VERY happy i chose godot. One thing you forgot is that godot is super small and runs on even a potato PC. Thank you for your video's!
:D Glad to hear it!
Yes bro I too ran on my potatoe pc
Unexpected
Meanwhile I'm still waiting for my unreal project from last year to finish compiling
Sure as long as you don't plan on developing a graphic intensive game
One of the strengths of the AnimationPlayer is, that it can animate each and every property of any node and can even call functions with arguments etc. Once you get used to the possibilities it's such a benefit.
Secondly the scene system (similar to prefabs in Unity) together with the node system make it so flexible and easy to recycle or assemble features, assets or whole levels.
On top, Godot is so small in size (just a few MB, compared to UE or Unity with their GB size).
It is open source, there are some specialized versions of the engine from people out there with additional features.
And after all there are absolutely no liabilities with respect to the projects you create. I never felt comfortable that Epic wants a cut of the revenue generated with UE games. Godot fits way better for smaller indies valueing their independence.
Heck yeah, I love it!
"Godot fits way better for smaller indies valueing their independence."
This rings true today more than ever, considering Unity's recent runtime fee starting Jan 2024. We are switching to Godot tomorrow morning. Bye Unity.
With Godot, you could literally DRAW your levels with pencil and paper and put it into your game. I made a tutorial talking about that and showing people that. It's like somebody thought of almost everything when they made Godot and YES, it's only going to get better because more people are discovering it, are happy with it, and there are LOTS of approaches that a person could take to making their game in Godot because it's set up that way.
Thanks for sharing! :D
Wait really can i ask how?
Yeah how does it work?
Nice! I know this is off topic, but I’ve finally switched off of scratch and am trying to learn C#! Looking forward to this video!
That's awesome! :D
Tbh I have a lot of respect for people who manage to do stuff in scratch
@@scarfyoid8192 well TBF scratch does allow you to make stuff THICC
@@scarfyoid8192 ikr they're magicians!
Scratch is pretty good, I made a simple room engine with it that I used in projects I never published
The first con of having little learning resources is why I started doing tutorials, I didn't want others to have the same headaches I have and I try do obscure, intermediate tutorials as there are tonnes of resources for beginners.
Now godot learning resources is growing seriously fast with many decent channels I'd say its no longer a con now.
That's awesome! Thanks for the help.
This was super useful! I’m currently learning C# in unity because I’ve never learnt a written code. But my plan after that is to use the Godot engine for 2D and unity for 3D based on the flaws you mentioned. I really like the sound of GD script and the node system. Something I don’t like in unity is the way I have to use visual studio rather than the code writing being built in the engine
Yeah, I feel ya! :D
I'm in the exact same scenario, I'm learning C# in Unity but honestly now i want to try out Godot for 2D
maybe you need to foccuses on C#
since godot have too,plus its more powerfull than GDScript(in the smallest margin) but hey you can uniform it and make your transition smoother
@@ShiroCh_ID what do you mean in the smallest margin? Just started learning godot there a way to incorporate C# into it?
@@monadoboy1887 Godot has a mono version that works great with C#.
I love using it an I prefer it to GDscript due to the power of C# (LINQ statements, working with dictionaries, Arrays, Lists etc...)
2D in godot I must say that it's quite good, but you are right in saying that the 3D lacks improvements, I could see slowdowns, every time I tried a small scene, I hope that Godot 4 improves the 3D approach a lot.
But despite everything, it's my favorite engine, I especially love it for its nice language, GDScript
I've never really had any issues with 3D though, I never made anything that crazy. Honestly, it could be how your implementing it as well.
I'm working on my own Engine... I just watch these comparisons for fun! I find them entertaining!
Woah, that's awesome! What language are you using to built it?
I started with godot 5 months ago, and I never looked back! Love GDSCRIPT, and the animation player is amazing! I wanna dip my toes in 3d very soon
Heck yeah, that's what I love to hear!
I had to read your first sentence twice. Thought you were from the future there (Godot 5.0)
@@yosuanicolaus haha oh man godot 5.0 geez 😅
I'm a Game Maker user, but I really am interested in Godot. I tried it sometimes, but I never made a complete game with it, not even flappy bird. You pushed me forward to try it another time, so thanks :)
Go for it! :D
Ex GMS2 user.
I switched to Godot because GMS not doing anything new. Adding "real" objects and functions is great, but it's still lacking in so many ways.
