Why I Chose Godot (and why I almost quit)
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- เผยแพร่เมื่อ 25 ส.ค. 2024
- After using Godot to create my first commercial video game, I wanted to reflect back on the best and worst things about the engine.
Wild's Edge is an indie game I've been developing over the past 4 years. Go check it out on Steam!
store.steampow...
Congrats on getting a game released, 4 years is quite a commitment. Looks pretty good too.
Thank you!
Honestly, bugs are the most frustrating part of using any piece of software. I've been using Unity for years and it's certainly had more than its fair share of bugs. One of the worst bugs I've ever seen was a package that got shipped with actual errors in its code; if they had just tested it for one second, they'd have realized it was broken. Unity also takes months to answer bug reports and then months more to actually fix anything.
I don't have any detail on your issues, but keep in mind that a lot of staff was fired at Unity in the recent years, so it may be harder for the remaining people to ship everything in a good state. Still, this doesn't excuse the engine for having these issues.
Came to say this, I had a bug nightmare with unity a year or two ago and there isn't really a way to get meaningful support from them unless you're paying for the highest tier of license. Started Godot a few months ago and love it so far.
I use Godot out of personal preference but in defence of Unity: sometimes the issues with packages isn't that they released the package as broken, it's that they tested it thoroughly and released it and it was working, but then some later update to the engine broke the plugin, and they hadn't updated the plugin for the new engine version yet. The same issue exists for some official Godot plugins too.
Would you happen to be talking about the Input System package? There's literally a typo in its source code ("Seach" instead of "Search" in one of its UI elements 🤦♂).
@@pauldavis3855 If you're curious, it was the Collections package for me. I was using it with Burst for the built in 2D skeletal animation, but Collections got an update with errors, so I was using an old version for months until it was fixed.
Man my first thought was "Wow he started on Godot 2?"
And then I remembered four years ago was fucking _2019_
Godot 3 was released in January of 2018
@@addmix Which is the entire point of what I was saying lol
time is so fake, fucks me up regularly lol
xddddd
I started using Godot a couple months ago. I'm a game development teacher and I always worked with Unity. What I like about Godot, besides what easy it is to work with, is that you have one official version of every tool (with the option to find alternatives in the Asset Library). In Unity you have 3 versions of the same tool or system, 2 of them are deprecated and the remaining 1 feels like a constant work in progress, so you end up having to rely on an asset from the Asset Store which will be useful as long as the person that sells it decides to keep it updated.
You can actually recolor Godot from its cheap blue to the professional dark gray or black.
It gives you +10 moral boost
How would one go to changing themes?
if being professional forces me to be monochrome, fuck being professional
"There's plenty of complexity to be uncovered in the features and through the code, but you don't have to see it or deal with it until you have a specific need for it."
You have put into words what I have felt with this game engine since I first used it in 2018. This quote is the reason I use Godot for nearly every media project I've done. It's progressed so much and has so much versatility, yet you only discover something as you need it. It was perfect for teenager me back in 2018 to learn.
When you say media projects, what do you mean other than games
@@nuvotion-live I'm sure you've seen others, but I've made a pixel art planet generator which I eventually included other pixel space stuff.
I've also made what's basically Wallpaper engine, but my own since I was too lazy to learn to how the hell it worked.
I've used it for video effects when I did video editing for a time. Since I was familiar with Godot, it was much quicker for me to make custom animations with shaders using it. I also used it for my presentations in University. I've even used it for making presentations for work, though I am restricted to PowerPoint for most presentations.
I know of other things other people have done such as making a pixel art editor in Godot. It's not necessarily the best for these applications all the time, but it gets the job done and it can be useful depending on what's needed.
@@nuvotion-live You can make more than games with Godot, you can make normal software.
@@nuvotion-live You can make programs, websites (though not recommended) etc. with it. I even made a CV.
