Do YOU have any custom tools or tips to speed up game development??? Let us know below :D A different kind of video today, more of an insight into the development process than a flashy devlog, let me know what you think
For my metroidvania that my studio has been working on, I created a toolthat allows me to draw a picture and have Godot automatically build a level (hazards, doors, tilemaps, camera locks, etc) so I don't have to create and move objects as much, which has saved me massive amounts of time with level design!
“My code is spaghetti and my brain is smooth” bald man 2023 Let me be the first to say that I’m AMAZED at how complicated this game has become (in a good way) the amount of effort you have put into this simple concept is incredible. The whole community is so proud of your work and we can’t wait to see this game completed. Good job on the video and can’t wait to see the next dev log
Thanks for the love Master Player, all the support from yourself, and the community has really helped the development come along! Gonna be awesome when it's finally done
As a professional developer that has spent countless hours doing tedius testing or developing. These are amazing tips for any type of developer. This goes further then just the specific tools, its the whole "how to think" that can benefit developers! Always try to manage efficiency and automation when it comes to developing. I love how experienced you are and the way you think. Subscribed.
The way you started calculating jumps with equations and then instead just grabbed the actual coordinate points from a jump and used that - just wow. That is so much more with how I'd want to do things and how I like to think. This is why some programming tutorials work for me and some don't. Someone else could have done it brilliantly with the equations and no matter how many times I watched their video I never would have learned how to do it.
Very nice video! 😊 I especially like how you used the tool scripts.Those shorcuts to go to a specific node in the hierarchy and move stuff... definitely gonna implement that for my game too. Thank you very much for the advice! Game wishlisted, I wish you luck!
Yes, finished is better than perfect! You can always optimise if necessary but also learning how to design systems in an efficient way from the start can really help.
Thank you for this, I've learned so much. Your fix for the jump problem was some genius, I'm so impressed. I just started using Godot and since I got comfortable with the scripting, I've loved every moment of it. Subscribed!
Love the video Saul! Amazing work as always.... You never cease to amaze me. I might have to make some custom tools as well (or something similar) in my game lol
While working on my game, I've encountered two things I need to do often: place cameras and generate collisions from mesh. I've made two plugins, one places a camera from editor camera, so I can easily place them. And seconds generates collisions for all nodes matching string in input box.
Thank you for these details! It was great seeing you explain your problem, then share your unique solution! The last one with the arcs was especially creative!🎉
Man, this was so helpful and enjoyable that I subscribed to the channel midway through the video. Good job man! Keep it up and best of luck with your game (looks awesome btw).
I discovered your channel by watching your video for pixel art beginners (the donut one) and I'm currently watching lot of your videos. Keep up the good work, thank you for your videos! They're very useful and great to watch, not hard or boring at all! Hopefully they'll help me get off my lazyness and make something!
Man, I almost never comment on TH-cam but for your videos I feel that I have to comment! What a great development and I really loved your three rules. Keep on the hard work and I will be glad to play your game when it becomes ready. Also, why don't you call the plant Saul? Would be epic! I remember you said you were taking care of your mom, I hope she is better.
@@saultoons I once told you, I had an idea for a cactus game, never had the time to develop my skills enough to make it happen (yet). This is why I have a special feeling when I see you work on your game, and I genuinely support you and understand the effort. Best wishes for you and your dear mother .
Thanks so much Majd! And yesterday we found out that my mams chemotherapy is working and shrinking the cancer, so there is some good news finally! Thanks for your support :)
nice vid! it was neat to see how the tools have evolved over the project and your explanations for why you do x,y,z. One critique though: the music you play starting at 12:23 is *really* distracting. It was really difficult for me to focus on and hear your voice with lyrics going on in the bg
@@saultoons im hella good, getting my bachelors in computer science. I love godot btw i greatly apreciate its simplicity in comparison to unity or any other engine!
