I Used Godot For 100 Hours, Here’s What I Learned

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  • เผยแพร่เมื่อ 12 พ.ค. 2024
  • This is my semi-comprehensive review of the Godot game engine (Pre 4.0) as someone who has used it for gamedev for over 100 hours. I focus on the specific features that I think make or break the engine and how they compare to other engines such as Unity or Unreal in terms of game development.
    |-Timestamps-|
    00:00 - Intro
    00:17 - Disclaimer
    01:27 - The Switch
    02:38 - First Impressions
    04:10 - Workflow
    06:13 - Nodes
    08:29 - Scripting / Coding
    15:26 - Physics
    17:34 - 3D
    23:50 - 2D
    25:36 - UI Tools
    27:20 - Documentation / Support
    30:00 - Tutorials
    31:03 - Compatibility / Exporting
    33:07 - Conclusion
    34:38 - Keep The Conversation Going
    - 100 Hours of Godot -
    made with:
    Blender,
    Asperite,
    FreeSound,
    Godot,
    Unity,
    Unreal Engine 4,
    Photoshop Elements 2018,
    Garage Band,
    Music:
    "Kirby Collecting" by Shogo Sakai
    "Main Menu(NSMBWii)" by Shiho Fujii, Ryo Nagamatsu, Kenta Nagata
    "GBA Shy Guy Beach" by Minako Hamano, Masanobu Matsunaga, Kenichi Nishimaki
    "Sky Land(NSMBWii)" by Shiho Fujii, Ryo Nagamatsu, Kenta Nagata
    "Cavi Cape - Act 1" by Yoko Shimomura
    "Underground Volcano(NSMBWii)" by Shiho Fujii, Ryo Nagamatsu, Kenta Nagata
    "Sunken Ship" by Shogo Sakai
    "Flip-Swap Galaxy" by Mahito Yokota
    "Melty Monster Galaxy" by Ryo Nagamatsu
    "Upside Dizzy Galaxy" by Mahito Yokota
    "Options" by Asuka Ohta, Ryo Nagamatsu
    "Plack Beach, Bubble Lake - Act 1" by Yoko Shimomura
    "Mario Bros. Battle" by Yoko Shimomura
    "Deep Dark Galaxy" by Mahito Yokota
    "Beach Bowl Galaxy - Undersea" by Mahito Yokota
    "Tough Enemy (King Dedede's Theme)" by Shogo Sakai
    "Forest Dwellers" by Mahito Yokota
    "Base Infiltration" by Shogo Sakai
    "Multiplayer Menu" by Shinobu Tanaka
    "Mario Bros. Theme (Tutorial)" by Yoko Shimomura
    "Inside the Inverted Pyramid" by Naoto Kubo
    "Main Menu" by Asuka Ohta, Ryo Nagamatsu
    #godot #gamedev #unity

ความคิดเห็น • 1.2K

  • @LazyAlarm
    @LazyAlarm  8 หลายเดือนก่อน +1724

    Since more people are seeing this video as a result of Unity's recent pricing change, I would like to emphasize that these are my opinions on the engine pre-4.0 update which addresses and fixes a large majority of issues I had with the engine, and adds a number of valuable features.
    Second, many of my concerns or wishes were also addressed by more experienced users in the comments, and were a result of my lack of experience. I hope the comments can be a good resource for anyone struggling with the same things I was.
    Since this video released, I have continued to use Godot. I've made 3D games, I've made 2D games, I've made simple graphics, I've made more detailed graphics. I've made VR games. I have yet to try a game idea that I felt could not be achieved with Godot.

    • @danielsndgamevideos
      @danielsndgamevideos 8 หลายเดือนก่อน +120

      Would be great to see an updated video with the solution to some of those problems maybe xD

    • @sczoot6285
      @sczoot6285 8 หลายเดือนก่อน +24

      @@ModernCopy? Godot is an easy 3D game engine relatively speaking

    • @mattlegge8538
      @mattlegge8538 8 หลายเดือนก่อน +18

      Yep that's why I'm here too! Maybe it's time for a 'used Godot for 200 hours' update?

    • @skyethemin4922
      @skyethemin4922 8 หลายเดือนก่อน +6

      I am cackling irl at the fact that so many game makers changed engines because of the controversy that this video reached the youtube algorithm en masse hahahahah mannn

    • @content8420
      @content8420 8 หลายเดือนก่อน

      I am really concerned about the 3d capabilities of godot for making my dream project. I am still trying to wake up from the trauma that unity gave me and really thinking of shifting to unreal engine 5 but I am still considering godot as an option just that I doubt I can achieve the level of quality with godot's power so far. I am talking about Genshin level quality or something similar (I am talking about my dream project so don't think I am being arrogant and thinking that I can create something that). So I don't know, I heard that Godot's lighting system is not that great and since godot is mainly used for 2d games. I just can't make up my mind and will probably go for unreal engine.

  • @theisavelkoul5662
    @theisavelkoul5662 ปีที่แล้ว +5766

    "All game engines have their own special ways in which they work. Unity has MonoBehaviours. Unreal Engine has Blueprints. GameMaker has a 100 USD a year subscription fee. And Godot has nodes."

    • @abhishekfarshwan3085
      @abhishekfarshwan3085 ปีที่แล้ว +127

      LOL

    • @suspecm6316
      @suspecm6316 ปีที่แล้ว +428

      Member when the subscription model "wouldn't kill the engine"? I member

    • @saverofthewo
      @saverofthewo ปีที่แล้ว +92

      i just realised that seems like shit but thats only $8 a month

    • @suspecm6316
      @suspecm6316 ปีที่แล้ว +407

      @@saverofthewo That's exactly how they get you. It's only 8$ a month but let's say you buy a perpetual license for 99$ that you can keep forever. If you use the software for a year on the subscription model you have already paid as much as you would have on the old model.

    • @TrekDelta
      @TrekDelta ปีที่แล้ว +23

      Source Engine has Vscript

  • @SamuelSarette
    @SamuelSarette ปีที่แล้ว +2106

    One of the reasons Godot's UI tools are so powerful, is because Godot's Editor is powered by Godot. It's built with those nodes.

    • @gytux0258
      @gytux0258 ปีที่แล้ว +575

      They build the editor using itself? What a flex.

    • @SomeRandomPiggo
      @SomeRandomPiggo ปีที่แล้ว +148

      Unreal does the same, its weird!

