This is probably super lame but it helped me a lot: You can add a script to an area and have it export some variable (say, their voicelines, the text, their own mesh and so on). When you instance the area you can set them up to have each a different audio. You can use this to have many villagers talk their own voicelines in the same scene without having to make a different one: just make one and put the variables right there in the editor.
So this might be common knowledge but it changed my life when I heard it a couple of days ago in a video by BornCG, like, after 5ish months of using Godot and working on various things and my game. Holding right mouse button you can use WASD to fly around in a 3d scene. Navigating the 3d viewport has been one of my major issues before learning this. I tried finding this in the documentation afterwards. Nothing. Searching the web brings up a video from 2019 that's about navigating the viewport that mentions it, and a couple of equally ancient reddit threads. Is this some forbidden knowledge that you're not supposed to know? :)
defining minimum and maximum values for ints and floats is something I've having a lot of problem with. I wish I knew this existed sooner. well I guess better late than never. thanks for sharing.
Honestly, the OS utilities may seem out of place but are extremely useful when making simple tools like clipboard managers, or even more advanced tooling like a detached custom game profiler.
As I'm pretty new to Godot these videos are very helpful as a scattershot overview. The documentation is pretty good but don't feel particularly inclined to binge through it all.
2:18 other thing you can do is make an enum and export a variable type with the name of the enumeration, allowing you to choose between the elements you have defined in that enumeration, is really usefull if is more convenient for you setting a variable to one specific type instead of checking and unchecking elements from a list.
1:43 At this point you realize that the game you make with the Godot engine will never be quite as fun as the Godot Engine itself. But you continue making your game because you're a PROFESSIONAL. At least, that's how it is for me. 2:55 A second monitor!?!? The luxury!
If you ever need to quickly restart your project (e.g when godot gets stuck on cyclic dependencies that don't exist), you can simply open the editor settings, and change something that requires an editor restart, like the main font size. You now have a *Save & Restart* button at the bottom that you can click. Since that button doesn't go away when you revert your changes, you can use it without actually making any changes, which is exactly what you need. This way you don't have to tediously go back to the project list and re-open the project, as one usually does if one doesn't know this trick. Would be nice if godot had a shortcut for this in the menus, but it doesn't (unless I'm an idiot and can't see it).
2:21 I recently started to notice just how much Godot allows for debugging. Not only can you see and modify all the variables of every node, but if there's an error it actually shows you all of the local variables in the script that failed! and it also tells you what other script called it, along with IT's global variables. and what script called THAT, and what script called THAT... all the way up until a godot-called function like _process or _ready. It's like a dream come true! 4:13 Ooh, that sounds like gamemaker's collision functions. I'll probably be using it a lot. And speaking of using it with a movement of 0, you can do that with move_and_collide and move_and_slide as well. The effect will be that it automatically snaps the body out of any collisions. Sometimes when using those functions (with actual movement vectors) there'll be slight bugs, like the player being slightly inside a wall for a brief moment. But if you use the function normally, then immediately after use it again with movement 0, problem solved!. probably. It's also worth mentioning that it can be useful for 8-directional movement to use the move_and_ functions twice, separately for the x and y axis, if you don't want the player to be super slow in one axis while running into a wall in the other Thank god for tip 14! This is gonna help with so many of the issues my players reported..
the remote feature just made this a real contender for me, since I'm coming from unity, not being able to edit the nodes while running was almost a game breaker, however now things are really interesting.
I accidentally discovered ruler mode the other day when I pressed R trying to rotate a tile in a TileMap. Just makes me wonder how many secrets like this Godot has.
With FLAGS the value is a bitwise combination of the options selected. The first option sets the first bit, the second sets the second bit and so on. In the end you have a unique number that represents the options selected.
You can pass values from particle shader to spatial shader by overriding CUSTOM variable of particle shader. That allows to use values like VELOCITY, MASS or RESTART in spatial shaders of particled mesh, which otherwise have no access to these variables :) It is written into INSTANCE_CUSTOM variable of spatial shaders, which when not overwritten carries values oif rotation, life phase and animation frame of particles.
