my 8 yrs old daughter was sad since she spent last Sunday trying to follow through a Godot game dev tutorial but things were not smooth at all (1st time using Godot, previously she coded in Roblox Studio). I showed her this video and looking at how you laugh at the roadblocks and all the frustrating things really lifts her spirit up. Now she understands what she had gone through, is a normal thing and as you said perfectly in the video: the frictions we are experiencing are the most important learning process! thanks for the great content and we will be following your Godot game dev journey with much excitement...cheers!
Dude predicted the future saying that using a open source engine is better because you dont have to worry about fees, i was using Unity and with that new guideline about paying 20 cents per install is making me switch engines.
Same. Will my game be successful? Probably not. But the message alone is enough to push me away. Unity's goal is to leech your money in the most intrusively bizarre way possible. I want a engine where the company's goal is to make a game engine.
@@blossomcherrypinkan engine whose maker’s only goal is an engine is only possible with free software, any monetized proprietary engine developed by a capitalist company will tend toward the model Unity is moving toward. Rent seeking is the natural consequence of capitalism
20:15 As a long time Godot user, I have actually always wished that move_and_slide didn't automatically multiply the velocity by delta. While it solves the problem for new developers who don't understand delta timings and ensures their movement works for all frame rates, it makes it harder for them to get into the habit of using delta time properly across their whole project.
Not a godot expoert but I have worked with it a lot, and it was not painful to watch. It was actually kind of satysfying to see that my pain points when first learning were not just me being silly and you did a good job of accurately explaining stuff!
Ctrl + P would also work, you just add '>' before typing in the command. You can also use other symbols to dictate other actions, like # and @ I believe.
I love this! Thank you for uploading these videos and vods :D I've been really wanting to learn coding and then game development for a while but I struggle with the drive to actually do it. But watching this stuff helps. Plus, though I may not necessarily know what everything means rn, it is fun to figure it out. Thank you again!
man please upload more about your days as a dev ! i really loved seeing you on the satisfactory updates and i love that you bring the same energy to these videos , huge fan! :D
12:42 That excitement right there is the exact feeling I felt when I used to code and finally got something to work the way I wanted it to! I felt that so deeply. 😄🤓
As a programmer watching Jace program, rofl... yeah... a majority of my time is, "wow I just wasted an hour to find this thing that's right in front of me."
I've been trying to get into Godot at about a single two hour session per month, and this not only echoes my struggles, but also gives me insight into this I will stumble into in the future. Thank you.
I really enjoyed this peek into the process of learning a new engine! I felt like I learned a lot just watching you learn your way through things. The insight you gave from previous gamedev experience was also extremely informative.
Thank you Jace, your inept stumbling makes me feel like I might even one day be able to do things like make my own game :D I am on day one, and this makes me honestly feel like I can definitely do this... even if my first day is just me barely being able to install Godot and make my first ever hello world-ish kinda thing... I know there are some insults in there, but they are made out of just love for the honesty you always bring to your videos
This is really cool to watch! Thank you for showing the hard bits that were frustrating. It makes me feel a lot less sad about my own progress. :) thanks!
I really enjoy those dev streams. As a developer myself *(just frontend JS/TS and newly got into our app dev team which is using Flutter) I love to see I am not the only one struggling on my day to day job. But also love the thought processes in which you go. Thanks Jace, helps alot!!
I cried with you in frustration about environment setup. Then I cried again with you about how quickly you can learn new things at the beginning, because you know later you'll struggle for days just to change a single character in a config file.
Switching over to a new engine always has some hickups, but some things really worked much easier for me in Godot than they did in Unity. I just wanted a simple canvas to paint on. To get the correct position to place a brush stroke in Unity, I have to: 1. Read the mouse event coordinates 2. Transform the event coordinates from screen space to world space through a raycast from the active camera onto the canvas UI-element 3. Transform the world space coordinates into relative canvas-space coordinates 4. Multiply the canvas-space coordinates by the ratio of the canvas' pixel dimensions with its UI scaling factor ...and then the result would for some reason be off by about 20%. At that point I was so annoyed that I just put on a flat 1.2 multiplier and called it a day. Meanwhile in Godot, I have to: 1. Read the mouse event coordinates. They're already the right coordinates.