    • @swordofstabbingold
      @swordofstabbingold ปีที่แล้ว +314

      It's like how programming languages will first have a compiler in a different language, but then subsequent compilers will be made in the language itself.

    • @bobmcbob4399
      @bobmcbob4399 ปีที่แล้ว +40

      @@swordofstabbingold Yeah that's a real trip, so cool!

    • @sleepymarauder4178
      @sleepymarauder4178 ปีที่แล้ว +77

      @@swordofstabbingold That is a process called bootstrapping and it is really nifty

  • @janmagtoast
    @janmagtoast ปีที่แล้ว +670

    Two things that make me use this engine:
    - cylinder collision shapes
    - the node family system is absolutely bonkers and I adore it to no end

    • @ThatPianoNoob
      @ThatPianoNoob ปีที่แล้ว +21

      Never got deep into game development but that node system description gave me a throbbing brainer.

    • @D.S69
      @D.S69 15 วันที่ผ่านมา

      ​​@@ThatPianoNoobhaha it is awsome though

  • @rahn45
    @rahn45 ปีที่แล้ว +586

    I think Godot being 'durable' instead of 'fragile' is the thing that allowed me to actually dive into game development. The node system is just something that clicks with my brain, because when it came to other game engines/programming languages I'd struggle just to get buttons working; among other more simple concepts I'd struggle to grasp with. You know the typical problem of following a tutorial and at the end of it learned and understand nothing of what I did. With Godot on the other hand I can follow a tutorial and actually come out the other end with actual knowledge.

    • @MisterPineTree
      @MisterPineTree 11 หลายเดือนก่อน +19

      Hey man, I would like to start using Godot too, can I ask you which tutorials did you followed? Thanks

    • @topminator2991
      @topminator2991 2 หลายเดือนก่อน +1

      holy... i thought i was the only one!

    • @tsary_8561
      @tsary_8561 2 หลายเดือนก่อน +1

      @@MisterPineTreeI hope this will let OP see your comment, because I’d also like to know who they watched.

  • @Valcuda
    @Valcuda ปีที่แล้ว +1976

    I love using Godot, because it feels like how I imagined game development would be when I was younger.
    Everything flows together nicely, and if I need something, I know where to look, and if I want to know what something does, I can easily look at the documentation.
    Unity however, feels like how I feared game development would be like when I first started. Everything is confusing, there 100 different ways to do x, but only one way actually works properly. Objects have dozens of different values, but you change one and suddenly nothing works.
    Unreal however, couldn't run on my high end gaming rig from 2010, so despite having a computer that could probably run it now, I've already grown too attached to Godot to even think of jumping ship.

    • @tubaeseries5705
      @tubaeseries5705 ปีที่แล้ว +112

      as someone who started with unity i have exactly the same feeling towards godot as you have towards unity

    • @Reneator
      @Reneator ปีที่แล้ว +113

      " there 100 different ways to do x, but only one way actually works properly" thats a great point.
      For me with godot its like "you have 100 different ways to do X but only some are better performance" stuff works but maybe not most efficiently

    • @LukesOffline
      @LukesOffline ปีที่แล้ว +28

      As a unity Dev this hurt

    • @Aereto
      @Aereto ปีที่แล้ว +10

      And now with Unity dissing developers and getting talents from an adware company, all the more reason to go to Unity.

    • @missfire9480
      @missfire9480 ปีที่แล้ว +24

      ​@@Aereto All of that is so out of context it's not even funny. Don't believe every headline you read, nor what people told you they "read" without reading the article.
      A lot of click bait and misinformation came out and unless you read the original interview and looked into the company they acquired don't go around talking about stuff you know nothing about.
      First off, he did in a way diss developers but not in the way you think. If you make a game for art that's fine.
      But if you are making a game for profit (the key context) and you don't use the tools around for you to monetize the game then yeah your an idiot. (that's the funni tag line "devs are idiots") Unity is natively supporting monetization now.
      Second, the company they merged with IronSource (didn't buy, no cash traded hands just their stocks turning into unity) Never made malware.
      They made an install wizard that was open source. Much like how you can make malware with Unity. You could make malware with this (by attaching bloat or malicious products to the install wizard. If you remember like when you download 7 zip and the wizard asks you if you wanna download all this other shit? ) They got flak for what people did with their product. Not anything they did. They no longer support said software and haven't for 5 years now.
      The only thing they do now is targeted ads and mobile game ad software.
      This is mostly for the IOS market where if you were to use a 3rd party software the game would have to ask permission on your device to show ads.
      and yeah, if you were making mobile games for the sole reason of making money, or if your making a game and want to get paid for your work I kind of agree. You should use the tools given to you buy Unity to make that happen.
      Game development has changed, sure you can release your game on steam, itch.io. Apple store or google play randomly and do no promotion and hope it blows up and by proxy you make money. The old way.
      Or you can go with the future and get feed back on the way your monetize game while you build it. (More so in the mobile space) Making sure ad's don't interrupt the gameplay loop etc
      Personally i dislike mobile games and their ads so I won't be using it. But like a lot of advanced software in unity just because I don't want it doesn't mean other people don't.

  • @TheFlyJunky
    @TheFlyJunky ปีที่แล้ว +829

    There are a couple things about Godot's design I think you should know:
    1) Single purpose principle - All nodes do one thing (ie handle themselves), there should be random nodes that only serve to have a script, and that script should only do one thing.
    2) Tree Structure - Parents should know their children, but children shouldn't know their parents, otherwise use signals, using an autoload signal connector node is totally fine.

    • @JebacPresretac101
      @JebacPresretac101 ปีที่แล้ว +25

      If a child needs to know it's parrent, in the multiple scripts excample, "export(NodePath) var myNodeToManipulate" will work well, you can then use the get_node(myNodeToManipulate) to get the node. This also promotes code reusability.

    • @WizzardPowers
      @WizzardPowers ปีที่แล้ว +26

      Um.. wot?
      Why children shouldn't know their parents?

    • @shadrickcarrick1300
      @shadrickcarrick1300 ปีที่แล้ว +110

      A famous saying in Godot: "Call down, Signal up."