That is really interesting! Do you know if there is something similar for canvas_item shaders? In the past we used color to encode particle data for the fragment shader :D
@@PlayWithFurcifer I am familiar with your diablo style smart particle shader :) Unfortunately canvas shader has no CUSTOM variable, it seems only to be reserved for spatial shaders ;)
Do people not know the atlas tilest option? It maps all tiles automatically in a sprite sheet, yet i didn't see any tutorial showing it. Base stuff: Creatr a tilemap and a tileset, import your sprite sheet and set the tiles sizes accordingly Atlas: Click new atlas, select your whole sprite sheet, voilà, back in the tilemap you can select any tile from the tileset
@@PlayWithFurcifer Yoo thanks for the feedback no I have not. I took a look at the video heard no audio to help understand it, but thts not the template am going for. I won't figure it out but I'll keep searching thanks. If you ever decide to create a card game tutorial let me knw so I cud get sum help on my project.
Out of the 15 things: 1 is a joke, 1 is exclusively 3D, and i counted at least 10 that are equally applicable for 2D and 3D. (I think test_move works in 3d, would be 11 then). We always try to include 3D in these videos whenever possible, even though it is more of a niche application for Godot at the moment. If you get a bit creative you can even apply the tilemap one to gridmaps.
"We read the documentation so you don't have to." That's my problem. I want to. I want to read the documentation as well as the in-editor help manual but it's alien to me. I don't know what anything means since it DOESN'T TELL ME! Do a video on how to read the manual please because nobody else will explain it to me.
gonna be honest the tips seems useful but the tone and odd pacing feels more targeted towards children maybe this is intentional but the context of advanced coding techniques paired with this style gives me some cognitive dissonance in that the subject matter might require a base level of understanding that I'd assume most children might not have but perhaps I'm the only one thinking this tl;dr: I'm confused as to which audience this content was targeted towards
Thank you for your honesty Feyangle23. However, I am not sure how actionable your feedback actually is. Statistically speaking this video is most watched by the group of 25-34 year olds, which seem to find it age appropriate. So I will try to clear up the confusion. I assume it is the godot mask that gives you that impression of a children's format, but most people get the joke. It intentionally is a bit creepy and just a bit of entertainment we throw in there. tl;dr: Based on youtube analytics the target demographic is 18 to 44 old, you seem to simply not share our humor.
We burn through a lot of tricks in every episode... but I'm sure there are more things to know about Godot! Do you know some more?
Ofc! Awesome content.
This is probably super lame but it helped me a lot: You can add a script to an area and have it export some variable (say, their voicelines, the text, their own mesh and so on). When you instance the area you can set them up to have each a different audio. You can use this to have many villagers talk their own voicelines in the same scene without having to make a different one: just make one and put the variables right there in the editor.
So this might be common knowledge but it changed my life when I heard it a couple of days ago in a video by BornCG, like, after 5ish months of using Godot and working on various things and my game.
Holding right mouse button you can use WASD to fly around in a 3d scene.
Navigating the 3d viewport has been one of my major issues before learning this.
I tried finding this in the documentation afterwards. Nothing. Searching the web brings up a video from 2019 that's about navigating the viewport that mentions it, and a couple of equally ancient reddit threads. Is this some forbidden knowledge that you're not supposed to know? :)
@@meandersson I think it's the same with Unity and Blender
defining minimum and maximum values for ints and floats is something I've having a lot of problem with. I wish I knew this existed sooner.
well I guess better late than never.
thanks for sharing.
Glad it was helpful!
Honestly, the OS utilities may seem out of place but are extremely useful when making simple tools like clipboard managers, or even more advanced tooling like a detached custom game profiler.
Yeah, that was really unexpected.
Man I learn so much in every one of these episodes, even though I've been using godot for over a year. Thanks so much for making theses!
Great to hear they are actually helpful to people! :D
OMG! Why did I not know about the Geometry class? It's so useful!
I felt the same way :D
the thing where we can manipulate the window position IS AMAZING it remind me of an AMAZIING game on itch called windowframe c;
We will take a look at it :)
ayyy fancy seeing you here
@@Tsundown ooh :D
As I'm pretty new to Godot these videos are very helpful as a scattershot overview. The documentation is pretty good but don't feel particularly inclined to binge through it all.
Glad to hear you found it helpful :)
2:18 other thing you can do is make an enum and export a variable type with the name of the enumeration, allowing you to choose between the elements you have defined in that enumeration, is really usefull if is more convenient for you setting a variable to one specific type instead of checking and unchecking elements from a list.