An idea (untested) for how you could preserve your teleporting functionality even in a case where the teleport locations are spread throughout multiple scenes: 1. Have a special script on the teleport location's node that saves the node's ID number, scene filepath, and nodepath to a custom resource property on the node's script. 2. Emit the `changed` signal on that resource any time the node's position changes (preferably only after it stops moving after a couple frames?). 3. Have an autoload singleton that likewise has a custom resource property referencing the same resource file. Have it connect a callback to the resource's `changed` signal so that the singleton is notified anytime ANY of the nodes with that resource are moved around. It can then save the file to persist the data. 4. Now, when you type in a number and hit enter, you can load up the resource, fetch the data for that ID, load the scene (based on the stored scene file path), fetch the position (based on the nodepath to the marker node), migrate the player node tree to the new scene, and set its global position to the fetched coordinates.
09:45 I'm curious, how did you achieve that? Like, what did you put in the tool script to switch the selected node (is there an engine function for it?)
I wrote this: edi_plugin = EditorPlugin.new() edi_interface = edi_plugin.get_editor_interface() if Input.is_key_pressed(KEY_F9): edi_interface.edit_node(levels_node) levels_node is obviously just the node I want to select
Thanks for these useful insights! dev, designer and pixel art maestro and with QA in mind, you're a great inspiration for anyone trying to become an indie dev! Curious on how you learned coding. Any books or best practices you would recommend?
No problem, thanks for watching! I tried learning coding a couple of times and gave up each time, I eventually stuck with it when learning C# for Unity with the GameDevHQ Tutorials on TH-cam and purchased their Udemy guide because their teaching style worked very well for me. I supplemented my learning with the SoloLearn app to learn the fundamentals and also just working on my own little project. I committed to 2 hours a day, and in about a month I had a decent grasp of it and no longer felt lost. I found that once the basics had stuck with me, I was able to transfer easily to other languages. I started learning Python to make my own discord bot and then GDScript when switching from Unity to Godot. Ultimately I think the best way to learn coding is like anything else, don't think about it as getting good in one day, just dedicate time and effort towards it and eventually you will get good. I like to think 'whatever I do today, I will be good at a year from now' and that keeps me going :D I have a video on my learning C# somewhere on my channel actually, worth checking out I think :D
@@saultoons thanks a lot for telling your story, it's very inspiring and yes, mentality, motivation, persistence, practice and patience is key to see results some day. I'll check the resources you comment, that was a nice motivational speech, appreciated sir :)
I made a console tool, similar to your debug. The key difference is it has no consept of what to do instead it querys the scene for nodes that have the console interface, it then uses that to show me what is available. Then i can pass a string for arguments to run comands with arguments. Main benefits the things that im debugging has control of what it exposes to the general debug system
i have not had to make too many tools for my projects but for now i have 2 that i have made 1: i made an atlas grid slicer (made it in godot 3.5 but they implemented a better solution in 4.0) 2: i made a tiled like tileset maker to have my own json configuration and expanded functionality
Hi! Glad you liked it, any other useful stuff I'll definitely share! :) No example scripts, my code is kinda noob, though I have replied to others in the comments with code examples of how I achieved some of the things mentioned in the video :D
Project > Project Settings... > General > Application > Boot Splash > Show Image: OFF -- I love Godot, but I don't need to stare into its eyes for 1 second before each test run of my game.
I was so happy when you switched to Godot, I think 90% of people once they get over the change, just prefer Godot in the end, it's the only fun game engine for me.
I wrote this: edi_plugin = EditorPlugin.new() edi_interface = edi_plugin.get_editor_interface() if Input.is_key_pressed(KEY_F9): edi_interface.edit_node(levels_node) levels_node is obviously just the node I want to select
It’s cool that you have some boxes for the player to stand inside and be safe, by why not make them boxes you can jump through but not walk through? Then you won’t have awkward wall bumps from that
I started decoupling Godot's built in movement from my game. i don't have to fight vectors etc. with move and slide not working as intended etc.. i just use go ol fashioned get property and move that. for spites to stop that dang blurry sprite problem i use a textured rect to draw the sprite the gpu can draw squares much faster and smoother than the built in sprite class. theirs much more but their are a few things i changed about designing with Godot that have helped make life better.