    • @StiekemeHenk
      @StiekemeHenk ปีที่แล้ว +75

      @@WizzardPowers because your parents are deprecated /j
      I think it has probably something to do with reusability. If u use signals then you're not relying on where your node is placed but if you reference your parent the node becomes tied to it and can't be used elsewhere as an instance for example. Keeping specificity low is often a good thing.

    • @P3PPING
      @P3PPING ปีที่แล้ว +5

      @@JebacPresretac101 Yeah, this is the approach I tend to use too, since it makes it sooooooo reusable like you said.
      I would love first class global signal support though!

  • @SharyqSiddiqi
    @SharyqSiddiqi ปีที่แล้ว +716

    My personal favorite creators in the Godot community is DevDuck, just makes devlogs but he displays expert use of the engine, an amazing workflow, and an overall nice way to balance work and life

    • @katkazam5246
      @katkazam5246 ปีที่แล้ว +22

      DevDuck is great

    • @enriquepageperez152
      @enriquepageperez152 ปีที่แล้ว +9

      A nice way to balance work and life. That’s the hardest part and he’s got it so right…. !

    • @PresidentDawg
      @PresidentDawg ปีที่แล้ว +4

      You mean creator creators means 2 and you only mentioned one so it’s creator not creators

    • @Legocoder1234
      @Legocoder1234 ปีที่แล้ว +4

      I havent seen devduck but garbaj is also gread

    • @Legocoder1234
      @Legocoder1234 ปีที่แล้ว +3

      Great

  • @freedombrick
    @freedombrick 7 หลายเดือนก่อน +105

    My favorite thing about open source programs is that it's improved on and worked on by those that use it. They know exactly what users need and want, and the issues that have, because they are them

    • @freedombrick
      @freedombrick 7 หลายเดือนก่อน +13

      Aaaaaand I just got to the party where you said the exact same thing

  • @SheepUndefined
    @SheepUndefined 7 หลายเดือนก่อน +112

    A huge tip if you're moving to godot:
    Go to the settings>text editor>behavior, and turn off the "Open dominant script on scene change." There's a similar option under the settings>text editor>files menu, DO NOT BE TRICKED.
    There's also a few other goodies like scrolling past the end of the file.

    • @angelosavioti4627
      @angelosavioti4627 7 หลายเดือนก่อน +1

      thanks, this was getting me mad

    • @RevolutionaryOven
      @RevolutionaryOven 7 หลายเดือนก่อน +2

      Awww your pic is so cute!

    • @miadietrich7347
      @miadietrich7347 4 หลายเดือนก่อน +5

      What's the reason for this?

    • @SheepUndefined
      @SheepUndefined 4 หลายเดือนก่อน

      @@miadietrich7347 Because when this is on, if you have a lot of scenes you're going back and forth between, they'll always be silently clogging up your scripts panel, even when you aren't editing those scripts.

  • @WH1T3_No1SE
    @WH1T3_No1SE 7 หลายเดือนก่อน +73

    You really need to make a sequel to this video

  • @jarbarsi
    @jarbarsi ปีที่แล้ว +775

    As I'm watching this video, I know you mentioned things will change in godot 4.0, so here's a list of things you mention that I know for a fact have already been changed in godot 4.0
    - Physics have been completely rewritten from scratch, so they shouldn't feel nearly as janky
    - 3D audio and audio in general has been overhauled, so most of the issues/jank there will get much better
    - Shader compilation has been reworked so that, while performance will still drop a bit while they compile, the engine won't grind to a complete hault waiting for the job to finish
    - As you said, the options for 3d are already great, but it's getting even better, multiple options global illumination, deferred rendering, etc
    - Some things with the way ui options are displayed have been changed to be a little less confusing, mainly, the options displayed are based on the node's parent, so options that are overridden by a node's parent container won't be displayed
    - Also on ui, if I remember correctly the default ui theme is now based on the engine's ui theme, so it doesn't immediately look _as_ terrible, still not perfect and probably should be reskinned to match your game's theme anyway
    - Godot's search engine has improved significantly, which means that the intellisense in the code editor is significantly better than what it was, prioritizing commonly used methods/variables and showing results even if you make a typo
    I probably missed a lot, because I was typing this list very lazily as I watched and haven't exactly been glued to the development of the engine. Great video by the way, hope that more people get to see it 👍

    • @RenderingUser
      @RenderingUser ปีที่แล้ว +72

      also dont forget the engine being able to make more than one window instead of fake overlays
      thats the best ui thing that happened to godot in a while

    • @parsar.k.p1337
      @parsar.k.p1337 ปีที่แล้ว +11

      So pretty much every issue discussed in this video is fixed.

    • @woopslap
      @woopslap ปีที่แล้ว +2

      whens it coming out

    • @jarbarsi
      @jarbarsi ปีที่แล้ว +2

      @@woopslap it's coming out some time this year, no official release date from what I've seen. Recently it entered feature freeze (nothing new is being added, now focusing on bug fixing), and will be entering the beta phase soon™.

    • @fanb1536
      @fanb1536 ปีที่แล้ว +1

      @@jarbarsi Hi, any idea if anything else notable from this list specifically is being backported to 3.5?

  • @cameroncollins4123
    @cameroncollins4123 ปีที่แล้ว +485

    I don't use get_parent() at all when programming in godot. imo that is bad practice. Create a group for certain nodes and in the main node/top node in the hierarchy. Just call get_tree().get_nodes_in_group() and it returns all the nodes that you need in that specific group as an array. Like the spawners that you showed. Higher up nodes should connect lower nodes in the hierarchy, so they aren't dependent on higher nodes being there. This will prevent your game from crashing. Lower nodes should never connect themselves to higher nodes. I used to do the same thing you did with singletons and storing nodes. But then, I read a godot design pattern somewhere that made my workflow much easier and faster. You could also get_children() and check to see what group the children are in as well.

    • @saul8510
      @saul8510 ปีที่แล้ว +14

      smart thinking, get_child or parent is expensive as you have to find that node, in a group it already knows who is the group because there not much..

    • @cameroncollins4123
      @cameroncollins4123 ปีที่แล้ว +17

      @@saul8510 Even if it's expensive get_child/get_children is still worth it because you'll only be using it once usually in _ready(). If you create a instance later on. You'll already have all the information you need to make the proper connections. Appreciate it!

    • @cameroncollins4123
      @cameroncollins4123 ปีที่แล้ว +3

      But we're lucky we got groups. Makes things a whole lot easier.