Godot is already good and getting even better! :-)
LTS, new multiplayer, SDF font support, Opera.gx, move and collide function, particle editor, and much much more.
As it stands, GM is superior, it is just a little behind in terms of features.
I really like Godot’s lightweight, but every now and then I think about going to unity because it is already a “stablished” engine. Even though I dislike going back and forth between unity and visual studio(pc freezes sometimes)
I'm way more used to c# so trying GD script is kinda wired , it seems like there many short cuts and I don't Understand it as much as c#
Anyway c# is my first language , maybe that's why
But Godot has such a user friendly interface that's really functional
Yeah, I have done two games in both engines(block breaker and ping pong), and they were both relatively easy to be accomplished with both unity and Godot. I guess you will see bigger differences when the project gets larger
@@jaymhlurbaloyi7813 you can use c# in godot, if i recall correctly
Yeah, Visual Studio made my computer fans fly away. XD
I feel like Unity is my maim tbh. Mostly cuz Unreal seems to be tailored toward 3d, Godot seems to be about 2d more. But Unity seems to do both really well I think
I recently started learning Godot after using Unity for a year and I can definitely notice some of the Pros and cons you highlighted.
That's awesome! :D
The duration of the video is an interesting number
Godot FTW!
HECK YEAH!
i just started making my first game ever last week, and i’m using godot to do it! i discovered your channel shortly after, and i love it :) i haven’t even seen the video yet, but i know i’m gonna really like it!
Good luck! :D
I dunno what it is about your videos but you're the only TH-camr I come back to and watch old videos for inspiration.
Actually the thing abt godot i like the most, is that the code editor is in the engine. Coming from unity its really ccomfortable not having to wait 20 secs after making aa change to test it out
Heck yeah!
At the beggining, I wanted to choose Game Maker Studio, but he is pay, so I saw Godot, but I cannot test her because of the old OpenGL version that I had, but now, you inspired me to love and search Godot again! Also I want to make a game with the art style seem like your "Rat Roguelike"
Glad to hear it. :D
Game Development center helped me finally understand damage and HP like i was stuck on that for sooo long ._.
Heck yeah! :D
Hey!
I'm a Gamemaker dev, but I think I'm starting to get jealous about all those amazing features that Godot have, might consider to try it and maybe even switch to it when I'm done with the game I'm currently making
Great video!
As a former game maker dev for over 9 years, I can say it's worth the change. :D
I’m also a former GM8 user! Maybe there’s a bit of the same 2D DNA running between Game Maker and Godot.
Only if you want to make it harder on yourself to make a game lol. Godot has a steeper learning curve and it takes longer to get things up and running. Also the manual is really bad lol.
This looks interesting, I’ll definitely make sure I watch the video as soon as it releases.
I just started Godot, maybe this will help me a bit?
P.S, love your content!
Thanks so much! :D
For my stylised water implementation, I need a way to write to a custom depth buffer so I can create underwater fog. Also, not sure if the decal node in Godot 4 already supports animated texture but last time I checked it didn’t. I really wanna have that water magic working😎
Definitely!
Yesss the animation player node is goated, you can really animate pretty much anything, whatever node property or call methods with it.
I'm into making visual novel with Godot, and I love it so much... theoretically. ^^'
On paper Godot could be an incredible engine for such projects, way above solutions like Renpy, Twine etc. Hell it could be even better than Unity + Naninovel. Because most VN developers are not coders but writers and graphic designers working alone, we need an easy to use framework, and such thing doesn't exist yet.
So far best few frameworks we got are focusing on dialogs branches, and as soon as we need other functionalities like character's skills, items lists, input settings etc, we got to do it outside of the framework, and spend a lot of time and energy to figure out how.
Only serious solution is Dialogic, that comes with tools to do such things, and it is a very promising solution (build by quite a bunch of kind folks, which is a good plus). But Dialogic is still quite in early development, although it can do a lot of things there are a bunch of rough edges. It's the kind of tool that pushes you to use dev's version because stable one lakes features you need, but when you can get it from dev's version you get into bugs, and there's also a huge lake of functional documentation, so you need to get in touch with devs through their Discord channel to figure out your questions, which is pretty cool has they are nice people, but make them lose their time (and yours) into going through questions that could be salved through a neat manual. It's very interesting to talk with them, but at some point you're like "OK, fine, I like you guys, I really do, talks are pretty interesting, but I should be developing my story, not fooling around Discord..."