Finishing up a game you worked on for so long must feel so damn good. Good work man.
as someone who's been with godot since it's early release 2018, Godot 4 definitely the big upgrade, everything was pretty organized and what back then was impossible was now possible, I've finally able to make a platform game prototype woth my friend as his Final Year project where he'll work on UI/UX design while I'm the code dev,
It was very exiciting
And the community will always try their best when they encounter problem with their code, and when they solve the issue, some would even go to the point they'll publish a godot ask and solve it while also publishing the solution at the comments
Godot is getting better exponentially. The only thing I could say that is holding it back is allowing more control over the render pipeline. Which I know is being worked on. When I tried Godot 3 it just wasn't hitting how I'd like. But Godot 4 is good enough for me to stick around for the long run.
Unity have control over render pipeline, and only about 0.01% of devs using it. So not a priority feature for my opinion
@@XxXAllukardXxX That's because it's overly complicated to use with bad documentation. And I never said it was a priority. But it's definitely a necessity. Like I said, it's in the works.
@@MrSpicky11 I can not agree that it is The only thing holding it back. For me more important is resource streaming which will allow high scale open worlds filled with details, and workaround on consoles support
Also would like to see native built in terrain tools
@@XxXAllukardXxX I didn't literally mean it was the only thing. But for people looing to do specific complex effects. Certain rendering capabilities are needed. Also...
Godot Proposal #6121 - Official Terrain Plugin: "Terrain will not be added to Godot..." - Godot Lead Developer. Instead an officially maintained Terrain Plugin.
I think an "experimental" option like the one blender has would be good for godot. Especially given how new it is.
Trust me, unity is waaaay more frustrating to learn and use. I used unity for 2 years and was ok with the engine. But once I tried godot I’ve never looked back. Watched a few tutorial series and I was hooked. Unity always gave me a headache for the simplest things
I can agree with you a lot. I've just picked up Godot 4, and recently finished my first project in it, a simple 2D game for a week-long jam (Run For It on itch). I can prototype _really_ fast, getting features ready in absolutely no time with Godot. The workflow is indeed simple and fast, and the scripts end up being simple as well.
But from a different side: I've noticed that if you ever need to do something pretty complex in code, it ends up being a pretty unpolished experience, compared to Unity for example. C# support is still visibly fresh, and GDScript seems to lack some general editing features, in my case when using VSCode for everything (it feels as if external editor support is treated as a second-class citizen).
Nevertheless, I'm going to keep using Godot for my little projects, and maybe I'll do something big with it in the future. I won't leave Unity any time soon, because I want to get a job in game dev, and there aren't much Godot dev positions where I'm from, so I need to keep adding Unity projects to my resume.
Oh I totally get it, I'm currently developing a small mobile game in Godot and had some issues with the particle system, whenever I used spritesheet in the particles it crashed on my phone, but it was happening only on my phone, I have sended the game to my friends and the problem never happened, I opened an issue in the github and turns out it is a problem with the renderer in low spec android devices. All of it made me think: what if I had a better phone and released the game? A bunch of users would have the problem and I would be clueless. Anyway, I love developing in Godot, and the team working on it has an amazing support, the issue that I opened was responded in the same day and also appear to be already fixed in future releases, but man, you gotta be careful.
Can happen with any engine when on android. Commercial dev must have about 10 phones for playtest, so not a fault of GODOT, not to blame you also, but now you know
@@rytif What he's saying is that even pro dev-teams (using commercial engines) have to playtest on multiple types of phones to find every bug when it comes to publishing on androids, which makes total sense since android platforms are essentially heavily modified versions of linux. This really isn't a Godot problem, its a tradeoff you get when using a more open-ended operating system that isn't consistent across machines.
I’m going to check out your game! My favorite part about using godot in college was contributing bug fixes; it’s so satisfying to fix issues!
it is not "constantly" being developed, it is "forever" being developed. kinda ironic, considering where the name of this engine came from
Even unity and unreal are being "forever" developed. Thats what updates are. So what's your point?
Well, with Unity it's way worse.
@@BanditLeader That Godot apparently means "waiting for something that is not going to arrive". But it doesn't really make sense since updates arrive and thus add new features.
Pretty cool how you’ve stuck with the engine over the past few years, I’m frequently impressed in its throughput and quality updates. Sometimes it feels like it updates *too* quickly, but it’s great all the same.