    • @udippatel6147
      @udippatel6147 ปีที่แล้ว +13

      exactly, when splitting up nodes to be modular and self-contained, get_parent() has no place in the code. it was never meant to be used heavily in any godot project.

    • @brandonlunchbag
      @brandonlunchbag ปีที่แล้ว +1

      Thank you

  • @reepusvanguard
    @reepusvanguard 7 หลายเดือนก่อน +61

    I appreciate how often godot updates and how the devs actually listen to their community.

    • @WeeGerGai
      @WeeGerGai 4 หลายเดือนก่อน +5

      Partially because the community are the devs :)

    • @Oneiroi0
      @Oneiroi0 3 หลายเดือนก่อน

      And the Community became the Devs so they can improve their own Game. Basically a healthy Relationship.

  • @OWnIshiiTrolling
    @OWnIshiiTrolling 7 หลายเดือนก่อน +14

    Unity recently committing sudoku might benefit the godot community quite a bit

  • @aethernia-strategycardgame7283
    @aethernia-strategycardgame7283 ปีที่แล้ว +95

    It's crazy how far Godot has become in all these years. Especially 3D and its performance got improved by Godot 4.0 by a lot which just makes it so much more fun, motivating and promising to work in 3D using our lovely engine. I am very excited about how Godot will evolve from here on, since it is also getting the recognition it definitely deserves.
    Great video and great channel. 🙂

  • @rungeon83
    @rungeon83 ปีที่แล้ว +337

    I have used Unity for years, gamemaker, XNA c# etc and honestly Godot is the only engine that i ENJOY using, alot of the issues LazyAlarm had I was like "oh but I know an easy fix for that!" or an option that was missed.
    One thing I find really odd about Godot is the community, it's so lovely and I've had nothing but positive people, I have no doubt there are awful people everywhere.. but I've never had that horrible elite nerdy hate for not knowing something that was "DUUH so easy duuuhhh" easy. lol

    • @sslaxx
      @sslaxx ปีที่แล้ว +27

      Eh, there are a few bad apples out there, seen some of them. But the community is definitely a good one.

    • @rungeon83
      @rungeon83 ปีที่แล้ว +29

      @@sslaxx oh I have no doubt. I wonder as it gets more popular the bad voices are always the loudest.

    • @samdavepollard
      @samdavepollard ปีที่แล้ว +30

      i don't have a ton of experience with godot and its community but what you describe seems like the same vibe i always get from the blender community; i guess it's an open source thing - people want the project to succeed and one of the ways they can help bring that about is to help other users if they can

    • @sslaxx
      @sslaxx ปีที่แล้ว +4

      @@rungeon83 Human nature, it seems alas.

    • @alexaleman16
      @alexaleman16 ปีที่แล้ว +2

      Damn i been missing out i used eeverything else for years now hadnt even heard of godot till now something tells me im gonna finally be stoked lol

  • @samathythemanathy8112
    @samathythemanathy8112 8 หลายเดือนก่อน +41

    Would be great to get a refresh on this topic with Godot 4.1.
    I also really appreciated the more niche memes, seeing that Aperture and Black Mesa chart was something else!

  • @ASecondGuy
    @ASecondGuy ปีที่แล้ว +168

    The autocompletion sucks but you can somewhat improve it with class_name and typed vars.
    So making "class_name Player" in the player script and "var player : Player" in Ref.
    If you want to know about some function you can just Ctrl+Klick an it opens the offline documentation on the right page and line. (works better than lookup symbol for me for some reason)
    Instead of many get_parent you can use get_node("../../../../node") or the short form $"../../../../node"
    or use find_parent(). Or like the tooltip suggested at 11:40 Use "/root/" to get all the way to the top of the scene tree.
    The NodePath export can be restricted but it is some complicated stuff with _get_property_list() so that is too complicated I agree.
    12:04 hurts to look at. Use a group or search for them in _ready(). Ex:
    var gate := []
    func _ready():
    for c in get_children():
    if c.name.begins_with("EnemieSpawner"):
    gate.push_back(c)
    I hope I could help.

    • @LazyAlarm
      @LazyAlarm  ปีที่แล้ว +63

      I know when my code is bad, but I don’t always know how to fix it. This comment is very helpful! Thank you.

    • @redstonemedia665
      @redstonemedia665 ปีที่แล้ว

      sus

    • @Drejzer
      @Drejzer ปีที่แล้ว +4

      @@spiceywolf though I think it doesn't work on multithreaded code.
      Or at least didn't work a year ago (not sure about right now).

    • @prydzen
      @prydzen ปีที่แล้ว +3

      Just use vscode for programming godot

  • @whaive
    @whaive ปีที่แล้ว +50

    Intellisense in godot I agree it is not the best, but a really handy feature that I like, is that you can ctrl + click on a method/variable you just wrote, and it will open a tab in godot explaining what that method does, and it is really helpful and it saves you a lot of time, instead of going into your browser and manually searching for that method in the documentation!

    • @HoloTheDrunk
      @HoloTheDrunk ปีที่แล้ว +3

      While it's by no means bad to praise good features, this is a thing that has existed in most decent code editors and IDEs for years, it's nothing specific to Godot.

    • @RenderingUser
      @RenderingUser ปีที่แล้ว +8

      @@HoloTheDrunk normally clicking that in an ide takes you to the definition of that method in my experience
      but godot goes to documentation

    • @HoloTheDrunk
      @HoloTheDrunk ปีที่แล้ว +2

      @@RenderingUser Yes, the specific Ctrl+click binding is usually to go to the definition or usages, the feature is just invoked differently. Heck, even my fairly vanilla Neovim can instantly get me the documentation of anything from a Rust package I have imported by just pressing Shift+k.

    • @RenderingUser
      @RenderingUser ปีที่แล้ว +3

      @@HoloTheDrunk wait
      can i hav ur nvim config?

    • @BeatemupMaster
      @BeatemupMaster ปีที่แล้ว

      Never know that, thanks!

  • @ericlondon2663
    @ericlondon2663 7 หลายเดือนก่อน +21

    Well this video aged in an interesting way.