Hi, could you make a video about the differences between 1-bit, 2-bit, 8-bit, etc? c: I'm specifically interested in making something 2-bit and I just can't find any tutorial or video explaining it.
1-bit-2bit-8bit, etc is usually referring to the computing architecture of the games of that hardware at the time, not a particular art-style. There are multiple different art styles possible within 8 bit and 16 bit gaming systems. As an aside, sometimes when people refer to 1-bit art, they talk about pixel art with just 2 colours, black and white usually. But other than that, it's not really used in art for the most part, unless talking about the looks of particular console generations, but as I mentioned the looks of those games varied wildly in style - perhaps why you can't find anything explaining it.
I wrote this: edi_plugin = EditorPlugin.new() edi_interface = edi_plugin.get_editor_interface() if Input.is_key_pressed(KEY_F9): edi_interface.edit_node(levels_node) levels_node is obviously just the node I want to select
Yeah it's something I've thought of but not something I've needed to optimise yet as it runs fine, afaik godot does a good job of unloading/loading things out of screen view, so far no issues. But certainly my first thing to optimise if it becomes necessary. But as my third rule: If it aint broken don't fix it :D
@@saultoons As far as I know - Godot 3 renders ALL objects - even those that are off-screen! Godot 4 has some nice optimizations in that regard. Test it by instantiating 1000 off-screen Nodes with sprites and then enabling and disabling their visibility - would there be a difference in FPS? ;-) Also - if you are not using any shaders (especially build ones in Environment) - switch to GLES 2 renderer (in Godot 3) or to GLES 3 (in Godot 4) - you will gain a lot of additional FPS!
My tip when designing developer tools is to not be so worried about how efficient the tool is. It should be ran on a developers machine. Put more time in making your game efficient as you don't know what the players machine will be. I made an extremely inefficient map maker tool for my game in Unity. It's inefficient because it draws, destroys, and redraws the map every frame. This is bad design and should not be done in production. But it's ok because it will only be ran on a developers machine to make maps that the player will see in game. I designed it so that the code that actually does all the work can be ran once and only once in game, but every frame while in the developer tool.
Tool scripts are also very dangerous ~ here's a tip: dont make a generator using a tool script. Anything that affects the visuals on the editor can easy break your entire level design Happy tooling!
i bet there is somone studying your game frame by frame so when the game gets released they already know how to beat the game blind folded thats..not a bad idea now
They don’t have to give you the 20k bonus if you are in multiple pieces? 🤣 for real tho I bet that’s a very interesting job, as dangerous as it may be.
I made a story for lumbah the dwarf come back to his house and got burn and then he go to the wizard unarmed not on top he lives close and the enemies change each level the level 1 I called wood and stone he kill 5 wood monsters by jumping on their head and go to the wizards house and the wizard give a dwarf a enchanted axe and dwarf goes to get revenge and the level 2 you fight mud enemies and wood enemies and then you meet a traveling sells man he sells you heal potion and double jump potion and invincible potion it can only take two Hit and then it will wear off
Nah not really, afaik Godot does a great job of managing nodes/areas that aren't displayed on screen, so far I haven't had any performance issues, from any of my playtests either. If it becomes an issue its a simple fix imo. As per my rule 3: if it isn't broken, don't fix it :)
Always nice to have tips. Here's mine. When drawing an image from scratch in the code, don't use set_pixel. Too slow. Work with PackedByteArray instead. I learned that when I was making my procedural infinite world map component : th-cam.com/video/p8Dbv1BjxEU/w-d-xo.html
Do YOU have any custom tools or tips to speed up game development??? Let us know below :D
A different kind of video today, more of an insight into the development process than a flashy devlog, let me know what you think
I have an idea for a thing
Skeleton lumbah
Lol rip lumbah
For my metroidvania that my studio has been working on, I created a toolthat allows me to draw a picture and have Godot automatically build a level (hazards, doors, tilemaps, camera locks, etc) so I don't have to create and move objects as much, which has saved me massive amounts of time with level design!