Been getting into Godot recently myself and it's been very intuitive for the most part!
Quick side note, I think you may want to check your audio balance, as this video was very quiet for me even with fully maxed volume.
it was very loud for me sooo….
I've ran into at least 3 cases of exactly what you describe here, part of the UI not working completely, crashing, or doing something weird
but same as your case, they all had either an open issue, or already a merged PR into a nightly build I could just use and voila... problem gone
I feel it's a bit weird to even consider that a negative, the fact that those actually _can_ get fixed by someone is the best part. In my cases they were all fixed by people in their first (or one of their first) contributions to godot
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I think there's a lot of real pain out there in godot (just like in any other engine) but I'm just surprised that what you mentioned as a bad thing I actually think is good : P
Ive been working in Godot for 1 year, so it was insightful to see someones take after a longer period of time.
And Ill check out your game. I'm working on a top down 2D game as well, so it'll be quite interesting to see yours.
Godot is really awesome engine which is sticking to me, I was quite experienced in Construct2/3, tried Unity and Unreal, but GODOT just looks most friendly and promising. Rate at which it grows and polishes only rising. I imagine GODOT in few years will stand against the big two. I only hope they will deal somehow with consoles support, but trust me, when GODOT will become one of industry standarts, Nintendo/Sony/Microsoft will slack on requierments.
Using Godot is a rollercoster of being amazed about how it's so simple to use and powerful in some areas and being frustrated about how it sucks in others.
My pain points right now are:
- The existing solution for IK in Godot 4 is deprecated and has no replacement
- Godot 4 dropped support for C# in web builds
- The GridMap and TileMap features kinda work, but have terrible user experience
That thing about bugs or broken features happen ALL the time in commercial engines too lol. Sometimes it can be even worse.
In Godot you can at least fix the bug yourself, unlike in proprietary
unity for example has this "feature" where a scroll rect can get generated in TextMeshPro (formerly a thirdparty package, now bought by unity) but the feature literally does nothing and they straight up admit on the forums that it literally does nothing. it's been there for years and nobody has removed, it's BEYOND parody
@@kooostia16 you can change unreal engine code
@@kooostia16 If I have to fix the engine, why use the engine then?
Why not make my own game engine?
1:02 For the ones who are not used to godot. On the left side. This is what a wolf looks like in Godot.
For this reason no wonder why everyone is saying godot is futuristic. 😂
Oh man, the stuff on your steam page looks sickkkkkk. Very excited to try this game out when you release it.
Being sick is a bad thing, so are you saying it looks bad? Now I know what you meant and that you meant well, and I'm mostly teasing, but I just want to illustrate people using bad words in places where they should be good. I'm a bit older, so I miss the times people said "Awww man that's awesome!". Anyway, hope I didn't ruin your enthusiasm for the game and hope you have a good day, and maybe perhaps slowly I can pursuade people to use words that are good. ^_^
@@DennisJ42 Damn dude that's cracked af no bussin'
@@georgevoknerech228Yup, watch out for those cracks while you're bussing.
Congrats on the first game launch. Hope you continued success now and into the future.
Godot is the Blender of game engines. Blender used to be very basic, now it's an industry leader, and it's still free and open.
THE AL GORE RHYTHM. I feel honour to get this video and know. Nearly almost half a decade. Salute!.
Engagement comment! ALL CAPS STATEMENT. The highest of praises!
This is why you need to be a software engineer to make games. You have to fix bugs in the engine (If allowed), even on commercial software, if you want to get anything done. Or you can report it and sit for months or years before it's fixed. I think this is why some companies just make their own game engine. Though this take significantly longer and costs more; in the end, you control it, without it controlling you.
The thing about Godot being open source... If you find a bug and don't want to wait for someone else to fix it... You can fix it yourself.
I understand that this may be a tall order (especially if you don't know C++) but it is an option that you wouldn't even have if you ran into a bug in Unreal or Unity.
@@Kosin-gf7io well there are several other benefits to open source too. Even if the code is completely bug free. Someone probably even wrote a book about all of the pros and cons.