Then you end up a bit like Emilio (main dev of Dialogic) : "goal at the beginning was to make this tool so I can build games faster, but I ended up working more on the tool itself rather than my games". ^^' If I'll contribute (documentation, translation..) I'll be very glad, honestly I would, but it's not what I come for in the first place. But well, project is awesome, people are great, it's free to use, open source, all the good stuff, so it's just fair and pleasant to give time to help if possible.
There's also Dialogue Designer, but although the way the interface is designed (a bit like Twine) makes it great to visualize your story tree, as soon your story is full of content it becomes a mess to locate what you want to modify. Dialogic (more like Tyranobuilder) is way better on that point. Oh, and also you got to buy Dialogue Designer, then buy Dialog System 2 so you can use Dialogue Designer into Godot, then you may want to buy GridlessDB to get a better grasp on lists... and at some point (even if it's cheap) you wonder how far this economic rabbit hole will go. Plus the support is non existent, everything looks to rely on one guy that hasn't been able to answer on his TH-cam presention this question : "looks like it hasn't been updated in some time and still has a few small bugs, do you plan to keep supporting it?" posted one year ago... and yes, it looks like there are bunch of bugs, and troubles on exports, and no answer to people complains. It looks neat but sounds like a nightmare...
It is quite frustrating, because it is sure thing Godot can be a very powerful VN engine, if not the most powerful solution possible. There's no doubt about this. But right now for most creators it is more of a possible future than a reality.
Wow, thanks for sharing! :D
I could even 3D experiment (with cel shading) with Master Chief metal bending against Zuka Zamamee the fire/PLASMA bender as an animation. WOULDN'T THAT BE COOL! If I become a master with this program, I could make whatever I want. Sounds like a fever dream considering I've never had experience with developing nor creating anything. But I just come up with the best ideas that need to be shared and yet, I may never be the person to pull any of them off.
I love how you addressed the "experienced programmers" "yeah, that's how it's supposed to work" ...
godot is the only engine that ever really got me hooked long enough that I feel I understand it a bit .. and apparently it's because of how well it does code reuse..
I tried Godot a year ago and it was really fun programming and making stuff. I'm really exiting to return in v4.
:D
Finally someone else who knows and somewhat understands lua, from your description of gdscript being a mix of it and python, both two languages that I like. Also, AnimationPlayer is the best animator out of any engine I have tried. (being mostly scratch, very laggy and unbearable unity due to my potato pc and game maker in which it didn't really click for me)
I am so proud of myself for learning most of the stuff in html and css!
That's awesome! :D
Do you prefer html, css as first programming language?
@@ralsei7170 HTML and CSS are not really programming languages. They're markup languages for making the frontend of a website. They don't have any logic, so no real "programming" or "scripting". They let you display and provide static information.
@@elegeto I know that, I was just joking
Godot's animation player node is basically the unidentical twin brother of Blender's keyframing system
Heck yeah!
@@Goodgis :)
Thanks for the feedback. I've been using Phaser3 on my current game for the past 3+ years. Once released I'll be looking into Godot after a long rest. 😵
It's such a shame other apps don't have such a flexible animation tool! Here's a tip: AnimationPlayer can call functions! I used this when I made a bullet hell shmup in a rush to animate bullet spawners position and other parameters (with visual gizmos, thanks _draw()!) and just call "shoot()" when I wanted it to shoot! I made every pattern an animation and cycled between them to fill the screen!
Thanks for sharing! :D
I think I saw your video few months ago when u had 10K sub. Now 65K. Wow. Love to see your growth 🥰
Thanks so much! I appreciate it.
I use GameMaker Studio 2 to make my games. After seeing this video I tried Godot. And it was really good! Even though my main Game Engine is still GameMaker Studio 2, I will also try to make games in Godot.
I would like to see more about godot performance, graphics and other technical aspects. So I decided to continue my searching about it. Thanks for the video!
Have you ever thought of going into music engineering for games as well? Your choices for music in the video are perfect and keep attention rolling.
Great video! I come more from the retro-community and your comment is very true: limitations create more creativity. I tried Godot 4.0 today first time. Its an incredible efficient tool for 2d-game developing.
It’s really cool that you actually care about your fans and reply to their comments other people don’t want anything to do with their fans and don’t even bother to reply your really nice and awesome 👍
Without you guys, I wouldn't be doing what I'm doing. Plus, I love talking with and interacting with everyone. You guys rock!