That sounds awesome!!!
@@saultoons Definitely!
“My code is spaghetti and my brain is smooth” bald man 2023
Let me be the first to say that I’m AMAZED at how complicated this game has become (in a good way) the amount of effort you have put into this simple concept is incredible. The whole community is so proud of your work and we can’t wait to see this game completed. Good job on the video and can’t wait to see the next dev log
Thanks for the love Master Player, all the support from yourself, and the community has really helped the development come along! Gonna be awesome when it's finally done
As a professional developer that has spent countless hours doing tedius testing or developing. These are amazing tips for any type of developer. This goes further then just the specific tools, its the whole "how to think" that can benefit developers! Always try to manage efficiency and automation when it comes to developing.
I love how experienced you are and the way you think. Subscribed.
Wow what a compliment thanks a lot Shilo! I always feel like a noob so I appreciate the confidence boost 😁
Name the flower “earl bartholomew, destroyer of worlds and crusher of souls”
hahahaha
perfect...
You’ve really got to appreciate the creative solutions demonstrated in this video. Awesome work!
Thank you! Cheers!
The way you started calculating jumps with equations and then instead just grabbed the actual coordinate points from a jump and used that - just wow. That is so much more with how I'd want to do things and how I like to think. This is why some programming tutorials work for me and some don't. Someone else could have done it brilliantly with the equations and no matter how many times I watched their video I never would have learned how to do it.
The beautiful thing about programming is how many different ways you can solve the same problem 😊
Very nice video! 😊
I especially like how you used the tool scripts.Those shorcuts to go to a specific node in the hierarchy and move stuff... definitely gonna implement that for my game too. Thank you very much for the advice! Game wishlisted, I wish you luck!
Thanks Darenn!! Yeah I'm learning new things with Godot all the time and loving it. Thanks for the well wishes!
This was amazing as an aspiring solo dev this opened my thinking process instead of doing something 150 % I should try and achieve what works first
Yes, finished is better than perfect! You can always optimise if necessary but also learning how to design systems in an efficient way from the start can really help.
it had been long and just found ur channel again love your vids broo
Welcome back! Thanks for watching :D
it's funny that the moment you showed the annimation in the intro i immediatelly knew what problem you were solving and how, really amazing
Thank you for this, I've learned so much. Your fix for the jump problem was some genius, I'm so impressed.
I just started using Godot and since I got comfortable with the scripting, I've loved every moment of it. Subscribed!
No problem Monarxk! Hope your Godot learning goes well :D
This is really good advice. Very clever tools. It's insane that I was not aware of tool scripts until now
Love the video Saul! Amazing work as always.... You never cease to amaze me. I might have to make some custom tools as well (or something similar) in my game lol
Thanks 4P, good to see you here! Can't wait to play your game too :D
While working on my game, I've encountered two things I need to do often: place cameras and generate collisions from mesh. I've made two plugins, one places a camera from editor camera, so I can easily place them. And seconds generates collisions for all nodes matching string in input box.
Love it Alexander, sounds like a nice bit of optimisation there!
Thank you for these details! It was great seeing you explain your problem, then share your unique solution! The last one with the arcs was especially creative!🎉
Thanks spoonsweet!
Man, this was so helpful and enjoyable that I subscribed to the channel midway through the video. Good job man! Keep it up and best of luck with your game (looks awesome btw).
Thanks so much Rui, I'm glad you enjoyed the video! Thanks for the best wishes, it's getting there :'D One day!
The arc's are an amazing touch, bro!
Thanks MrTrend! It's been saving me a lot of time lately haha :D
I discovered your channel by watching your video for pixel art beginners (the donut one) and I'm currently watching lot of your videos. Keep up the good work, thank you for your videos! They're very useful and great to watch, not hard or boring at all! Hopefully they'll help me get off my lazyness and make something!
Awesome, thank you so much for sticking around! :D
Man, I almost never comment on TH-cam but for your videos I feel that I have to comment! What a great development and I really loved your three rules. Keep on the hard work and I will be glad to play your game when it becomes ready. Also, why don't you call the plant Saul? Would be epic!