I agree! The bugs (and weird problems with the engine in general) were so... strange and stupid, at some points i thought i was just retarded or had a lack of understanding, but no, i just encountered a bug. Or the feature just wasn't there? Like, navigation radius thing (in the project settings) is not working for tilemap navigation, because screw me i guess. And tilemap navigation/oclusion/collision editor in general was so cluncy. Thank god they made it better! Yea, the problems are being resolved gradualy, it's one of the reasons why i like this engine. I love godot, and i'm glad i started learning it!
Hopefully the tile map improved with godot 4
@@RenderingUser it did with godot 4.2
@@maksscratch I see. I'm still stuck in godot 4.0 for now cause the higer versions have weird issues with my desktop. I wonder when they're gonna fix that.
@@RenderingUser what are the issues? have you reported it to the github?
@@crimsondespair_9505 there are issues people opened regarding wm behaviour as early as June this year. I also commented there reporting my wm. I dunno how that issue thread is going. Will have to check again
I’ve spent years with Unity & Unreal (since 2011) and I’m really happy so far learning Godot, looking forward to porting a bunch of my work over!
It sounds like you started walking away from your microphone in this video.
Yeah, this was my first video and the audio didn't come out great. Next time I'll try to normalize the volume and increase it a bit.
compress rather than just normalize @@WildsEdge
Yeah this about sums up my experience making Disinfection (which is a very demanding game, engine-wise) and some other smaller projects. Incredibly flexible and after the initial learning curve incredibly easy and fast to use. But indeed sometimes (new) features are a bit jank and kinda get buried because the devs are too busy with other features that have more priority. But... from what I've seen and experienced this goes for most engines anyways :P
Godot being permissive open-source does have the great advantage that if something doesn't work you can always fix it yourself or poke a friend or community about fixing it, which is usually not possible with closed engines like Unity. Plus being foundation/donation based, rather than a publicly-traded company, makes a HUGE difference for trust and reliability. I would very much like to use my current tools (Godot, Blender) for the next 2 or 3 decades without any fuckery going on, please :)
Congrats on your release!
Honestly I think your concerns are mitigated heading into future versions of Godot. I'm sure there's quirks and unsure if your specific flags issue was resolved, but with the growing support both from creators and investors, Godot really does seem like the best option for a lot of people including myself!
Congrats on your first release!
really excited to see how much monnerrs you make from that game release, im happy to see a small channel release his first game
everything looks super cool and dig the relaxed vibe to your voice! ill check the game out soon!
The bug thing happened with Unity but the good thing about Godot is that you can fix it yourself or at least point someone in the direction to speed up bug fixes. You aren’t at the mercy of a single companies will for something to get fixed.
I appreciate the (not so) subtle nod to the actual play! Good stuff!
I just started using godot in 4.2 with no knowledge at all especially programming and most tutorials I see are from the previous versions and its hard to learn since its so different and some components don't work the way they used to different versions. So I am kind of stuck and overwhelmed to see so much information.
A nice video in itself, but why does it get quieter and quieter as the video progresses?
For me, the biggest problem is the scene/node workflow with editors. In every other development editor in the world if there is a tab above the editor window then it's a file which you can edit. The node panel tells you what nodes are in a scene, the editor SHOULD only show what code is relevant for that node. However, if you want to create a scene then you add an edit window tab !!?? So adding an edit window tab creates a new scene over in the Node window. But what shows up in the edit screen? It's the code from the last thing you worked on. The code you're looking at has nothing to do with the node. But it gets worse, that edit screen isn't even an edit screen yet because you haven't created a script for the node. So now, you go to the Node box and tell it to create a script which then loads code into the mystery edit window which doesn't really exists until you tell the node to create it.
All they need to fix this is to add a "Create Scene" button to the node box. There's no reason why creating an edit window should create a scene and there's REALLY no reason that the new edit window should show code not related to the scene you just used it to create. Creating an edit window should create a blank editor which you can later attach to a node. The Node window (which is really a scene/node editor) should be the place to create scenes and nodes. And it's perfectly fine for the node window to create an editor window which automatically attaches that script to the node. But don't create ghost a edit window and load it with code unrelated to anything.