Definitely gonna use Godot once I've gotten the basics of coding down! (Still messing with Scratch at the moment haha) The node system looks really helpful, plus I wanna make games that look like they crawled out of the PS1 so most of the 3D issues don't affect me :-D
That's awesome, you should! :D
After 2 months of development on my 2d game in godot. I screamed hell ya when yoy brought up Animation Player, all NPCs have the same Animations, just different sprites. On top of that you can animate values! Such as a volume fade, it's crazy
Heck yeah!
I really like gdnative. It allows you to script your game in whatever language you want as long as there are bindings for it
Heck yeah!
Interesting thoughts, I really liked the video. If I may, though, I do disagree about the whole limitations thing regarding game engines. I do abide by that with other things, such as the restrictions given in game jams. However, it is really frustrating when you are looking for a tool that you just don't have, so I disagree with that idea for game engines, at the very least with larger projects. For a game jam, it is obviously good to lean into the strengths of an engine you are used to, it doesn't make much sense to try and learn Unreal if you are more proficient in Godot when you only have 48 hours or so. With larger projects, I think it is a much better idea to use whatever idea you have to determine which engine you should use, not the other way around. (For instance, the expandable nature of the Unity Engine is why I am using it for a large project that I am working on)
Also, I am really intrigued by the node based system. As I fall much more on the programming side, you are right when you say that it is important to design things to be reused and recycled, and I take great care in doing that in my game systems, so hearing that Godot does it better than other engines you have used sounds really awesome, so I'm excited to check it out. I've been going back and forth with wanting to learn Godot because I don't have too much time right now, but this video makes me super excited to check it out!
Spoken like a true programmer! haha I don't disagree with you that you want something that will work for your large scale project. Honestly, I think organization is more of an issue with larger scale projects then limitations. And Godot is fantastic with organization. But I think saying that using a tool with limitations is a bad thing is silly, literally every game made from the NES - N64 had to fight major limitations to create. Limitation breeds creativity. Now, I'm not saying making a 3D game in Binary or something crazy like that. All I'm saying is Godot's "restrictions" aren't that big of a deal that could make or break a game. :D
@@Goodgis ahh, that makes a lot of sense! And it’s also good to hear that Godot is good with organization, as I really want to mess with it at one point, and organization is very important to me. Thanks for the response
Godot is also completely open source so if there is something you don't like or that limits you, you can literally go in and change/add it yourself. In that way, Unity is technically more limited than Godot. If you want to add or change core features of Unity, there is nothing you can do about it.
Although Unity does give you a head start in 3D of course. Unity has money and several years of development ahead of Godot in that department.
You're Doin Good you're channel has grown alot! Subbed
Thanks so much! :D
@@Goodgis you"re just so inspiring :)
just stumbled over your channel and i love your videos already. the background musics fits perfectly
Glad you like them!
my main issue with other engines is that you can mess up stuff so easily and struggle to find a fix, the thing that pushed me to move from unreal to godot was when i was making something in unreal with post processing shaders they just randomly stopped working, never could find a fix, i even watched like 4 tutorials on making the exact post processing shaders i was using making sure i wasn't missing anything and never found a solution, and it wasn't just that, there were tons of random things that would mess up stuff, whether it was a random shortcut that i accidently pressed or whatever it could easily mess things up, i wish more engines went to route of godot in keeping things only as complicated as they need to be
I personally prefer Unity, I like the challenge of C# and I find it really fun! Nodes haven’t ever felt natural or intuitive to me, and I always felt more confident with typed code than any node based system like unreal, godot or scratch
Thanks for sharing!
Nodes are just objects, like in any object oriented programming. Same idea as unity GameObjects.
You can write a game entirely with code in Godot if you want. But the node system is just a way to visualize what you should be doing anyways in code. Unless you're exclusively a functional programmer.
> or scratch
wat.jpg
@@stephenharperisgay can you give me some analogies to how I can think a object oriented programming language?
Possible Unity refugee here, trying to diversify my skill portfolio a bit after recent events. How much would you say the scene has changed in the two years since you made the video?
Personally, it's pretty similar, I would say the 3d functionality got better. Also, since a lot of people are moving to Godot, there will be more tutorials and resources if that's important. Also, it will get more funding because of more users so it will get better faster
Thank you for this video I decided to start my game development and so far I like this engine the most
I use Unity, and for the most part I'm happy with it. Unfortunately, it has a few problems with lack of support for 2D, and with the Animators, which you are essentially unable to access with script. It seems like it also shares quite a similar animation system with Godot, but I might be wrong.
