Thanks for watching, let me know if you want a specific video about how I use any of these tool. Please checkout my games over on Steam: store.steampowered.com/developer/aarimous
As a solo-dev, using Git just for backups is pretty common I believe. Even on really big projects, if you're the only dev it makes sense that you'd very rarely create any branches. Just having the backups is a massive upgrade from "I'll zip it up once a week, when I remember". You don't even have to create a github repo to begin with either, just make a local repo and add an origin to it when you decide the project is worth keeping/backing up remotely. And you always *have* the option to create a branch for when you want to try something that you know might not work out. Say, updating to a new Godot version, or swapping out your homemade implementation of X for a plugin. Or perhaps you can't locate a bug and decide to start chopping off big chunks of game mechanics until you find where it's located. Being able to easily and safely revert, or even work on it at the same time as you fix bugs for a released version of the game, is a life saver.
Really refreshing to have a creator dig into some of the nitty gritty of all the tools that are actually used and explain them. Instead of blanket “use this and that” kind of language. 🎉
This was a great video. Usually gamedev content creators recommended the same programs over and over (aseprite, GIMP, Inkspace, Krita) but you threw in a lot of interesting stuff there. Zapsplat and soundraw could be very good tools for me.
Based on personal experience, I suspect you never revert to older code with git because you’re a little intimidated by the process. I bet if you start a toy project for this purpose and play with creating a small feature, commiting it, breaking it and checking out the working version again a couple of times, you’ll love it and never go back. Another trick is committing code every time you make a useful change. The smaller the changes you track, the easier is to remember what you did and name the commit something useful, which makes it way easier to find what tie looking for when you need to grab some old code.
Im not sure if you have made a video like this already but it would definitely help me if you did your roadmap to learning godot. The resources, videos, which order and things like that which could help me and others learn what we need to learn in godot
Pixel art as a trap... I think a lot of people think pixel art is easier since it's so limited, but it's hard! Personally, I find 3D art a lot easier to make and maintain than 2D art. Learning Blender basics doesn't take too long and pays dividends.
I have tried Inscape and I found it hard to use. That could be that I didn’t give it enough time, but for me Affinity Designer has an easier UI/UX to learn.
Hi! Thanks for the awesome contents. I was wondering if and how you collect data during the testing phase of your games? And if you could make a video on this topic.
I have a hard red line at subscription software. I will not touch it. A sub for a game like an MMO to cover the cost servers and user management is fine, but for stand alone tools, like, say, Photoshop, hell no. GIMP is a better tool anyway, IMO. I also have a soft red line between FOSS and single payment commercial, but I will buy a commercial product if it is miles and away better than any FOSS alternative. I can think of no examples. So my suite is Godot, GIMP, Krita, Blender, Tiled, Aseprite, (which is free if you clone the repo and compile it yourself) Obsidian and Kdenlive.
i mean if you are working as a solo dev on a project there is way less use for the branching in git makes sense, still could be useful but only in specific things and no need for all the time
Let me save you all the biggest frustration with Godot. Unlike every other editor on the planet, every web browser, every spreadsheet, the tabs above the editor content pane DO NOT switch between the files being edited. Putting tabs above a content pane which do not affect that content pane is not just bad GUI design, it's malicious GUI design because it make the standard understanding of GUI design which we have learned from every other application we use now have a different purpose which guides us toward making mistakes. How to fix this? From the Godot Asset Lib get the addon Script -IDE. It adds back the tabs that control the edit pane. It also gives us the missing File, Edit, Search, and Debug menus which is standard with every other IDE. It also gives you a nice outline panel with filters so you can easily filter the export variable, the signals, the methods, etc.
wait, what do you mean? what tabs? do you mean the ones right above the scripts? they do switch the files out, though? could you elaborate on what you mean? also, file, edit, search and debug are all present? are you talking about an older version of godot or am i missing something?
Tabs are for separate scenes, and above that the next layer of tabs are workspaces. Their use is key to the functionality of Godot. You’re right though, if for some reason you’re unable to learn a new method of organization then you can get plugins for anything you need. But it having “malicious” design? Hardly. Idk what engine or programs you’re comparing to, but UI is a language. Shared app design can reduce the barrier of entry for a casual use app, but a full featured development engine has to find its own visual language. A program like Godot isnt necessarily meant to fit every standard of other apps, honestly to do so could potentially hamper its functionality.
So can you make games with the Godot Web version because I only have an iPad Pro with Apple Pencil 2ndGen and the typecase and an iPhone, I model in Blockbench and Sprite in Pixquare. Godot’s web version looks to be the current version
@@ultimaxkom8728oh I see that’s what I wanted to understand. I wanted to understand what the limitations were compared to the actual app that people can download to a computer. OK well then looks like I’m going with Gdevelop which is made for the iPad, everyone talks about how great Godot is so I was hoping the web version would be just as usable, I wish they would make an app for the iPad already. I don’t know if that’s something in the works though.