Once I got past this incredibly confusing workflow I started to bond with Godot. But since creating a scene is the first thing a new user does it's shouldn't be purposefully confusing.
I assume you are calling an "edit window" is the script tab, the "Inspector" and "Node" tabs edit Nodes ans the Script tab edits Scripts of the project. If you wish to edit a node you must use the inspector tab, wich contains the properties of the node you want to edit, it shows ONLY the properties of the node you clicked.
The script tab shows ALL the scripts that exist in your game, all of them, script add behavior to your nodes. If you wish to see only a specifc script of one node you attached it, you must click the little paper icon on the side of the node the script is attached or use the search bar in the script tab and seach the script. Scripts belong to nodes, not the scenes, if you wish you can put one script in the root node to make it "belong to the scene"
Finally: You CAN create scripts that are not attached to a node. Just go to the scrip tab -> file -> new script. But the script will do nothing if it's not attached to a node or is an auto-load script.
The worst part of goDot is their disgusting discord.
Stay in the beginner chat. Don't talk politics or social issues. Keep it 100% game engine discussion. If you're female, don't advertise your gender. If you're LGBT, don't mention it. Apparently, there are some bigots on staff.
Unfortunately, this kind of nonsense is endemic to the game developers and game players.
@@potato9832why would you announce those things, really? attentionwhoring should not go unpunished
Because participating in society often requires explaining one's situation.
For example, you could be asked who did the artwork for the game. You say "My wife did."
They say "Your profile says female. Why are you lying about your gender?".
You: "I didn't lie. I'm female."
Them: "What are you talking about? Are you one of them q%&&r p@%^@*+s???"
Boom. You've been drawn into a bigoted discussion on the merits of your same sex marriage.
LGBT people live and exist. It's impossible to hide it and simultaneously tell the truth about yourself.
@@lewytowar6860
@@Kosin-gf7io Thank you, I see you have good taste in anime as well.
@@potato9832finally a normal discord server
Started working on Unreal and it has even more bugs than Godot lol. One would say that Unreal would be more polished but nope.
good video!
a feedback: I dont know how did you record the uadio, and how did you edit the video, but usually in every tool if you select the audio you can normalize the volume.
Set your PC's volume level to the usual how you watch a video on YT for example, and check if the audio level is around that or not.
I think with open source projects like Godot, you are supposed to submit a fix for these bugs yourself. It's a community thing and the core developers have limited time to make it perfect, especially when the software is just quite large and complex. Unfortunately not a lot of users are willing or even capable to chime in.
there are bugs, and there are bugs. While I have filed bugfixes for opensource in the past, I generally dont like implementing whole missing features just because somebody thought to implement a button for it in the UI. Adding the button is the smallest part of the work usually.
Yes. Working with FOSS apps that are still not at the community size of Blender or Gimp includes that risk of encountering things like lack of documentation for an option and lack of proper testing of said function. Alas, only more manpower can fix that. Using FOSS apps requires accepting that kind of risk and find a workaround when it sometimes happens. Sure, it's not convenient, it's not the best way we'd like to use a product, and unity and unreal solve that better and faster. But you can't have both advantages of foss and proprietary paid product.
Great job on releasing your first commercial game and sharing a video about it! This is what the internet was made for.
great video, well articulated, though the voice volume is way too low
Can you fix the audio? I have using 33% on my computer for years, some videos almost let be deaf, but this one is almost whispering, what make hard to properly keep atention on the content and not in the audio volume. But as a software developer, that loves games, and mostly only get in programming due to games, also making my first game in javascript code, but thinking in move to a game engine after this project, or even in middle of this project, i totally love to listen the video, thanks!
I get so much godot videos recommended recently, I think the universe is telling me to start game dev
this video did pretty well, especially being your first :o could i ask how many wishlists you got on steam from this video? I am really curious about making these kinds of videos partially for "marketing"
I actually want to do in depth video about driving traffic to Steam via different social media platforms, so look out for that in the future (less than a month hopefully?). I didn't use a tracking link in the description but I would estimate about ~500 wishlists came from this video.