I feel the Animator is quite modular with the attachable scripts. I feel 2D does have less support than 3D, but I think it is alright. Just my opinion tho.
I honestly have never used Unity animator to compare them.
Me vibing to the video 🤗
Me seeing dynamic typing 😱
I love this music, very fun! Lol. I like your content, very high quality. Why don't you have more subscribers? I'm subbing.
Thank you so much! :D
Your explanation of Godot's node system reminds me a lot of Unity's prefab (and nested prefab) system. You can create reusable components and compose them to create something totally different.
It's like prefabs but actually usable. XD
@@Goodgis Maaan, that's too much salt! :'). I get your point, sometimes I want to murder the guy who invented prefab overrides in scenes!
For anyone coming from unity, nodes are similar to components in unity. It basically the inverse of the way unity does it. You add components to build objects in unity. And In godot you add nodes to build objects.
:D
I'm mostly trying once again to make a game on Godot to get some practice for programming, because I sure won't be able to finish it without any help. GDscript being similar to Python is good, considering I'm mainly a Python dev...
Nope, we are the managers. :D
Helped alot. It's everything I ever wanted!
Super glad to hear it!
the no learning resources point is a pro if you're a gamedev youtuber: there's a demand but there's no supply, so you can be the first on the market and it'll be super beneficial for you. it's how i gained most of my views xD
That's a very good point! haha
Very Informative video!
Well done
Glad you liked it!
I played with Unity a few times and Godot and I really liked the way Godot felt compared to Unity, although the lack of tutorials on things was annoying.
Agreed!
c# is easy to read and it's string interpolation is awesome. like:
int number = 9;
print($"The number is {number}");
C# is terrible, I just think gdscript is better and easier. (And that's coming from someone who knows C++)
@@Goodgis C# is great.
@@Goodgis I don't like GDScript because I hate dynamically typed language haha, I like both C# and C++
I agree that limitations provoke creativity.
I disagree that this is a good thing. I think it's an emergent property of a sometimes necessary evil.
I can be creative without limitations where as some limitations prevent me from making my creative vision for no reason.
I'm just saying, your engine doesn't need every bell and whistles to produce good games. I know people who jump around game engines looking for the perfect one, and it doesn't exist.
I want to develop a game in Godot what I’ve thinking is osu crossed with an rpg
Go for it! :D
This is most likely the only game engine I could even consider using to any degree. Screw Blender 2.93 on my 2010 laptop with DX10.1/GL3.3 graphics. I'm usin something that's greatly attuned to 2D graphics. I wanna make Halo 32x someday, or simulate what it would be like on a Sega 32x when in actuality it's just a Linux exclusive that requires OpenGL 3.3 with RGTC texture compression to save file size and maximize performance in 240p. My NVS 2100M has 512MB of effectively 1600MHz DDR3 bandwidth but raw power is weak so I should focus optimization on memory utilization to really exploit my hardware.
The node-based system + the fact that it's 100% free are probably Godot's biggest strengths.
:D
Here is one con of Godot I don't see tossed around so much: audio clips and breaks easier than other engines. I've had a very bad case of audio breaking in my game, I've seen a couple of people asking around what was wrong with their audio and I've seen some people mentioning that Godot games had audio issues on their PCs.
I've never had that issue. Make sure you're using the right audio formats. OGG for songs, Wav for sound effects. (OGGs are harder on performance.)
I'm still trying to learn Godot. I'm kind of tossed up between Godot and Unreal. One good thing about Godot though, it is forcing me to learn a bit of coding.
That's a great point. :D
Unreal has a much higher learning curve, I'd say.
godot dont have lod support, but its easy to implement and there are some add'ons that do that for you...
well i never tried, but it looks easy to do or to use.
one big issue with godot is not having occlusion culling (well godot 3.4 and 4.0 will have it, but at least in the beta of 3.4, you have to do some manual tweaking, its not just "click to enable oclusion culling" you have to specify oclusion areas or something like that.
i hope they make an better algorithm by the time they relase the 4.0 version, on the other hand an generic algorith to try to solve any situation may not provide an performance as good as if you manually tweak it to fit your game.
another thing to consider is that godot currently dont have an automatic subdivide, so you have to create an model of your assets for each LOD, i think some one is developing it, but i dont expect it to be as good as the one that unreal 5 will have, the automatic subdivide/lod from unreal called nanite may not work for every 3D model, i'm not sure if it can handle complex shapes like an human being or just stuff like rocks, but it should be much better than anything godot will have for the next couple of years.
oh, and godot dont have texture streaming afaik, this is an important feature for games that you fast travel on the map, such as racing games.