I've only programmed as a hobbiest so far but this is basically what coding is like. If its not one thing, its something else. One time i was porting something over from Godot 3.5 over to either the 4.0 or 4.1 version. Everything for the most part was fine aside from a few syntax changes I needed to make. Though my character could not collide with a door that was supposed to chance the scene. Turns out that Godot has more processing options (code stops when paused, or runs when paused ect) and porting the project changed that. All I had to do was change it back to the old processing option and it worked just fine, and i spent hours looking over the nodes, the scripts, the layers the objects were on. But now I know hot to fix that issue if it ever happens again. Its frustrating but it also feels really nice.
It might have been mentioned before, but CTRL+P and CTRL+SHIFT+P open the same menu, the latter just prefills the field with ">". If you press CTRL+P and type ">" you can enter the command you want to type in as well
Loved the video lol. One thing that I recommend to any developer trying a new engine is to watch tutorials about the thing that you want to do in that engine, for example, how to use tilemap, how to move the character, etc. Seems obvious but when a developer has experience in other engines they tend to just jump in trying to figure out everything by themselves and end up having a bad experience, it was like that for me at least, tutorials can be boring but they help a lot in the beggining. I remember opening blender to try some 3D modelling without watching tutorials and being confused the whole time and ending up frustated as hell, which makes sense, because I didn't know how to use the program lol.
Godot is quite different compared to other Editors, but I feel that generally gamedev knowledge transfers quite nicely to different editors ^^ I hope you'll stick around and like using Godot, it's quite a capable engine (I'm even working on a video editor inside of Godot hahaha)
This channel is going to be extremely helpful for me. I too am learning godot coming from unreal. And figuring out the basics is sometimes not intuitive. Thanks for showing the struggle ❤
I felt so much moments of that video.xD Love to explain someone what i did for the last 4 hours, when it was kind of nothing :D Love your content very excited to see where your brave journey will take you. much love
I've been meaning to learn Godot, I had a bunch of library issues with C# in unity as well. I'm glad its not just me that the first time you are messing with a new language everything seems broken. Good luck!
The only difference between ctrl+P and shift+ctrl+P is that with shift the ">" symbol gets inserted when you open the plate. You can reach the same commands if you manually type that symbol. There are also other symbols that do all kinds of different stuff like ":" or "@".
Small correction on the part about delta from my experience, *sometimes* you're still gonna want to multiply by delta even with move_and_slide. Though for a top down game like this I don't think there's too many cases it'll come in. I know I've run into situations when it comes to say, jumping, and other situations where you want something akin to a "impulse" that's just instantly applied it can be helpful to separate that by multiplying movement and other "constant" stuff, forces, by delta. And leaving any "impulses" alone. Though that's all just from my experience and a bit from Jonas Tyroller I figured I'd throw it here.
Thing is, in vscode you can press CTRL+P and then type in > symbol and you will get your command palette. CTRL+SHIFT+P does exactly that. If you just press CTRL+P you get filename search.
Hey Jace! Loved the video. I'm a long time software engineer and developer. I've been using VS Code as my primary editor for a long time. I empathize with this video in more ways than I can express. I hope to some day leave web development and start my own game, but for now I'll live vicariously though your channel.
Oh man, this reminds me of my attempts to get into C#, I think it was. This was a long time ago, so I don't remember any details, but basically I got the latest book from the school library and went to do my code, and the entire book was written on how to combine c# with this really nice IDE/compiler program. I sit down and get into it, all excited cause this was the only good book the library had on this, and after a few hours of struggling to set it up and failing... Microsoft put out a license that invalidated C# to work with this IDE a few months prior, invalidating the entire book! Sadly, that was my last attempt to get into C#. This was not the first time I've had an issue like this either, new versions breaking away from what I am trying to use. Glad to see even professional programmers run into these issues, and its not just me being noob.
ctrl+shift+p is just a shortcut that does the same thing as ctrl+p but automatically inserts the > character which is what you do to run commands, there are other things you can do with the window that opens when pressing ctrl+p without the > prefix. The tutorial assumed that you know how to run commands in vscode.