That probably seems really low! Although I think there are reasons for that and if you dig into the way TH-cam works it isn't as bad as it seems (around 1.3% true conversion rate). But, I would need to talk about why that is in depth in a longer video. I think the main reason why conversion rate is low is: I am still not on the "polish" phase of creating the game or the Steam page. Once I commission a professionally done capsule and create a trailer I would expect slightly better conversion rate. I think 2.5% of new viewers wishlisting from a tangential video is a great (and achievable) target.
I really like Godot but one of the quirks about it is that the documentation is all done on a volunteer basis, and since 2D games are easier to get into than 3D games the documentation is significantly better for making 2D games than 3D games. I actually just recently went looking for updated documentation on 3D nodes since switching to 4.x, only to find that the already spotty documentation had hardly been updated at all. It's very frustrating.
Thanks for sharing. Would love to see your own workflow on how you'd start prototyping your own godot game
The year we were gonna use this for a Game Jam and I decided "Well, okay, I better work through a tutorial or two to familiarize myself with the basics..."
...I was *shocked* how fast things like hit detection and 2D physics fell into place.
The video was shorter than I anticipated. Usually when I see videos like these, they go on and on about how the engine is poorly optimized and doesn't work for 3D (because they structured their game poorly). Glad to see someone point out the actual quirks of using Godot, rather than raging that the game doesn't make their game for them.
Nice concise video! One thing that I noticed however is that your audio volume is extremely low. I normally browse youtube at about 50% system volume, and about 75% youtube volume, however in order to hear you speak clearly I had to max both of them, and even then you were very hard to hear. Once switching to any other video the volume was absolutely blaring. Just a piece of constructive criticism. Not being a hater, I promise, just something I noticed.
I am sorry for the unrequested feedback, but I would change the style of the title (Wild's Edge) on the Steam pic, it looks a bit amateurish. The letters IMO be more rounded, cartoony. This is a big first impression, and I would very much like your game to succeed.
Hey, I appreciate the feedback. Is your comment in regards to my new logo? The current one on the Steam page now is different from the one shown in the video, since the page shown in my video was largely placeholder content.
The newest logo is here: store.steampowered.com/app/2702380/Wilds_Edge/
It's good that you can fix the bug in Gadot yourself if you need. In Unity/Unreal you need to wait on support.
If it's any consolation for you, the Unreal Editor also has a number of really infuriating bugs. Things like the blueprint debugger showing tracked variables with incorrect values (just displays them incorrectly, the values shown are not the actual values). Or reproducible crashes when you try to undo/Ctrl+Z specific things.
Louder please
Agree, louder please.
Very nicely presented, subscribed and congrats!
Why haven't all 11k people subscribed?? You have an amazing voice btw
Nice thumbnail, I'm sure your experience was very reminiscent of the book.
Please master your audio in videos. Your narration volume drops by 50% in the second half of the video.
An easy way to do this in Aduacity/Tenacity is to select each clip, Compress it slightly (this will reduce the volume difference between the quietest sounds and the loudest sounds without affecting silent portions significantly) and then Normalize to 80% volume. This should give you a nice, uniform narration volume across every clip.
i was using GMS2 before switching to Godot. And it was bugs that made me switch from GMS2. I have honestly never felt like i had to worry about software bugs in Godot before now xD
I have to say that the theme didn't draw me into palworld at all. The substance of the game itself did. Games typically don't afford the player freedom out of fear, and at least in the current iteration they have made a positive effort for this. Games like Dark and Darker are still fightinh with their demons on whether they should continue or cave to the vocal minority's demands for seflish self fulfillment. In any case palworld offers a world you can diwcover at your own pace, in a polished production, even if there isn't all that much there, which is a helluva lot more than can be said for many other games, BotW Pokémon etc all included, the difference here is that pocket pair acknowledges that the game is a playable prototype, instead of covering it up with overproduced flair. Actual gaming for a change to put it lightly.
I hate that i had to upgrade to godot 4 in order to set a selected item on a tree node in code...