I remember you said you were taking care of your mom, I hope she is better.
Hi Majd, thanks so much for taking the time to comment, I really appreciate it
@@saultoons I once told you, I had an idea for a cactus game, never had the time to develop my skills enough to make it happen (yet). This is why I have a special feeling when I see you work on your game, and I genuinely support you and understand the effort. Best wishes for you and your dear mother .
Thanks so much Majd! And yesterday we found out that my mams chemotherapy is working and shrinking the cancer, so there is some good news finally! Thanks for your support :)
@@saultoons oh that's wonderful news! All the best for you and your family my friend 😍😍😍💐💐
Wow congratulations on 100k subscribers!! I've been watching since you did your 1 bit cat hat game :D
Eboat thanks so much I appreciate you always supporting in the the comments too
that was a great example for a tool. Im definitely gonna start looking into it more.
Awesome glad you enjoyed Owen! Thanks for watching ❤️
The jump trajectory idea is super helpful
Cool ideas. Insightful and helpful video for any aspiring Godot game developer.
these tricks rock bro, i had no idea you could do that sorta stuff with the tool scripts
Yeah it's helped me so much!
Awesome video! Plan on creating some tools to help speed up my development.
Great! Any ideas?
congrats on 100k subs dude!!!! you deserve it!!!!!
Thanks so much Shredda :D
nice vid! it was neat to see how the tools have evolved over the project and your explanations for why you do x,y,z. One critique though: the music you play starting at 12:23 is *really* distracting. It was really difficult for me to focus on and hear your voice with lyrics going on in the bg
Oh my bad! I’ll remember for next time to recheck the levels
Some brilliant tips here. Great video!
God damn saul i remember coming to your streams when i was 15 you looking sharp
Hahah yooo derex how you doing!!!
@@saultoons im hella good, getting my bachelors in computer science.
I love godot btw i greatly apreciate its simplicity in comparison to unity or any other engine!
Oh heck yah let’s go Derex that’s huge!!! Hope it goes well
@@saultoons so do i 🥳
An idea (untested) for how you could preserve your teleporting functionality even in a case where the teleport locations are spread throughout multiple scenes:
1. Have a special script on the teleport location's node that saves the node's ID number, scene filepath, and nodepath to a custom resource property on the node's script.
2. Emit the `changed` signal on that resource any time the node's position changes (preferably only after it stops moving after a couple frames?).
3. Have an autoload singleton that likewise has a custom resource property referencing the same resource file. Have it connect a callback to the resource's `changed` signal so that the singleton is notified anytime ANY of the nodes with that resource are moved around. It can then save the file to persist the data.
4. Now, when you type in a number and hit enter, you can load up the resource, fetch the data for that ID, load the scene (based on the stored scene file path), fetch the position (based on the nodepath to the marker node), migrate the player node tree to the new scene, and set its global position to the fetched coordinates.
Very interesting, I think that could work!
09:45 I'm curious, how did you achieve that? Like, what did you put in the tool script to switch the selected node (is there an engine function for it?)
I wrote this:
edi_plugin = EditorPlugin.new()
edi_interface = edi_plugin.get_editor_interface()
if Input.is_key_pressed(KEY_F9):
edi_interface.edit_node(levels_node)
levels_node is obviously just the node I want to select
@@saultoons thank you!
Great to see what tricks you've picked up to speed things up!
Thanks Skeffles :D More Faceplant updates on the way!
that jump guide looks pretty handy.
Mind opener video! Thanks a lot!
Thanks for these useful insights! dev, designer and pixel art maestro and with QA in mind, you're a great inspiration for anyone trying to become an indie dev! Curious on how you learned coding. Any books or best practices you would recommend?
