Thanks for sharing this information, the "make unique" was something I had to learn the hard way. The Control containers is something that didn't come to mind, so thank you for that piece of information.
yeaaa that whole container thing kinda depends on how you use the normal nodes, if youre not gonna align them yourself pls use the containers. take this from me who dont actually use them cuz i know how to nicely align my ui myself, the container nodes are still pretty useful, me personally im just not a fan of the complicated node pathing when you put your labels in deep tree of countless containers plus that itself happens because most of the container nodes are for single feature nodes rather than a node with multiple features.
Interesting video thanks. About make unique, I was thinking why not a class instead? Dealing with uniqueness in the ui directly in the level seems terrible to me for mid/long term for a game. Maybe because I'm more confortable with code than Godot's ui though.
@@lettacorporation Not making my own ui, just dealing stuff with a new scene and a attached script. Setting stuff one time with the ui and what should be dynamic or contextual I deal with it by code. So I decouple the level scene and units scenes living in it. The ui is nice to craft a scene but dealing with a lot of elements and units hard coupled with it make this very confusing to me. Note that I'm not good yet at Godot, working on my first game on my free time. It's more my generic (mostly web) dev experience that speaks.
Thanks for sharing this information, the "make unique" was something I had to learn the hard way. The Control containers is something that didn't come to mind, so thank you for that piece of information.
Glad I could help buddy!
yeaaa that whole container thing kinda depends on how you use the normal nodes, if youre not gonna align them yourself pls use the containers. take this from me who dont actually use them cuz i know how to nicely align my ui myself, the container nodes are still pretty useful, me personally im just not a fan of the complicated node pathing when you put your labels in deep tree of countless containers plus that itself happens because most of the container nodes are for single feature nodes rather than a node with multiple features.
Well, but still if you do it manually it is much more expandable to use containers + they are not difficult
Interesting video thanks. About make unique, I was thinking why not a class instead? Dealing with uniqueness in the ui directly in the level seems terrible to me for mid/long term for a game. Maybe because I'm more confortable with code than Godot's ui though.
Making resources unique is different from classes hahaha. Do you code your own UI? It is valid, but I would say that with the UI is easier
@@lettacorporation Not making my own ui, just dealing stuff with a new scene and a attached script. Setting stuff one time with the ui and what should be dynamic or contextual I deal with it by code. So I decouple the level scene and units scenes living in it.
The ui is nice to craft a scene but dealing with a lot of elements and units hard coupled with it make this very confusing to me.
Note that I'm not good yet at Godot, working on my first game on my free time. It's more my generic (mostly web) dev experience that speaks.
thanks for making this video!!
My pleasure!
Fay fay ❤
"Mistakes", not just general usage of Engine and Game design, huh?
Nope ... I am not making these mistakes. 1 TH-cam Mistake You're Making: Setting your timestamps correctly :D