Yeah, the 3D is definitely lacking in a few areas. :D
I'm jumping in from javascript engines, so I highly doubt the 3D limitations or performance implications will be an issue lol (especially because I'm making a voxel game)
Yeah haha
Great video. It's great to hear what people think of it.
Thanks for watching!
"limitations fosters more creativity" - Amen, Brother!!
This is true!
I frankly ADORE gdscript. Most convenient programing language for game dev I've ever used. Python and Lua are great in a lot of ways, but I feel that they were never really meant to do game development. (With the exception of Lua being great for data driven engines or modding support.) But the sheer amount of convenient features in gdscript is astounding. I especially appreciate the move_and_slide_with_snap() built in function for KinematicBody because it turns many lines of C++/C# into one fully featured platforming movement function (I don't remember if it comes with a built in boolean for coyote time... But that's not too hard to do with a basic delta timer).
It's honestly fantastic!
using godot has been a very calming experience for me. gdscript is way easier and cleaner than c++ and c# in my opinion, which really makes my experience in godot better.
Glad to hear it! :D
Really great video. This channel inspired me to pick up Godot.
Glad to hear it!
Nice video ;)
Ayyye! Thanks for all the great tutorials! :D
@@Goodgis glad you like em!
I have encountered a lot of bugs and issues in Godot, like my script not working with other objects, animations not playing properly, i thought GDScript was bugged so I even used C++ in Godot but that too didn't solve. So I finally decided to make my own engine using C++ and OpenGL
That sounds like you weren't coding correctly then. I've never encounter a single bug using Godot.
GDScript uses a python like syntax and I have never been a big fan of python that might be the issue. One more thing is that every script you make in GDScript is not a class which causes messed up code
There's one point I also keep on making for any other Open Source program like Blender, Krita or any major Linux distro - any time you are willing to invest in actually using Open Source software is time that can not be taken away from you by a large company buying your favorite program to let it die or put it behind a subscription wall or whatever. And even in the worst scenario that the program is abandoned some day - the code is still there. You *could* theoretically hire someone to fix it enough for you to use it some more.
Also any support you show any open project is a benefit for every user and especially any user without the means to pay for subscription. And hell - Open Source software never comes with any stupid invasive OS blocking licensing DRM software launcher.
You want a cutting edge software with the best of the best art - yure: go for unreal. Hands down. Unreal is awesome. And at least currently Epic are also still an awesome company. But if your project and workflow suits it I always make the point for at least giving any Open Source Software a try.
That point alone is worth checking Godot out.
Not to mention Sonic Colors was released on Godot 3.x (probably heeeavily modified by SEGA) and TESLA are using godot for some of their cars' UIs, apparently. :)
Thanks for sharing! :D
I left godot, 95% of the reason is having no near enough tutorials, 5% because it always felt messy, gdscript is great, nodes are great, if tutorials do get a big jump, i'm surely coming back
Don’t worry! :D We are getting more and more tutorials everydayx
Breh, my thoughts exactly. The irony is is that GODOT would be a really good first game engine if there were more resources for more than just the very basics. But the size of the GODOT community means limited number of tutorials and that could potentially limit the growth of the community. I really want GODOT to grow. I love open source free stuff! I am not sure if that's going to happen. Let's keep our finger's crossed.
@@samuelpope7798 always on the look man but it's getting harder to switch the more i get familiar with unity u know.. godot should do a lot of work but there is potential for sure
I’m new to Godoy but I love watching videos like yours,I’m just wondering what was the series you watched that helped you make networking in Godot?
Game Development Center has a whole, in-depth advanced tutorial series on networking in Godot. I think that's part of the tutorials he was referring to.
@@pangotango5207 thank you!!!
Heart Beast Action RPG series!
@@Goodgis Thank you for replying, I love your videos!
What I like about Godot (as a noob):
-Python based language: It's one of the easier yet complete language for me, as a non-programer that still want to add more or less custom scripts.
-Open source: well, it's open source. Not gonna expend on that.