I haven't heard anyone using SVN in a long time. I used it in the early 00s with a team of 4 people so we didn't step on toes but moved to git and branches as soon as it was available
Since you are not using branches in github neither using the history (stuff, stuff....), that means you don't really need version control, just a disaster recovery tool. What stops you using Dropbox? You can recover deleted files for a period of time in case you need it. And avoid the need of using git.
0:13 I'm not sponsored by any of these tools. I reached out, they politely said no. 3:50 I don't take sponsorships on the channel. Gotta get your story straight...
stuff stuff stuff stuff....stuff stuff.. stuff.... I want to stuff blades into my eyes after seeing that.... I appreciate you and your efforts... except that one... for the love of all that is holy... organize yourself 🤣🤣
@@TechAtScale This is absolutely correct. On a solo project pretty much the only reason to ever use branches is for experimental work that you are exploring on the side. This lets you continue with the principal work on your master/main/trunk branch while you are able to switch back and forth easily to working on the crazy side experiment on the other branch. If you're a solo dev using feature branches and constantly merging them back into master you are just wasting time/keystrokes.
Thanks for watching, let me know if you want a specific video about how I use any of these tool. Please checkout my games over on Steam: store.steampowered.com/developer/aarimous
Can you make a video on any you think pixel art is a trap for new people to game dev
Your disrespect for GitHub decorum and etiquette is highly respectable, have a round of applause
As a solo-dev, using Git just for backups is pretty common I believe. Even on really big projects, if you're the only dev it makes sense that you'd very rarely create any branches. Just having the backups is a massive upgrade from "I'll zip it up once a week, when I remember".
You don't even have to create a github repo to begin with either, just make a local repo and add an origin to it when you decide the project is worth keeping/backing up remotely.
And you always *have* the option to create a branch for when you want to try something that you know might not work out. Say, updating to a new Godot version, or swapping out your homemade implementation of X for a plugin. Or perhaps you can't locate a bug and decide to start chopping off big chunks of game mechanics until you find where it's located. Being able to easily and safely revert, or even work on it at the same time as you fix bugs for a released version of the game, is a life saver.
Really refreshing to have a creator dig into some of the nitty gritty of all the tools that are actually used and explain them. Instead of blanket “use this and that” kind of language. 🎉
I always struggle finding sounds so thanks for the recommendation!
This was a great video. Usually gamedev content creators recommended the same programs over and over (aseprite, GIMP, Inkspace, Krita) but you threw in a lot of interesting stuff there. Zapsplat and soundraw could be very good tools for me.
3:12 as someone whos used proper git branches practices for a few years now, I love this
Great video! Thanks for sharing. I'd heard of most of them, but picked up a couple new names to check out.
Based on personal experience, I suspect you never revert to older code with git because you’re a little intimidated by the process. I bet if you start a toy project for this purpose and play with creating a small feature, commiting it, breaking it and checking out the working version again a couple of times, you’ll love it and never go back.
Another trick is committing code every time you make a useful change. The smaller the changes you track, the easier is to remember what you did and name the commit something useful, which makes it way easier to find what tie looking for when you need to grab some old code.
Inkscape is a very capable, free (open source) vector art program. Can also attest to the quality and capability of Krita and Audacity.
Im not sure if you have made a video like this already but it would definitely help me if you did your roadmap to learning godot. The resources, videos, which order and things like that which could help me and others learn what we need to learn in godot
Pixel art as a trap... I think a lot of people think pixel art is easier since it's so limited, but it's hard!
Personally, I find 3D art a lot easier to make and maintain than 2D art. Learning Blender basics doesn't take too long and pays dividends.
Lots of great suggestions. Would love a tutorial on Affinity!
The logos by nick channel has a few (and in fact has a sister channel dedicated to the suite)
Have you tried Inkscape?
And if so, did it lack features you could only get in Affinity?
Also, enjoying chess survivors immensely!
I have tried Inscape and I found it hard to use. That could be that I didn’t give it enough time, but for me Affinity Designer has an easier UI/UX to learn.
Thanks for checking out Chess Survivors! Glad you enjoyed it. ☺️
+1 for Inkscape, I use it for all of my vector art and it works great. I've also been using it for 10+ years so I'm just used to it now 😅
In the spirit of your commits I present unto you:
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I thought I was the only human using Github like that, its nice to know I'm not, great video thanks!
Your "stuff" is my "misc". Nice video :)
Hi! Thanks for the awesome contents. I was wondering if and how you collect data during the testing phase of your games? And if you could make a video on this topic.