  • @redstoneparadox
    @redstoneparadox ปีที่แล้ว +46

    12:50 It should be noted that anything in yellow is not an error. It's like an IDE making an unused variable grey, except slightly more obnoxious. And with regards to autocompletion of nodes, Godot basically treats scripts as an anonymous class by default; you can kind of remedy this by using `class_name` on your scripts to give them a proper name, but that requires instance checking and such. GDScript in the past has been more oriented towards duck-typing, but they did start moving towards more static typing in later 3.0 releases.

  • @BT293HG
    @BT293HG 8 หลายเดือนก่อน +29

    Welcome back everyone, we all know why we are here

  • @Hurtdeer
    @Hurtdeer 7 หลายเดือนก่อน +2

    a bug caused my audio to tear when you were complaining about the audio tearing and i briefly thought you made a 500 iq joke

  • @maxfarouk3407
    @maxfarouk3407 7 หลายเดือนก่อน +9

    Funny how suddenly this is all being recommended to me now.
    TH-cam fueling the fire....

  • @christophernoneya4635
    @christophernoneya4635 ปีที่แล้ว +22

    My biggest criticisms with godot that are still valid having worked with 4 is just how annoying the actual project architecture is. When you get into larger projects it starts feeling like I spend as much time contriving ways for nodes to communicate with eachother properly than I was writing new nodes. Groups are a godsend but signals start feeling pretty limited imo. Its just a sideeffect of their node structure vs entity-component

  • @sslaxx
    @sslaxx ปีที่แล้ว +19

    Are you aware you can synchronise scene and script changes from the "Debug" menu? Not sure if this would do everything you may want it to, but it should cover most of it.
    And people? Well, I noticed Jakefriend, Miziziziz and the PlayWithFurcifer couple, but there's also Jotson (Gravity Ace), Jitspoe (a former AAA dev who's now using Godot to make Fist of the Forgotten). There's MrEliptik (Dashpong), Lentsius and ValiantCheese (Hive Time, Bat Egg, Bonesweeper), and Tim Krief. It's a growing community out there!

  • @realMenta
    @realMenta ปีที่แล้ว +49

    I started using godot because it looked like a good all round engine, easy to understand and mostly because it was open source and Free :)
    Having a blast of an experience with godot, I'm really glad that I started making games.

  • @StillCisTho42
    @StillCisTho42 8 หลายเดือนก่อน +25

    Great time for a second part trying Godot 4, it could really help people making the jump from Unity.

  • @drawnsequence
    @drawnsequence 7 หลายเดือนก่อน +5

    This video fires me up. As someone who just doesn't know where to look for solid basics on maneuvering Godot, this made exploring and what to look for soo much better. Thanks for the fantastic vid!

  • @notcreatorguy
    @notcreatorguy ปีที่แล้ว +25

    5:02 Godot has "Update Continuously" in Editor > Editor Settings > Interface > Editor and turn on Update Continuously. It works for moving stuff around like you described, however I've found that it doesn't work if you're updating properties on materials. It's definitely not an apparent feature and certainly located in a place most beginners would never look but it is there

  • @NathanOnline
    @NathanOnline ปีที่แล้ว +7

    Really great video! As someone who knows nothing about Godot this gave me a pretty good intro to what’s it’s like using it and what you have to look out for later on

  • @panhoracy8254
    @panhoracy8254 ปีที่แล้ว +24

    When it comes to shader compilation lags. Lookup ubershader in next Godot update (3.5 that is on release candidate stage), it is meant to fix that exact problem

  • @kaojaicam
    @kaojaicam ปีที่แล้ว +2

    Such a great video! I hope you continue to make content like this the amount of love you put into it really shines! I learned a lot from this video I had no idea Godot treated 2d and 3d so differently. That makes me even more excited to use it tbh

  • @Reneator
    @Reneator ปีที่แล้ว +1

    Great video, great editing, watched till the end! Keep it up!

  • @DUNESDAY_ART
    @DUNESDAY_ART 8 หลายเดือนก่อน +5

    Not me over here finding this video now knowing Godot exists and now low-key want to try it

  • @trippyparrot9281
    @trippyparrot9281 ปีที่แล้ว +4

    For your first point, the workflow, what I found to make an awesome difference for me was when I discovered that when clicking on the thre dots in the upper right corner, you can layer your optionwindows differently. Takes a bit of fiddeling, but I always use it to make the signals-tab appear above instead of behing the node.config-tab.
    Nothing bug, but it GREATLY improved my own workflow, maybe it will work for you too.
    Otherwise keep up the great work haha!

  • @gustavobovo8278
    @gustavobovo8278 ปีที่แล้ว

    Loved the vídeo bro. Really fun, probably was hell to edit it all together lol. Subbed, keep up the amazing work.

  • @bencornelisse1186
    @bencornelisse1186 ปีที่แล้ว +1

    ive been watching every video of yours all day, the quality of your content is amazing. please keep making more videos

  • @dugtrioramen
    @dugtrioramen ปีที่แล้ว +12

    26:05 For UI you want to mainly use Containers, which automatically position things. It'll ignore all those margins/anchor properties, and the only thing that'll matter are size flags (for stretching, centering, etc).
    There was even a recent proposal to just flat out remove anchors margins & grow direction and just have containers instead. Probably won't happen but it's a good indicator of how much better Containers are

  • @Mgbeatz_Icrowdx
    @Mgbeatz_Icrowdx 8 หลายเดือนก่อน +4

    this video is very interesting based on what Unity is going through right now

  • @bensmith321
    @bensmith321 ปีที่แล้ว

    Really enjoyed this video! From the rotation tool use in Photoshop to do simple effects, to your text/font choice for the transition, it was visually appealing and engaging. The Robots clip in the conclusion made me laugh with how on the dot it was. Great work!!

  • @INRamos13
    @INRamos13 7 หลายเดือนก่อน +1

    This is a great video, I really enjoyed how you delicered all of this too. I then watched some more of your videos, and you now have a new subscriber.

  • @vraisairs9201
    @vraisairs9201 8 หลายเดือนก่อน +8

    Wow this video is so relevant now

  • @MelvinG24
    @MelvinG24 7 หลายเดือนก่อน +6

    This video came perfectly after Unity new terms and conditions

  • @uglydinosaur6048
    @uglydinosaur6048 ปีที่แล้ว +2

    Thank you so much! I wondered what game engine I should start learning first to engage in game development and not be stunned and eventually burned out because of engine overloaded by features, unwanted by newbie game developer like myself. You've just opened my eyes and made me want to start learning Godot. Really look forward to further development of the platform!