-Lightweight, portable and perfect for 2D: I like to work on my laptop, it's not a workstatikn and it's definitly nothing comparable to my desktop. And I like 2D graphics, at least as a maybe future indie dev.
-The nodes: Pretty intuitive and easy to use for everyday people.
-Future: I started godot 1 year ago, and it's evolving rapidly. I'm sure it will keep going on like that and follow Blender's path (my second favorite software after ZBrush, yes, I like some paif stuff too !)
What I don't like:
-The manual is highly unspecific
-Some features are very unintuitive, and I had hard time resolving a lot of jitter problems.
-The nodes: I like them but I hate them, there is something very frustrating with the nide structure. It's so easy to build something and end up trapped in your creation, having to build work around to get out of your own traps or completly scrap your node and start from fresh (usually the better idea). It's not that it's harder than "real" programming. Just that the simplicity of it make it easier to come to it for unexperienced users.
Thanks for sharing! :D
YES ANNOTHER VIDEOOOOOOOO
:D
I started with godot 2 weeks ago and I love it.
Glad to hear it!
I'm a novice as far as gamedev goes but I'm not a fan of gdscript's mixture of static and dynamic types. The editor has sometimes trouble figuring out what you're writing (e.g. whether a method actually exists in an object) and that lets some typing bugs slip until they break midgame. Aside from that, I'm just starting with Godot but I'm liking it a lot.
I used a lot of prefabs and "prefab variants" in Unity to have hierarchies of functionality, which basically worked as a clunky node system like Godot's. So I'm quite fond of that system.
Also, I have just seen a superficial view of the animator but seems to me like it's not so different from Unity's, which also lets your animate any property using keyframes and curves.
Thanks for sharing! :D
if you have a nintendo switch, you should use game builder garage! its a very simple node based coding program that has lots of limitations, but I think that makes it a lot more challenging to make things work, so id love to see what you would do with it
I'll check it out! :D
Great video! :)
Thanks!
I just started learning Godot and I have a big problem with finding something that will help me understand the GDScript and learn how to use it.
P.S. I really like your videos, this style and montage and your comment make them perfect to watch and listen
Thanks so much! Just watch a video on Python, it's basically the same thing.
Here is a complete GD script tutorial series. I still go back and watch some of these. th-cam.com/video/itKLmCwGeNs/w-d-xo.html
I saw recently Godot getting recognized by everyone. So I am now setting in motion to work with Godot and I know Python as a programming language but for Godot, I need to learn GDscript (C# and C++ can even work). So my question is should I go with Godot? Thanks :)
Go for it!
Still considering between this and unity. Decided to learn the basics of godot first and then try unity second.
:D
Another banger from goodgis as always.
Thanks so much! :D
The worst thing everybody does is lack of performance optimization. I tried to download procedurally generated planet assett for Godot and ended up with 5 fps!!! So I remade it and run on mobile device with 60 fps :D So everyone who says that Godot is slow, it is his own fault. I dont like when devs rely on that engine makes all work instead of them.
About tutorials - sometimes I even use Unity tutorials and code it in GD script. It works too :) You just need to understand the code, doesnt matter if its c# of GD script.
Thanks for sharing!
Thanks, I should start learn godot again.
You definitely should! What engines have you used before?
@@Goodgis waw sorry I dont know u are replied it. I rewatched ur videos again. I use unity and unreal for work. But for my personal project I use unity. I try to use unity the past year but feels like fighting the engine, and sometimes makes me frustrated. And I found that some people feels the same. So gonna go to godot, especially since godot 4 has better c# support.
I use game maker. I want to use Godot but I’ve found it so frustrating to get things going compared to gm. My main interest in godot is that I eventually want to try making 3d. Shaun Spaulding made getting into gm so seemless. Having a bit trouble getting adjusted to godot.
Hey great video but do you know when you'll make your next dewdrop dynasty video.
Not sure yet! :D
GD script is a mix of python and lua
Me who knows both lua and python: happy smiling noises
ME happy noises too
who uses roblox studio
:D
Have you ever considered a custom engine? For small stuff and beginners a game engine is great, however I think gamedev really shines with custom engines(or no engine at all), I would love to hear your take on this topic
Definitely! Though I think most people who use custom engines rarely finish their games and become more focused on their engines. haha
@@Goodgis absolutely, and the number of people that finish games at all is small, so that's really something to worry about when considering a custom engine, even though tools like monogame and box2d help a lot with the process