You have a very engaging way of speaking. I was 8 minutes into learning about variables when I remembered that I've been programming for over 20 years.
Indeed. I got excited about making a cube named Steve move until I realized I've done it a 100 times before. Although, I admit, they were never named Steve or anything else before. Does "Player" count as a name? I wish my teachers in school were this engaging.
It's actually kind of crazy, I sat through the entire last video and it was all for stuff I already knew how to do, I didn't even realize it until it finished. It's gonna be a slow burn but it makes me excited for when he starts covering complex stuff after laying the foundation
I'm a full stack developer for my job, and while I knew pretty much everything in this particular episode, I will say that it was enjoyable to see how you explain the fundamentals for people who may not know things like variables/constants/etc. Enjoying the tutorials so far.
These tutorials are great! This is my first step into actually making a game and your tutorials are mondo helpful. Coding looks daunting but every dev has to learn it eventually right? Looking forward to the next ep!
Hello, I'd like to thank you for your tutorials. They're simply excellent, very educational, and what's more, we can feel your good humor behind the microphone, a faultless performance, it's a no-brainer ! 👏
Unless your variable changes, it is better to use functions in your declaration than in the _process function. That way the computer doesn't have to calculate the function over and over. const SPEED = deg_to_rad(2) In some coding languages, you may not be allowed to use functions in your constant declarations; therefore, you will need to declare it as a variable. But that is not an issue in GDScript. I do wonder, what difference does it make wether your variable is a constant or not? What if I had a 1000 variables and some of them I had no intention on changing their value. Does it really make any difference? Sure I can fathom it helps to prevent from making a mistake; but I wonder if there is something else going on under the hood that requires this? Maybe in the old days of programming.
The difference isn't really there. It's just a "flag" if you're allowed to mutate that value or not. The biggest reason to be a little nit picky about this is readability. You might write a script and used a bad name for a variable a year back. Now you're back in that script to do something and you might end up changing the wrong thing as you weren't clear from the beginning what's allowed to change.
You can have spaces in your code. You do not have to have tabs. You just have to choose between the two per script (tabs or spaces). With spaces, you have to choose the amount of spaces that are expected per indent as well (2 spaces, 4 spaces, etc...). Edit: Great tutorial though! This is really helping my girlfriend out as she is jumping into the world of Godot!
I've successfully guessed the sort of thing that would be done within the Icon script as an alternative to printing a value every frame, though I myself happened to initially use "rotate(Vector3.UP, 5 * delta)" rather than "rotate_y(0.1)". Pi (accessible in GDScript with the "PI" constant) is one half a rotation in radians. Pi can be used to define rotations over time, and without using the "deg_to_rad" function, with (PI * delta) representing half a rotation per second. Not using delta, of course, causes the rotation to be dependent on framerate. "rotate_Y(0.1)" produces a rotation of 0.1 radians per frame, or, assuming 60 frames per second, (0.1 / (2 * PI) ) rotations per second, but which varies as the framerate does. Fixed to be framerate-independent, "rotate_y(0.1)" would be "rotate_y( (0.1 / 60) * delta)", with the literal "60" used representing the assumed framerate of the original. "deg_to_rad(x)" effectively divides "x" by 180 and then multiplies it by Pi. If you understand "PI" as representing half a rotation, then using it directly instead of "deg_to_rad()" can be quite intuitive.
I ran your finished tutorial game .exe through a github decompiler for godot, so I could see how it worked earlier. It all makes sense except for the files level_1_environment.tres and world-blocks-v1.tres. How did you make those files? I can't figure out how to edit those files in either godot or blender. How many more videos until this tutorial series reaches the part where you made those? Thanks for these tutorials!
._. I just spent an hour trying to figure out why my code for the 3D sprite wasn't working. The next day I realized that the code wasn't even assigned to the object._. 😢😅
i dont get how is it when i type in the same rotate on y axis with the same as the tutorial, mine spins faster than in the video. whats the difference? i didnt change anything or is that the default fps speed?