That is cool!
Dev 1 : why is the printer on fire ??
Dev 2 : just checking if the errors are handled correctly
It happens...
1:43 At this point you realize that the game you make with the Godot engine will never be quite as fun as the Godot Engine itself. But you continue making your game because you're a PROFESSIONAL.
At least, that's how it is for me.
2:55 A second monitor!?!? The luxury!
Godot really is fun. It is like mario maker, but for everything basically.
omg how have i never seen the remote scene tree. this is amazing
Glad it was helpful! :D
That Geometry object can do some very useful stuff kinda crazy I didn't know about it
Yeah, we were really surprised too.
If you ever need to quickly restart your project (e.g when godot gets stuck on cyclic dependencies that don't exist), you can simply open the editor settings, and change something that requires an editor restart, like the main font size. You now have a *Save & Restart* button at the bottom that you can click. Since that button doesn't go away when you revert your changes, you can use it without actually making any changes, which is exactly what you need.
This way you don't have to tediously go back to the project list and re-open the project, as one usually does if one doesn't know this trick.
Would be nice if godot had a shortcut for this in the menus, but it doesn't (unless I'm an idiot and can't see it).
That is a very creative strategy! :D
Pretty useful, thanks!
Glad you liked it :)
I love your videos. They make me happy.
Thank you very much, that is great to hear!
There are like 5 things in this video that solve problems I have been thinking "THERE HAS TO BE AN EASIER WAY" for months.
Glad to hear that!
oh i am on the video :D
You are in the interwebs!
Btw, "multirun" is directly integrated in Godot 4.0, in the debug settings
@@INdIE_DeV waaaaaat I didn't know about that D:
2:21 I recently started to notice just how much Godot allows for debugging. Not only can you see and modify all the variables of every node, but if there's an error it actually shows you all of the local variables in the script that failed! and it also tells you what other script called it, along with IT's global variables. and what script called THAT, and what script called THAT... all the way up until a godot-called function like _process or _ready. It's like a dream come true!
4:13 Ooh, that sounds like gamemaker's collision functions. I'll probably be using it a lot.
And speaking of using it with a movement of 0, you can do that with move_and_collide and move_and_slide as well. The effect will be that it automatically snaps the body out of any collisions. Sometimes when using those functions (with actual movement vectors) there'll be slight bugs, like the player being slightly inside a wall for a brief moment. But if you use the function normally, then immediately after use it again with movement 0, problem solved!. probably.
It's also worth mentioning that it can be useful for 8-directional movement to use the move_and_ functions twice, separately for the x and y axis, if you don't want the player to be super slow in one axis while running into a wall in the other
Thank god for tip 14! This is gonna help with so many of the issues my players reported..
Glad it was helpful :)
Printers burn all the time
Great videos guys.
Thanks so much!
That was great!
Glad you liked it :)
Keep it up guys sadly these not enough tutorial for Godot so you are doing a very good job
Thank you! We will. Quite a few creators have started filling the void.
the remote feature just made this a real contender for me, since I'm coming from unity, not being able to edit the nodes while running was almost a game breaker, however now things are really interesting.
honestly these tips are making me gain a bit more interest in godot and in game dev in general!
That is great! :)
I accidentally discovered ruler mode the other day when I pressed R trying to rotate a tile in a TileMap. Just makes me wonder how many secrets like this Godot has.
No one knows how many secrets are left to discover.
Maybe Juan does.
And Godot man.
Still, many mysteries!
Holding secrets is like finding them as gems!
2:18 since it's checkboxes, I believe several ones can be checked at the same time. In the editor it's simple but how can you tell it by script ?
I think you need to remove the FLAGS to make it a drop down so it's only 1 value. Not sure
With FLAGS the value is a bitwise combination of the options selected. The first option sets the first bit, the second sets the second bit and so on. In the end you have a unique number that represents the options selected.
You can pass values from particle shader to spatial shader by overriding CUSTOM variable of particle shader. That allows to use values like VELOCITY, MASS or RESTART in spatial shaders of particled mesh, which otherwise have no access to these variables :) It is written into INSTANCE_CUSTOM variable of spatial shaders, which when not overwritten carries values oif rotation, life phase and animation frame of particles.