No problem, thanks for watching! I tried learning coding a couple of times and gave up each time, I eventually stuck with it when learning C# for Unity with the GameDevHQ Tutorials on TH-cam and purchased their Udemy guide because their teaching style worked very well for me. I supplemented my learning with the SoloLearn app to learn the fundamentals and also just working on my own little project. I committed to 2 hours a day, and in about a month I had a decent grasp of it and no longer felt lost. I found that once the basics had stuck with me, I was able to transfer easily to other languages. I started learning Python to make my own discord bot and then GDScript when switching from Unity to Godot. Ultimately I think the best way to learn coding is like anything else, don't think about it as getting good in one day, just dedicate time and effort towards it and eventually you will get good. I like to think 'whatever I do today, I will be good at a year from now' and that keeps me going :D I have a video on my learning C# somewhere on my channel actually, worth checking out I think :D
@@saultoons thanks a lot for telling your story, it's very inspiring and yes, mentality, motivation, persistence, practice and patience is key to see results some day. I'll check the resources you comment, that was a nice motivational speech, appreciated sir :)
Good luck!!
I love that jump arc trick.
Thanks Jeremy it's been really useful so far!
I made a console tool, similar to your debug. The key difference is it has no consept of what to do instead it querys the scene for nodes that have the console interface, it then uses that to show me what is available. Then i can pass a string for arguments to run comands with arguments.
Main benefits the things that im debugging has control of what it exposes to the general debug system
I really like your pencil art style, keep up that work :)))
You mean the parts where I draw on paper? :o
@@saultoons yea, i really like your style in these parts :))
Oh nice thanks for the love
i have not had to make too many tools for my projects
but for now i have 2 that i have made
1: i made an atlas grid slicer (made it in godot 3.5 but they implemented a better solution in 4.0)
2: i made a tiled like tileset maker to have my own json configuration and expanded functionality
They sound cool, especially the tileset maker!
So useful. Please make more like this. Are there example scripts anywhere?
Hi! Glad you liked it, any other useful stuff I'll definitely share! :) No example scripts, my code is kinda noob, though I have replied to others in the comments with code examples of how I achieved some of the things mentioned in the video :D
Project > Project Settings... > General > Application > Boot Splash > Show Image: OFF -- I love Godot, but I don't need to stare into its eyes for 1 second before each test run of my game.
I was so happy when you switched to Godot, I think 90% of people once they get over the change, just prefer Godot in the end, it's the only fun game engine for me.
Yeah I love Godot, I probably wouldn't be making games as much today if it wasn't for how much I enjoy the process in Godot!
Man this is great advice, thank you so much for sharing!
No problem at all Hawk Game Dev, best of luck with your games! :D
I Never thought I would need a godot sonic in a thumbnail
Godonic :'D
12:17 to 12:38 genius in simplicity!
Thanks Alfred, I was really happy I didn't have to figure out the maths to be honest :'D
Okay this was a really cool video
Thanks 😁
Really cool tutorial, thanks!
Glad you liked it!
Good video! Very informative
Bravo! Smart level creation!
Thank you very much!
I really like usefull videos like this, keep it up !
Glad you liked it Tony! :D More dev stuff coming for sure
You can also modify the tilemap during play mode right ? Godot handle hot reload
Cool tips, thanks for sharing!
No problem!
THANK YOU SO MUCH MASTERRR SO MUCH LEARNING
Glad I could help!
Wonder if you can share code of how you build your "hot-keys" tool? thanks for sharing
I wrote this:
edi_plugin = EditorPlugin.new()
edi_interface = edi_plugin.get_editor_interface()
if Input.is_key_pressed(KEY_F9):
edi_interface.edit_node(levels_node)
levels_node is obviously just the node I want to select
Impressive stuff. Very cool! Cheers 👍😎🇦🇺
Yo! A fellow Godot developer. Nice tips and tricks.
Hey, thanks!
It’s cool that you have some boxes for the player to stand inside and be safe, by why not make them boxes you can jump through but not walk through? Then you won’t have awkward wall bumps from that
Interesting solution!
ngl that jump hack is gorgeous. I want to get into game dev and I am definitely saving this into my tips and tricks playlist
Can you open source some of those tools? Very cool workflow. Subscribed.