Learning programming is sort of like getting up and over a steep hill. You are bound to hit some hiccups when you first start, but there is always a way to get up over those humps.
I love how you explain, everything is very clear. I have a question, how did you lock your scene/level/project to 60 fps? When I run the same script you are using, my sprite spins much faster, likely because I'm on a 240hz display. Is there a way to change this?
Go into project settings, go to "Run" under "Application", turn on the "Advanced Settings" switch at the top right, then change the "Max FPS" setting to 60.
I am getting impatient as well; but I guess he has to do the voice recording for these. And since he is busy, he doesn't have time to dish em out frequently as we'd like.
You have a very engaging way of speaking. I was 8 minutes into learning about variables when I remembered that I've been programming for over 20 years.
Indeed. I got excited about making a cube named Steve move until I realized I've done it a 100 times before. Although, I admit, they were never named Steve or anything else before. Does "Player" count as a name? I wish my teachers in school were this engaging.
It's actually kind of crazy, I sat through the entire last video and it was all for stuff I already knew how to do, I didn't even realize it until it finished. It's gonna be a slow burn but it makes me excited for when he starts covering complex stuff after laying the foundation
i first came here for Blender Tutorials, now i have been making mini game projects in Godot for 2 years🤣
I'm a full stack developer for my job, and while I knew pretty much everything in this particular episode, I will say that it was enjoyable to see how you explain the fundamentals for people who may not know things like variables/constants/etc. Enjoying the tutorials so far.
Thanks! 🙂
This is so much easier than I thought it would be with you teaching. I’m only 13 and somehow I understand. Thank you so much.
Awesome! YOU CAN DO IT!!!
Explained coding to me better than anyone else I have learned from. Thanks so much!
You're a natural tutor. Congrats!
LESSGOO!! I just opened Godot to learn new stuff and you uploaded!
These tutorials are great! This is my first step into actually making a game and your tutorials are mondo helpful. Coding looks daunting but every dev has to learn it eventually right? Looking forward to the next ep!
These tutorials are so awesome. Thank you so much for making it free. I can't find other 3D Godot tutorials like this. I'll make sure to share this.
Hello, I'd like to thank you for your tutorials. They're simply excellent, very educational, and what's more, we can feel your good humor behind the microphone, a faultless performance, it's a no-brainer ! 👏
☺️
You are awesome please make your videos more often we really need it!
I think Godot coding is going to be a bit more intuitive to me then what I tried previously (unity). Loving these vids.
Love your tutorials! You really explain things well and make it easy to understand.
wow nice drop, godot has come long way
Unless your variable changes, it is better to use functions in your declaration than in the _process function. That way the computer doesn't have to calculate the function over and over.
const SPEED = deg_to_rad(2)
In some coding languages, you may not be allowed to use functions in your constant declarations; therefore, you will need to declare it as a variable. But that is not an issue in GDScript.
I do wonder, what difference does it make wether your variable is a constant or not? What if I had a 1000 variables and some of them I had no intention on changing their value. Does it really make any difference? Sure I can fathom it helps to prevent from making a mistake; but I wonder if there is something else going on under the hood that requires this? Maybe in the old days of programming.
The difference isn't really there. It's just a "flag" if you're allowed to mutate that value or not. The biggest reason to be a little nit picky about this is readability. You might write a script and used a bad name for a variable a year back. Now you're back in that script to do something and you might end up changing the wrong thing as you weren't clear from the beginning what's allowed to change.
Great stuff! Looking forward to the next lesson!
Thank you!!! 😁
Just wanted to say, you are the best :D
Thank you
4 out of 11 done haha. Again these are very good and comprehensive tutorials.
Muito bom cara vc explica muito bem, o vídeo é de fácil compreensão até para quem fala outra língua
If GD script is Deleting code when you type before a character, try hitting the insert key (its above the delete key)
Dude knows how to teach GameDev, scripting and modeling. Awesome.
thank you for the great tutorials
These tutorials are awesome!