  • @joostkivits
    @joostkivits 8 หลายเดือนก่อน

    Excellent commentary and great editing. Thanks for this!

  • @MarcoDeRosa08
    @MarcoDeRosa08 7 หลายเดือนก่อน +6

    I just started learning game dev, I'm a total beginner and I chose Unity, but this video really made me realize how complicated Unity is, maybe I'll try out Godot

    • @AkaNoBaka
      @AkaNoBaka 7 หลายเดือนก่อน +2

      As someone who was always curious about making games but was completely overwhelmed and felt pushed away by engine's like Unity & Unreal because there is hundreds of different things going on all over, Godot has finally been my breath of fresh air from the very first step of opening an example project. Everything is so digestible and easy to understand, even the scripting language. For the first time ever I was able to make my own changes and play around without needing to be lead or follow a tutorial. 110% recommend trying out Godot for a beginner and beyond

    • @gladiumcaeli
      @gladiumcaeli 3 หลายเดือนก่อน +1

      Unity isn't as complicated as he makes it out to be, people just like to complain about Unity3D. Unity does have its issues especially with the price change recently, but for making games it's a great game engine. Pokemon go, hearthstone, Cup head all great games made using Unity. Saying all that I do think Godot is a great engine just they both have their pros and cons

  • @selgesel
    @selgesel ปีที่แล้ว +6

    Like many others suggested, hitting Ctrl+Space to force autocompletion can help ease the headaches, and adding type hints, class_name statements, using the colon equals operator (e.g. := which basically tries to infer the type) when getting onready references to child nodes can help Godot figure out what it can fill in a lot.
    But there's a catch to using the class_name statement in Godot 3.x and it's circular dependencies. If you have two scripts A.gd and B.gd with class_name statements (e.g. class_name A, class_name B), and try to get cross references against each other (e.g. "var a: A = ..." in B.gd and "var b: B = ..." in A.gd) you won't be able to compile/build the game; in which case you'll have to forego the corresponding type hints from one of the scripts.
    Fortunately this is fixed in Godot 4 which is fast approaching beta.

  • @noxmore
    @noxmore ปีที่แล้ว

    Just found your channel, this video is quite entertaining and well-made! i'm surprised you don't have more subscribers

  • @Wreck_Crimes
    @Wreck_Crimes ปีที่แล้ว

    This is really awesome tutorial. Great work man.

  • @raphaeld9270
    @raphaeld9270 ปีที่แล้ว +7

    11:46 You can use get_node("../../../../path/from/there") instead of calling get_parent a lot, but in general, parent should no about children but not the other way around. We often say "Call down, Signal up" which means, connect the signal that your child will emit to the function the parent or other nodes will call each time that child is emitting that signal. That allow to reuse the child a lot more easily, or even swap it out later for another with a similar signal setup without too much of a hassle.

  • @LukasSkywalker_
    @LukasSkywalker_ ปีที่แล้ว +9

    I was afraid of changing to C# on godot but is not that hard.
    You got the typing, brackets, etc and the documentation is really good.
    After some time you get used to see a GDScript code on a tutorial and see how it will be in C#.

  • @anthonynguyen2661
    @anthonynguyen2661 7 หลายเดือนก่อน +2

    i like how even tho im not a game dev yet this still ended up in my recommendation, truly says alot about the current situation.

  • @hawkfu
    @hawkfu ปีที่แล้ว +1

    Been using Gamemaker for years, looking at switching for some extra 3D capabilities. This was a great watch to get an idea of the limitations I can expect, thank you!

  • @joshuaanderson6609
    @joshuaanderson6609 ปีที่แล้ว +3

    It's always interesting to see the issues people have with Godot and knowing that it already has an easier way to do it. The thing is, you need to have read the documentation to know about it. For example, the collision mesh generation problem (where you have to manually generate them when the mesh is changed) can actually be automated pretty easily. The simplest way is to add '-col' or '-colonly' to the mesh that should have collisions, and boom Godot creates collisions at import automatically. Godot's documentation in my experience is very good in many places, but is still a bit lacking sometimes and can occasionally be hard to find what you need. Like you said as well, I've been using Godot for a while and have a lot of experience, but there's still new stuff I find out about and play with, and to me that's kinda part of the fun.

  • @AzurePain
    @AzurePain ปีที่แล้ว +25

    You can improve the autocomplete settings (idle parse and code complete delays, type hints) in the Editor > Editor settings > General tab > Text editor section > Completion. Type hints will show you the types each code complete entry is :) . It's just not on by default, no idea why. You can shorten/lengthen the suggestion delays to your liking as well.

  • @DonMarges
    @DonMarges ปีที่แล้ว

    Thank you for this fair and informative overview. I found it helpful

  • @jollyroger105
    @jollyroger105 ปีที่แล้ว

    This is AWESOME! Thank you so so so much for making this video!

  • @XRWorkout
    @XRWorkout ปีที่แล้ว +4

    The way I usually update meshes is
    Close all scenes that use the object
    Go to the glb file in the import tab click on reimport
    Then open the glb file (you don't need to inherit that time just click open anyway)
    Then when you open the scene that derives from it it should already be updated.
    That works most of the time

  • @bunnyblake3885
    @bunnyblake3885 ปีที่แล้ว +9

    Setting up VSCode as the default Godot script editor was an extremely good decision. Also, intellisense / smart completion works better if you explicitly set the type of your variables, i.e. write "counter : int = 0" instead of "counter = 0".

    • @BlueCoreGamming
      @BlueCoreGamming ปีที่แล้ว +3

      when you like python but the rest of the entire freaking world wants a strong typed language.
      Thank goodness you can use c# with godot

  • @Skeffles
    @Skeffles ปีที่แล้ว

    Brilliant video and very comprehensive. I am very tempted to try godot out soon.

  • @kerosine2896
    @kerosine2896 ปีที่แล้ว +2

    I don't make games just yet, but I just wanted to say this video was super well made!I loved the editing, it was fun but not too meme-focused

  • @GoGameDeveloper
    @GoGameDeveloper ปีที่แล้ว +24

    4:52 They added that option in Godot 4, if run your scene you will see there is a little camera icon called 'project camera override' click on it and will let you move your editor camera inside the game :)

    • @daniishere1009
      @daniishere1009 ปีที่แล้ว +1

      When Godot 4 is releasing through?