Yeah, coding is like the movie groundhog day. Stupid mistake after stupid mistake and you slowly learn to avoid them one by one until you basically start looking like a programming god. Little do they know...
13:48 This would make for an interesting Rorschach-like test. "Please use this graphical tool to draw a tree and tell me what you see the instant you start to see something different."
This is the only place to get more Jace. Thank you for not disappearing from the internet. Greetings from Poland! If you respond to this, I will go ape shit.
Oh man, setting up the initial IDE for anything always feels so fragile and tedious. It makes UEFN and Roblox look quite compelling for just getting started quickly.
First time on this channel. Just dropping in to say that this made me laugh very hard, because I just started using Godot myself and yes, this is a perfect sumary of how I spent my weekend.😂
Oh man, I was thinking of using the 4.X version for my project, but the opening of this video is a very good reason for why using LTS is probably better
No, start with 4.1 for sure. Things will change yeah for sure but at least you’re already at the new way of working and your code doesn’t rot as fast. And as a newbie myself, I found 4.1 to be a better architectured product. And I had to real challenges except my own stupidity 😂The only real issue I have is that you can’t export C# GDExtension to wasm yet. So I basically learned gdscript on the go. Well that’s basically python 🤮but okay… and it works well. In cases even better because there’s less boiler plate than C#. But 4.1 is great and stable and the future of godot, so basically biting the bullet early avoids having to go through changes again later on.
I really love this series. I hate default short-cuts of tools. We struggled weeks in a tool chain because some tool added a short-cut that was already used. So for some people both feature happened, for some just one feature, some didn't used the shortcut so no problems ... I avoid git plugins most of the time. Once you are used to git the overhead of using a console is tiny, and it just works with anything, not only code.
Oh man, your pain in the -first 5 minutes- correction, the whole stream is _so_ me with a new software package. And this is the kind of thing where good documentation or tutorial videos would be a game changer (ha), but the people that make these tools often feel they don't have time to document this stuff, so it's in the release notes as an afterthought more often than not.
2:31 my whole experience with godot so far XD "why isn't this working?" "tutorial seems to be different from the documentation..." answer most of the time: there was a change (for what seems like no good reason?) I'm not a programmer, so maybe I'm missing something... I thought changing variable names/function or removing or completely changing how a function works willy nilly without leaving the old one in with a warning saying it's not used anymore, etc, etc *gasp* was something an amateur like me does with me small scripts...
well they do mention stuff in updates and documentation but i feel your pain i was following several tutorials and doing gymnastics trying to work out where features were lol
Wow this is cool I started Godot yesterday as well did the hopping eye monster tutorial… it’s such a nice engine I feel like I have more control in it vs unreal no complaints on unreal tho
This is so normal if you start something new. It is always a fight and every tutorial is showing you something else. No matter which framework, engine or language you learn 😂 last 30 years i found out so much also forgot so much but getting new stuff in my brain is everytime a little better with every fail 😂
OMG, this reminds me of when I started using unreal, I remember everything I had to do just to like debug the editor. It's all habitual now... Delete binaries and rebuild, refresh IDE, reparent blueprints, lose IDE compatibility on updates, pull out hair...
Great video! Aah I see you committed the “mortal sin” of following a tutorial and you’d never use vscode before. Yeah that makes it harder, I didn’t even end up using vscode when I let go of C#. It took me a bit to get code completion to work on Linux for godot. That was non trivial either. Tutorials are the worst as they often leave out that basic conceptual knowledge. The move and slide and delta was mentioned in the book, and I just read half the book on Godot4 and I was like, let’s see how far I’ll come. Even though the book hadn’t covered grids and grid base movement I figured, that’s just multiply the move with tile length and adding half the tile. And Vscode is weird I too ones look for minutes to find the command bar when trying to run a compile of Amiga assembly and I was like… ooooh just say CTRL Shift P 😆
i only watched the video and didn't see it mentioned in the comments but there is a Ysort node that you can add to the nodetree to Ysort automatically what's under it
my 8 yrs old daughter was sad since she spent last Sunday trying to follow through a Godot game dev tutorial but things were not smooth at all (1st time using Godot, previously she coded in Roblox Studio).