Very useful tips thanks a lot
No worries at all! Thanks for watching
Clever :) Thank you.
Thanks for watching
I started decoupling Godot's built in movement from my game. i don't have to fight vectors etc. with move and slide not working as intended etc.. i just use go ol fashioned get property and move that. for spites to stop that dang blurry sprite problem i use a textured rect to draw the sprite the gpu can draw squares much faster and smoother than the built in sprite class. theirs much more but their are a few things i changed about designing with Godot that have helped make life better.
Awesome! Im not that smart :D
Would you be willing to make a tut on the screenshot level tool?
Incredible!!!! ❤️ ❤️ ❤️ ❤️
Ngl i clicked because of the incredibly dumb looking Godot Sonic and I'm happy I did
Godonic is pleased :'D
Yeah me too, what made me click is coz of the GodotSonic thumbnail.
More Godot 4 contents please! Awesome!
Amazing Video!!
Glad you think so!
Do you yourself have a godot tutorial? I think i could get behind learning it listening to you
Been thinking about starting one Jeremiah! What experience do you have already? :)
How to print Vector2(x,y) instead of (x,y)?
I love the pen that you using, do you mind telling us what pen is it? Thanks for the video :) good tips there …
The pen is the Pentel Pocket brush pen :)
Hey there, I was just wondering if we could save a spreadsheet in Aseprite?
Dont think so, check their documentation though I could be wrong
I've got a good idea for you. You said that you manged to make a buttom that slows down time why not press it then have more time developing your game
Oh snap that’s a good idea 🤣
Hi, could you make a video about the differences between 1-bit, 2-bit, 8-bit, etc? c: I'm specifically interested in making something 2-bit and I just can't find any tutorial or video explaining it.
1-bit-2bit-8bit, etc is usually referring to the computing architecture of the games of that hardware at the time, not a particular art-style. There are multiple different art styles possible within 8 bit and 16 bit gaming systems.
As an aside, sometimes when people refer to 1-bit art, they talk about pixel art with just 2 colours, black and white usually. But other than that, it's not really used in art for the most part, unless talking about the looks of particular console generations, but as I mentioned the looks of those games varied wildly in style - perhaps why you can't find anything explaining it.
What GDScript command have you used to switch between nodes in the editor without mouse clicking?
I wrote this:
edi_plugin = EditorPlugin.new()
edi_interface = edi_plugin.get_editor_interface()
if Input.is_key_pressed(KEY_F9):
edi_interface.edit_node(levels_node)
levels_node is obviously just the node I want to select
Awesome tips
Glad you think so!
Most unrelated question :)) what is the name and brand of the pen you're using? Love it
Its a pentel pocket brush pen, has a black or orange casing. I prefer Tombow Fudenosuke for finer stuff, but it's still a nice brush pen :D
i admire your brain sir
It's all nice and all but why would you want all your levels be in a single scene?
Loading times for small 2D levels would be
Yeah it's something I've thought of but not something I've needed to optimise yet as it runs fine, afaik godot does a good job of unloading/loading things out of screen view, so far no issues. But certainly my first thing to optimise if it becomes necessary. But as my third rule: If it aint broken don't fix it :D
@@saultoons As far as I know - Godot 3 renders ALL objects - even those that are off-screen! Godot 4 has some nice optimizations in that regard.
Test it by instantiating 1000 off-screen Nodes with sprites and then enabling and disabling their visibility - would there be a difference in FPS? ;-)
Also - if you are not using any shaders (especially build ones in Environment) - switch to GLES 2 renderer (in Godot 3) or to GLES 3 (in Godot 4) - you will gain a lot of additional FPS!
@@saultoons There is a visibility notifier node that culls objects off the camera view. It's actually very nifty.
@@saultoons th-cam.com/video/lfuGLaZ3khs/w-d-xo.html
Why did you make a scene of levels instead of one scene per level.
because levels blend into each other they are not isolated
My tip when designing developer tools is to not be so worried about how efficient the tool is. It should be ran on a developers machine. Put more time in making your game efficient as you don't know what the players machine will be.