OMG your GitHub looks like mine xD
Thanks for sharing
Very useful video. Could you do a video about Godot viewports and how to use vector art in Godot please
I have a hard red line at subscription software. I will not touch it. A sub for a game like an MMO to cover the cost servers and user management is fine, but for stand alone tools, like, say, Photoshop, hell no. GIMP is a better tool anyway, IMO. I also have a soft red line between FOSS and single payment commercial, but I will buy a commercial product if it is miles and away better than any FOSS alternative. I can think of no examples.
So my suite is Godot, GIMP, Krita, Blender, Tiled, Aseprite, (which is free if you clone the repo and compile it yourself) Obsidian and Kdenlive.
Thanks man!
Inkscape is a better free option for Vector art. I like Krita, but it focuses on Raster art.
i mean if you are working as a solo dev on a project there is way less use for the branching in git
makes sense, still could be useful but only in specific things and no need for all the time
I would love a video and more details about why you think Pixel art is a trap for a beginner indie Dev
Let me save you all the biggest frustration with Godot. Unlike every other editor on the planet, every web browser, every spreadsheet, the tabs above the editor content pane DO NOT switch between the files being edited. Putting tabs above a content pane which do not affect that content pane is not just bad GUI design, it's malicious GUI design because it make the standard understanding of GUI design which we have learned from every other application we use now have a different purpose which guides us toward making mistakes.
How to fix this? From the Godot Asset Lib get the addon Script -IDE. It adds back the tabs that control the edit pane. It also gives us the missing File, Edit, Search, and Debug menus which is standard with every other IDE. It also gives you a nice outline panel with filters so you can easily filter the export variable, the signals, the methods, etc.
wait, what do you mean? what tabs? do you mean the ones right above the scripts? they do switch the files out, though? could you elaborate on what you mean? also, file, edit, search and debug are all present? are you talking about an older version of godot or am i missing something?
Can you ELI5 this?
Tabs are for separate scenes, and above that the next layer of tabs are workspaces. Their use is key to the functionality of Godot.
You’re right though, if for some reason you’re unable to learn a new method of organization then you can get plugins for anything you need. But it having “malicious” design? Hardly.
Idk what engine or programs you’re comparing to, but UI is a language. Shared app design can reduce the barrier of entry for a casual use app, but a full featured development engine has to find its own visual language. A program like Godot isnt necessarily meant to fit every standard of other apps, honestly to do so could potentially hamper its functionality.
So can you make games with the Godot Web version because I only have an iPad Pro with Apple Pencil 2ndGen and the typecase and an iPhone, I model in Blockbench and Sprite in Pixquare. Godot’s web version looks to be the current version
You(?) can, but size is very important for web. Godot's (4.0) default *empty* project for web is about ~10MB.
@@ultimaxkom8728oh I see that’s what I wanted to understand. I wanted to understand what the limitations were compared to the actual app that people can download to a computer. OK well then looks like I’m going with Gdevelop which is made for the iPad, everyone talks about how great Godot is so I was hoping the web version would be just as usable, I wish they would make an app for the iPad already. I don’t know if that’s something in the works though.
How about making gif?
Gimp is an open source program you can use to produce a GIF from frames. I haven't used Krita for this, but I think it's possible with that too.
Locally, SVN + TortoiseSVN is the way to go
I haven't heard anyone using SVN in a long time.
I used it in the early 00s with a team of 4 people so we didn't step on toes but moved to git and branches as soon as it was available
Since you are not using branches in github neither using the history (stuff, stuff....), that means you don't really need version control, just a disaster recovery tool.
What stops you using Dropbox? You can recover deleted files for a period of time in case you need it. And avoid the need of using git.
10600
Too bad Godot is drained of all intelligent life.
Tons of AI image generation models are trained ethically just like that music model. Just has a bad reputation due to open source models
0:13 I'm not sponsored by any of these tools. I reached out, they politely said no.
3:50 I don't take sponsorships on the channel.
Gotta get your story straight...
stuff stuff stuff stuff....stuff stuff.. stuff.... I want to stuff blades into my eyes after seeing that.... I appreciate you and your efforts... except that one... for the love of all that is holy... organize yourself 🤣🤣
13:10 greenshot 😊
Dude, use branches ffs.
branches r hard to understand
@@mareymare1965 How? What difficulties do you face with this?
On a solo project there is very little benefit to branch strategies.
@@TechAtScale This is absolutely correct. On a solo project pretty much the only reason to ever use branches is for experimental work that you are exploring on the side. This lets you continue with the principal work on your master/main/trunk branch while you are able to switch back and forth easily to working on the crazy side experiment on the other branch. If you're a solo dev using feature branches and constantly merging them back into master you are just wasting time/keystrokes.