    • @ShVanesMusic
      @ShVanesMusic ปีที่แล้ว +1

      @@daniishere1009
      I hope this second half of year

    • @daniishere1009
      @daniishere1009 ปีที่แล้ว +2

      @@ShVanesMusic I think it will going to be released early next year as they Godot have not release any type of statement that it is going to be released this year.

    • @cmyk8964
      @cmyk8964 ปีที่แล้ว +2

      It’s already in Godot 3.

  • @bodamat
    @bodamat ปีที่แล้ว +46

    I completely agree with you and I taught Godot just like you. Fortunately, most of the problems will be solved in Godot 4.0, but we still have to wait until the release :)
    I tried Unreal more than Unity, so Godot was in some ways very similar to Unreal and learning Godot was very easy for me. I still love and maybe even adore Godot. Yes, he has a lot of problems and sometimes few tools, but I really have complete control over my game and I can do things that I can't do anywhere else. Also, I always feel that my ideas for improving Godot are really being listened to, and some are even being implemented. How can this not please? :) I feel like I'm growing up in GameDev with Godot and I'm learning a lot of new things and my interest in it is higher. I don't know why, but it's cool :)
    To sum up, I may praise Godot, but it was convenient for me and it does not mean that everyone should take and use it. Each person will have their own tool and their own engine, which may seem simple and intuitive. Welcome to the world of Godot if anyone decides to give it a try;)

    • @hero3bash
      @hero3bash ปีที่แล้ว +6

      If you're not working on a serious project you can already start using Godot 4. It's in alpha but I personally haven't experience any serious bugs while working on a project.

    • @bodamat
      @bodamat ปีที่แล้ว +1

      @@hero3bash unfortunately my project at first for web, so I can’t change right now. But thanks for advice. I also tested Godot 4.0 alpha every time and yes, it becomes more stable and more feature reach

  • @Captions-Eric
    @Captions-Eric ปีที่แล้ว

    The mention of support coming from discord is something that resonates with me as me moding my games alot they've been nice patient people that inspire me and help solve my problems

  • @Barakon
    @Barakon ปีที่แล้ว +1

    You have been far more helpful than other tutorial series I’ve watch lmao.

  • @theovanclay7428
    @theovanclay7428 ปีที่แล้ว +3

    Something I would recommend getting a good grasp on is how to build custom resource types. If you create a script that inherits from Resource and then give it a class_name you can then RClick in your file system browser add New Resource... using their wizard, search for your custom name and then you can create a kind of prefab of a class that you've created that can be adjusted in the editor even at runtime via export variables.
    This is especially great if you are working with a team and want people to test adjustments without touching the code.
    To give an example suppose you have an enemy class that you set up as a resource. With export variables for the stat blocks of the enemy, a set of exports for different scripts like movement, combat-class etc, a set of exports for the model used and colors to modulate them with.
    You could then set up an editor layout that had the filesystem browser and the Inspector as the only things on screen and a team member who has no coding experience could drag and drop the scripts, models from the filesystem browser and adjust the stat block and colors with the interface in the inspector and create and save/test 100's of variations of enemy designs.
    This is especially great when building a game like a tactics, sidescroll or jrpg game where you plan to reuse assets and just adjust color and stats to denote a different strength or Eliteness of an enemy.

  • @wayatvideos2142
    @wayatvideos2142 ปีที่แล้ว +4

    Recent news involving Unity Industries had lead me to try Godot. Like you, Godot has been on my back-burner for a while, and now I have the push to finally go for it. Hopefully I can maintain my C# roots with the mono-version.

  • @Outfrost
    @Outfrost 11 หลายเดือนก่อน +2

    For debugging, I find it immensely useful (and straightforward) to display text within the game window every frame. That way I can always see the current value of something, without spamming the output log or scrolling through thousands of lines. I make an autoload scene which is a CanvasLayer (set up so it always draws above other stuff), I add a Label to it, and I make a tiny script that lets other nodes write text to it.
    You made a lot of valid criticisms of Godot, and as a seasoned user I've run into most of the same issues myself! I like your balanced takes, and I'm sure many of us in the community feel the same, as complaints turn into GitHub issues, which then turn into pull requests with fixes and improvements.

  • @DragonMasterKnight12
    @DragonMasterKnight12 ปีที่แล้ว +13

    There's this guy that's also really helpful with Godot called BornCG. He was my savior when it came to the Blender Game Engine years ago

    • @ogames_studio
      @ogames_studio ปีที่แล้ว +1

      Hey same here

    • @tiant1813
      @tiant1813 ปีที่แล้ว +1

      relatable

    • @fayadkevin
      @fayadkevin ปีที่แล้ว

      yeah borncg was the only one that explained what he was typing and made me understand the fundemantals, unlike other tutorials that give you the code but you just don't understand a thing.

  • @BenjaminBlodgettDev
    @BenjaminBlodgettDev ปีที่แล้ว +1

    I love that you had relevant and interesting b-roll all the way through

  • @pablu3880
    @pablu3880 ปีที่แล้ว +16

    What you are trying to do at Minute 29:08 is actually possible. There is a Func Type which you can use like a variable and Invoke it.

    • @squiddotmid
      @squiddotmid 7 หลายเดือนก่อน

      it's over a year later... but ".call" could also do this! it basically works like this:
      some_node.call("myMethodName", ["argument1", "argument2"])
      you could even call a method in the same script with "self.call(method_name)"

  • @zitronekoma30
    @zitronekoma30 ปีที่แล้ว +42

    11:43 use relative nodepaths
    12:17 The thing is, these issues come up when you try to fight godots design philosophy, you almost never actually need public references if you're using signals correctly. Scope is very important here and it should not pose any problems when approaching it the right way. I had the same issues, coming from unity and trying to force godot to work as unity does.
    Good video overall tho!

  • @NoraNoita
    @NoraNoita ปีที่แล้ว +1

    I want to get into game creation myself and you've summed up every fear I have when I opened Unity and looking up Guides for Unity neatly, and also the reason why Godot seems much more appealing and friendly to new comers. I can't wait to fully engage with the community.

  • @NunSuperior
    @NunSuperior ปีที่แล้ว

    Fantastic video! As a dev with years of Unity experience looking at Godot this was super helpful. And oh boy do I feel the Unity light mode docs screen blindness.
    The audio popping does happen in Unity too. I've had this issue before.