I made an extremely inefficient map maker tool for my game in Unity. It's inefficient because it draws, destroys, and redraws the map every frame. This is bad design and should not be done in production. But it's ok because it will only be ran on a developers machine to make maps that the player will see in game. I designed it so that the code that actually does all the work can be ran once and only once in game, but every frame while in the developer tool.
That's a great tip Andrew, not to worry about how it will affect players because they'll never use it!!!
this tool is so fckn cool
I gotta ask is it a good idea make a pixel short animation film
Sure, that could be fun! :D
13:48 wait, is it a new character for 3rd Spiderverse? 🤣
hahahah yes!!!
nice video
Thanks so much
Very cool
Thanks so much!
Tool scripts are also very dangerous ~ here's a tip: dont make a generator using a tool script.
Anything that affects the visuals on the editor can easy break your entire level design
Happy tooling!
Yeah I saw the little notice on the documentation, hopefully there isn't anything that breaks my whole level design :'D
Add Skeleton lumbah
6:45 AHHH GHOST LUMBAH
true totally gotta do that ;D
You can stop the godot splash screen from running when you start you game
Ooo maybe that will speed some stuff up! Nice tip
@@saultoons I don’t remember the exact menu if you’re using I think it’s. project settings > boot
i bet there is somone studying your game frame by frame so when the game gets released they already know how to beat the game blind folded
thats..not a bad idea now
hahahah that would be amazing :'D
nice :P
Thanks!
0:26 Scratch: Yo why am I here dude?
Hahaha someone noticed!
core kid confirmed iaaaaaaaaaaaaaaaaaaa!!!!
What’s a core kid?
@@saultoons ser good ser... I'm gonna go ahead and say... the real... REAL question is... what ISN'T a core kid
Oh shiiiiiiiiii
It's funny to watch your videos in reverse getting to this one knowing your custom fix broke the game later 😅 not like haha at you funny but the oh no
makes me wonder how much time i waste waiting for unity script assembly to reload
When I found out I could edit my level while the game is running and it would update in game without having to recompile it nearly blew my mind
One of the reasons I'm betting on Godot for the future is because there's no corporation that owns it that would ruin it to appease investors
I hope it continues to grow I really enjoy it
I was advertised a bomb diffusion specialist for a $20k bonus by the air force on this video 💀
They don’t have to give you the 20k bonus if you are in multiple pieces? 🤣 for real tho I bet that’s a very interesting job, as dangerous as it may be.
I made a story for lumbah the dwarf come back to his house and got burn and then he go to the wizard unarmed not on top he lives close and the enemies change each level the level 1 I called wood and stone he kill 5 wood monsters by jumping on their head and go to the wizards house and the wizard give a dwarf a enchanted axe and dwarf goes to get revenge and the level 2 you fight mud enemies and wood enemies and then you meet a traveling sells man he sells you heal potion and double jump potion and invincible potion it can only take two Hit and then it will wear off
Ooooh I gget why the game is hard. Cause the lil fella wont stop movin
Exactly!
Doesn't it get... Hard to manage with all the levels on one scene? Performance wise, too, I mean
If you load 2 levels at a time it would be a lot lighter as resources ant the Player wouldn't notice.
Also queueing free as it gets too far as well(?)
As it is it would be a lot of work to save as scenes but I think tool mode could help
Nah not really, afaik Godot does a great job of managing nodes/areas that aren't displayed on screen, so far I haven't had any performance issues, from any of my playtests either. If it becomes an issue its a simple fix imo. As per my rule 3: if it isn't broken, don't fix it :)
@@saultoons Nice!
how ironic that sonic colors ultimate was made with godot
Yeah that's cool huh
Always nice to have tips. Here's mine. When drawing an image from scratch in the code, don't use set_pixel. Too slow. Work with PackedByteArray instead.
I learned that when I was making my procedural infinite world map component : th-cam.com/video/p8Dbv1BjxEU/w-d-xo.html
OOoo nice!