Godot is a trap. It appears so flexible and powerful at first but the more you use it the more you bump into problems that require workarounds. Many times these problems are small like the checkbox not highlighting properly on mouse over but other times the problems are massive like physics not working correctly. And you end up spending hours upon hours to workaround bugs then by that point you're stuck because you already spent so much time with the engine to quit but is still have way too many issues to be useable.
I joined a project to revive an old minecraft clone in unity. I quit after a few weeks. I said personal issues but in reality i could not stand a single minute in unity anymore. This was right before they dropped that per install bs on us. That would've made me quit too. I tried to convince them to switch to godot as minecraft clubs have been made with it. Needless to say my participation is past tense
Godot’s accessibility won me over. I’ll forgive the bugs, write ways around them when I have to. Don’t care. It’s intuitive and quick to do things. Rough edges are okay.
I haven't spent a lot of time with unity, but I've also hit the same kinds of bugs. Except i don't have the source or an issue tracker. I just have 5 years of people saying it works fine, and 5 more years of people saying how to do it in ways that are no longer supported.
I feel like he didnt say anything here thats unique to godot aside from the small file size lol
I find the animation system a bit clunky and hard to use. Hopefully it will get fixed in the future
Any update on your game? Also, will the character be customisable? thanks
First, halfway through the video you sat back in your chair and the audio was halved in volume. Second, my "worst thing about Godot" is the fact that child nodes control parent nodes. That's insane and betrays that nomenclature.
Local/global coordinates with engine bugs are killing Godot to me. And it's 'scene inside scene' doesn't work as advertised - many thing simply won't work properly or at all when you nest scene into another scene, and there isn't a clear indication is it intended or not, so you always second guess yourself is it you or the engine. So workflow is pretty bad - it's 'stutters' frequently because something just doesn't work because reasons above.
Granted, I didn't try any other engine, but if it is like that in overall no wonder games take so long to complete. Any actually competent and easy to use and most of all consistent and bug free engine would take the market by storm.
he almost quit because of 1 bug
I mean, that's not a uniquely Godot problem. My mom used to be a documentation writer for software and she told me how a big part of the process was just finding all the features that didn't work.
it cost 100$ to publish on steam right?
the audio is kinda low
FYI your volume is way too low. Had to turn my speakers up to almost max to hear you talking clearly
Oh, i remember bugs in Godot LTS version, when animations get bugged, its be for me very annoying, its like you create animation for objects and BOOM, some of object don't want be transparent or move to key position. But, for me godot it will be better than unity, because of performance and file weight.
I'm still running G3.5 since it's always worked for me. I would love to try out all the new features in 4+ but I've had constant crashes since it came out. I download the newest update occasionally to try, but I can barely build a character controller without multiple crashes. I've given up.
How some codes work have been changed.
Today I have been checking how to read JSON files into the game and realized I was following a tutorial from G3.
So I was reading through some functionalities of G4 and changed accordingly. Now it works.
=> do not upgrade your existing game to G4. Start from scratch.
Turn the audio up ma man
why does your audio level decrease over the video? i could hardly hear you from 1:12 onward.
Audio sounds pretty low for your video.
How much are you planning to charge for the product?
46 subs, so underrated honestly. Your game looks good tho
i keep running to moon logic with godot i got stuck trying to program animation
You sound like the legendary MrBTongues.
I have used it and it was fun but my laptop doesn't support Vulkan drivers and also if I use opengl it works for sometime until it freezes then crashes so it gets quite annoying and I'm thinking about just quitting it
Yeah pretty much any tool at this high of a level is going to have bugs like that that you just have to work around.
cool. appreciate your tact.
I think your audio is borked towards the end, man
me using unity watching this:
I like your funny words magic man
according to the subtitles this video is about Gdau :D
You didn't even almost quit in the video. What are you talking about broth
at this point it feels like its guaranteed that godot will be the best engine in the future surpasing unity and unreal call it a wild guess but i really think it will happen
im a unity dev but im keeping an eye on godot and learning it so when that day comes im gonna be ready
idk why i wrote this long ahh opinion but you probably read it
👍
Try renaming your asset folder with a capital letter. Boom. Entire project is permanently fucked.
No way I'm stepping near that piece of shit again.
Baked lightmaps. Vertex lighting. If you know you know.