  • @vast634
    @vast634 ปีที่แล้ว +11

    The unity world axes (Z forward, Y up) makes much more sense, and comes from the early days of GL rendering. Where the rendered image can be constructed in a 2D manner with x/y coordinates like a graph, and optionally with a z coordinate using a depth value and showing a 3D scene using perspective rendering.
    The whole "z buffer" thing shows that in classic graphics rendering z is "forward", eg into the scene.

  • @content8420
    @content8420 8 หลายเดือนก่อน +3

    I am here after the stunt Unity3d pull a few days ago about the installs.✌️

  • @craftyjr_n8
    @craftyjr_n8 ปีที่แล้ว

    nicely edited fun to watch video! :)

  • @Konslufius
    @Konslufius 7 หลายเดือนก่อน +2

    Lifting a rotting log.... THE best description for changing Unity prefabs.

  • @gamedevwithdrew
    @gamedevwithdrew ปีที่แล้ว +20

    I loved this video essay. About the lack of tutorials, I feel as if I was compelled to make my own just so new people did not have to end up like I did!

  • @DyaMetR
    @DyaMetR 8 หลายเดือนก่อน +6

    "Though most of us Godot devs will stick to emulating retro 3D graphics thank you very much."
    Shut up.
    Stop speaking the truth.
    It's so accurate it hurts.

  • @atsz.
    @atsz. ปีที่แล้ว

    Thank you for this video, that was really helpful!

  • @IgorTverdokhleb
    @IgorTverdokhleb 7 หลายเดือนก่อน +1

    Interesting video! We are also working with Godot on the Mechanic 8230 project. Welcome to everyone who decided to switch to this wonderful engine and good luck with your projects! ;)

  • @bigboyart1
    @bigboyart1 ปีที่แล้ว +3

    I have no prior experience in coding in general, and as such I have no context for any other game engines. The limited experience I've had with Godot so far has been really really good. I love how it feels to interact with. The nodes are really fun to work with so far.

  • @winstonyallow
    @winstonyallow ปีที่แล้ว +9

    As for regenerating collision shapes on reimport: If you use a file format that preserves the internal mesh names then you can use hints to tell godot what to do with the mesh. For example you can let the name end in "-col" in blender so that godot will generate collision data for it. There is a lot of such hints, for example "-rigid" for rigid bodies and "-navmesh" to generate navigation data.

  • @netrouberkitsch7044
    @netrouberkitsch7044 ปีที่แล้ว

    thanks for that overview! after the recent news about unity and 6 years into hobbyist gamedev with it, i downloaded godot today and will give it a shot for a short little game-thing

  • @dumonyu5027
    @dumonyu5027 ปีที่แล้ว +2

    I ended up going the other way as I just like C# that much more, but fantastic and fair video. I loved Godot when I used it, and may return at some point when I'm comfortable with Unity. Looking forward seeing what you make!

    • @mariocamspam72
      @mariocamspam72 ปีที่แล้ว

      i hope you know godot supports c# too

  • @lahzy7851
    @lahzy7851 ปีที่แล้ว +4

    Can't wait for Godot to reach critical mass regarding users and features. I really wonder what the first game will be that I really wanna play that is made in Godot :)

  • @MirceaKitsune
    @MirceaKitsune ปีที่แล้ว +11

    I always found that Unity is very slow for 3D at least on Linux. Godot is as good if not surely better in my book. I could never imagine using software that isn't FOSS today, anything that's corporate and centralized I simply don't feel I own and can rely on. So glad this beautiful engine is here.

  • @felipellrocha
    @felipellrocha ปีที่แล้ว

    This was a great video. I would love to see a similar video for Unity and Unreal :)

  • @Zenos-fz4uj
    @Zenos-fz4uj ปีที่แล้ว

    this was a good video in terms of explaining your insight. Im not a game dev but i have dabbled with Gadot in the past and as of right now ive started a personal 24 hour game dev jam (Whether i can stay doing this for 24 hours or not im not sure). Currently editing sprite work from highschool 8 years ago now as a start to assets. Glad I watched your video and while i wont be doing 3d it was still nice to listen to while doing this stuff!

  • @brothercuber3288
    @brothercuber3288 8 หลายเดือนก่อน +3

    This video be soaring these days

  • @user-id3fc8qs7y
    @user-id3fc8qs7y ปีที่แล้ว +3

    25:30 Playing in Ping-Pong by changing window size is so funny xD

  • @AjTolly
    @AjTolly 7 หลายเดือนก่อน +1

    Man you used the song from NSMBW, World 7 Sky Land, that's amazing! I love it and it's so nostalgic, thanks for that! I didn't remember that beautiful song.

  • @andrekling
    @andrekling ปีที่แล้ว

    great overview, its packed with info, subscribed to your channel... and you are still in High School? my gosh... amazing work mate.

  • @jatoxo
    @jatoxo ปีที่แล้ว +4

    You don't get suggestions sometimes because the engine doesn't know what type of node you're dealing with, the result of get_node is a Node so it only suggest functions for the Node class, even if that Node could be your Player with it's own function.
    So to get suggestions you can actually static type in Godot using colons like in Kotlin. "var thing : Timer = get_node("Timer")" and now you can get specific functions of the Timer class suggested

  • @Bo-kq8tn
    @Bo-kq8tn ปีที่แล้ว +16

    /wow/, just seeing color coded groups of tools and buttons makes them SO much more distinct. illustrator/photoshop/indesign have this nice clean single color palette for all their tools icons, but when those icons are tiny, shapes just start blurring together after a while. I started out on photoshop elements (basically photoshop lite) ages ago, and thought the slightly larger color coded tool icons looked terrible. But you know what? 15 years later and I WANT THEM BACK lmao 😂
    I may have to check out godot after this, it looks a lot better than I expected

    • @LazyAlarm
      @LazyAlarm  ปีที่แล้ว

      I still use Photoshop Elements 😅

  • @DoorYardProjects
    @DoorYardProjects ปีที่แล้ว

    Great video. I have been thinking of learning a game engine. This might be a good first start.

  • @Karamazovfyodor
    @Karamazovfyodor 7 หลายเดือนก่อน

    Ive watched many videos like this, this is the best video like this. Great job.