Great tutorial
thank you for this video :D
Awesome tutorials !
You can have spaces in your code. You do not have to have tabs. You just have to choose between the two per script (tabs or spaces).
With spaces, you have to choose the amount of spaces that are expected per indent as well (2 spaces, 4 spaces, etc...).
Edit: Great tutorial though! This is really helping my girlfriend out as she is jumping into the world of Godot!
19:15 aaaaahmhmmhmhmhm. Definietly done in all my code...
Love from 🇮🇳
coming from old school programming I find it hard to resist calling string variables Variable$ lol just the way I learned
I've successfully guessed the sort of thing that would be done within the Icon script as an alternative to printing a value every frame, though I myself happened to initially use "rotate(Vector3.UP, 5 * delta)" rather than "rotate_y(0.1)".
Pi (accessible in GDScript with the "PI" constant) is one half a rotation in radians. Pi can be used to define rotations over time, and without using the "deg_to_rad" function, with (PI * delta) representing half a rotation per second.
Not using delta, of course, causes the rotation to be dependent on framerate. "rotate_Y(0.1)" produces a rotation of 0.1 radians per frame, or, assuming 60 frames per second, (0.1 / (2 * PI) ) rotations per second, but which varies as the framerate does. Fixed to be framerate-independent, "rotate_y(0.1)" would be "rotate_y( (0.1 / 60) * delta)", with the literal "60" used representing the assumed framerate of the original.
"deg_to_rad(x)" effectively divides "x" by 180 and then multiplies it by Pi.
If you understand "PI" as representing half a rotation, then using it directly instead of "deg_to_rad()" can be quite intuitive.
I ran your finished tutorial game .exe through a github decompiler for godot, so I could see how it worked earlier. It all makes sense except for the files level_1_environment.tres and world-blocks-v1.tres. How did you make those files? I can't figure out how to edit those files in either godot or blender.
How many more videos until this tutorial series reaches the part where you made those?
Thanks for these tutorials!
Believe me godot 4 is available on android and i am doing all these in android 🔥
Will your part 2 video be next week?
It’s up now 😉
._. I just spent an hour trying to figure out why my code for the 3D sprite wasn't working. The next day I realized that the code wasn't even assigned to the object._.
😢😅
i dont get how is it when i type in the same rotate on y axis with the same as the tutorial, mine spins faster than in the video. whats the difference? i didnt change anything or is that the default fps speed?
I don't understand this tutorial. How is there not a single person that doesn't get a specific step?
Learning programming is sort of like getting up and over a steep hill. You are bound to hit some hiccups when you first start, but there is always a way to get up over those humps.
I love how you explain, everything is very clear. I have a question, how did you lock your scene/level/project to 60 fps? When I run the same script you are using, my sprite spins much faster, likely because I'm on a 240hz display. Is there a way to change this?
i think you times it by delta
Go into project settings, go to "Run" under "Application", turn on the "Advanced Settings" switch at the top right, then change the "Max FPS" setting to 60.
@@killerz1o1 thanks
@@bigmoneybusiness34 that might be it, thank you
well explained, and a nice fun add, 3dsprite and rotation, good value/reward for little effort
Hi sir you are taking alot of time
a tutorial every one week
Let's not rush them, they need time to edit these and id prefer we wait and get them instead of not at all
These tutorials take hours and hours to make. Patience, Padawan.
I'd ask for a refund
I am getting impatient as well; but I guess he has to do the voice recording for these. And since he is busy, he doesn't have time to dish em out frequently as we'd like.
Next the character?
Adding the Robot character comes a ways into the course. Next up is the second half of 'Coding 101'.
he sounds different do you have a cold f so hope you got well
PLS UPLOAD ALL PARTS
If only these didn’t take time to edit! 🙃🤷♂️
@@BornCG it takes 1week to edit?
😂 'Promo sm'
gd script...yet another modification...crying
who is watching in 2024