That is really interesting! Do you know if there is something similar for canvas_item shaders? In the past we used color to encode particle data for the fragment shader :D
@@PlayWithFurcifer I am familiar with your diablo style smart particle shader :) Unfortunately canvas shader has no CUSTOM variable, it seems only to be reserved for spatial shaders ;)
Multirun is amazing addon
It really is :)
Do people not know the atlas tilest option? It maps all tiles automatically in a sprite sheet, yet i didn't see any tutorial showing it.
Base stuff:
Creatr a tilemap and a tileset, import your sprite sheet and set the tiles sizes accordingly
Atlas:
Click new atlas, select your whole sprite sheet, voilà, back in the tilemap you can select any tile from the tileset
Very cool! :)
#7 Is so helpful!!! I wish I had known it a few months ago :Cries:
At least you found out now :D
Hi nice video, do you have any tutorial on how to make a card deck building game for Godot? Thanks.
Currently not, but there is a template project somewhere. I'm sure you will find it! ;)
@@PlayWithFurcifer Actually wht i have in mind there is no template for it but thanks.
@@nyn2k259 Have you already taken a look at this one? godotengine.org/asset-library/asset/757
@@PlayWithFurcifer Yoo thanks for the feedback no I have not. I took a look at the video heard no audio to help understand it, but thts not the template am going for. I won't figure it out but I'll keep searching thanks. If you ever decide to create a card game tutorial let me knw so I cud get sum help on my project.
Maybe you know this already but functions have default arguments and they are really helpful during certain conditions
I think this is worth mentioning :D
@@PlayWithFurcifer haha yes
I love me some OS functions!
There are some really wild ones :D
nice ;D
Thanks!
these are great, but I wish this video was longer with some more details cus I only understood like half
Nice! I knew all of the tips, so should I consider myself an expert in Godot?
I'm still behind in Godot 2D side and shaders.
I like to move it move it, I like to move it move it... so move it!
Move it!
@@PlayWithFurcifer That's the spirit!
Welche Godot Version habt ihr hier verwendet?
Version 3.3.3 über Steam.
Mmh Geometry looks interesting. Maybe it could be used for a hitbox in my Bullethell game... I've already seen a guy make a hitbox with a shader once.
dankeschon
I CAN MAKE GRASS WITH THAT FUR THING
0:00 why does it say godot cumentation? :raised_eyebrow:
Why not? :)
@@PlayWithFurcifer kinda sus
I need a channel like this in spanish or more slow D:
Unfortunately, i am really bad a learning languages.
You can turn down the speed and turn on subtitles, maybe this helps :)
Alt title: how to make a virus with godot, and also a cool trick or something
Not bad actually :D
10+5 mostly 2d tricks for godot*
Out of the 15 things:
1 is a joke,
1 is exclusively 3D,
and i counted at least 10 that are equally applicable for 2D and 3D. (I think test_move works in 3d, would be 11 then).
We always try to include 3D in these videos whenever possible, even though it is more of a niche application for Godot at the moment. If you get a bit creative you can even apply the tilemap one to gridmaps.
deutsch?
"We read the documentation so you don't have to."
That's my problem. I want to. I want to read the documentation as well as the in-editor help manual but it's alien to me. I don't know what anything means since it DOESN'T TELL ME!
Do a video on how to read the manual please because nobody else will explain it to me.
gonna be honest the tips seems useful but the tone and odd pacing feels more targeted towards children
maybe this is intentional but the context of advanced coding techniques paired with this style gives me some cognitive dissonance in that the subject matter might require a base level of understanding that I'd assume most children might not have but perhaps I'm the only one thinking this
tl;dr: I'm confused as to which audience this content was targeted towards
Thank you for your honesty Feyangle23.
However, I am not sure how actionable your feedback actually is.
Statistically speaking this video is most watched by the group of 25-34 year olds, which seem to find it age appropriate.
So I will try to clear up the confusion. I assume it is the godot mask that gives you that impression of a children's format, but most people get the joke. It intentionally is a bit creepy and just a bit of entertainment we throw in there.
tl;dr: Based on youtube analytics the target demographic is 18 to 44 old, you seem to simply not share our humor.