I showed her this video and looking at how you laugh at the roadblocks and all the frustrating things really lifts her spirit up.
Now she understands what she had gone through, is a normal thing and as you said perfectly in the video: the frictions we are experiencing are the most important learning process!
thanks for the great content and we will be following your Godot game dev journey with much excitement...cheers!
o.O 8 years. Jesus if she builds the frustration tolerance at that age she will be a beast of an developer.
I had Lego at that age ^^
"I just don't want to use Unity"... what did you know, Jace? WHAT DID YOU KNOW??
7:02 - It's like you knew..
You are your own community manager.
HEY EVERYONE MY NAMES JACE AND IM THE COMMUNITY MANAGER AT JACE
@@jembawlsyou must do it 😎
And keep doing that for showcasing art and stuff, just using all the titles “Art manager” 😂
@@jembawlsJembawls Studio, which is not the same as Jembawls Studios, which is not the same as Jem Bawls Studio
Dude predicted the future saying that using a open source engine is better because you dont have to worry about fees, i was using Unity and with that new guideline about paying 20 cents per install is making me switch engines.
Same. Will my game be successful? Probably not. But the message alone is enough to push me away. Unity's goal is to leech your money in the most intrusively bizarre way possible. I want a engine where the company's goal is to make a game engine.
@@blossomcherrypinkan engine whose maker’s only goal is an engine is only possible with free software, any monetized proprietary engine developed by a capitalist company will tend toward the model Unity is moving toward. Rent seeking is the natural consequence of capitalism
@@stevendorries so true
"Programming is the art of wrestling with one's own stupidity." Not literal stupidity, but it sure feels that way! 👍
SOMETIMES literal stupidity 😂
can’t tell you enough how fantastic this is for new devs and all devs even. not many people show this.
heh yup, going crazy trying to do something that ends up super simple is definitely a normal part of learning game dev.
Best of luck with the game!
Came back to this to comment: what great timing for you to have started your new project in Godot lol. Good save!
Thanks Jace this is exactly what I was hoping to see when you started your new journey. This is very informative and entertaining at the same time.
20:15 As a long time Godot user, I have actually always wished that move_and_slide didn't automatically multiply the velocity by delta. While it solves the problem for new developers who don't understand delta timings and ensures their movement works for all frame rates, it makes it harder for them to get into the habit of using delta time properly across their whole project.
I also liked it when move and slide took arguments. Feels weird now
Not a godot expoert but I have worked with it a lot, and it was not painful to watch. It was actually kind of satysfying to see that my pain points when first learning were not just me being silly and you did a good job of accurately explaining stuff!
The command palette got me too at first. Then I realized you just need to type the > char if you forget to hold shift
"I just don't want to use Unity" ... Well that was some massive foreshadowing.
I've heard of Godot, but now I'm going to try it! Thanks Jace, helps a lot.
This man saw the future
You picked some amazing timing to start learning Godot haha
Ctrl + P would also work, you just add '>' before typing in the command. You can also use other symbols to dictate other actions, like # and @ I believe.
I love this! Thank you for uploading these videos and vods :D I've been really wanting to learn coding and then game development for a while but I struggle with the drive to actually do it. But watching this stuff helps. Plus, though I may not necessarily know what everything means rn, it is fun to figure it out. Thank you again!
"I just don't wanna use Unity."
Turns out, that was a good decision.
man please upload more about your days as a dev ! i really loved seeing you on the satisfactory updates and i love that you bring the same energy to these videos , huge fan! :D
Was actually awesome watching you figure this out, helped me learn a few things too xD
12:42 That excitement right there is the exact feeling I felt when I used to code and finally got something to work the way I wanted it to! I felt that so deeply. 😄🤓
thats amazing:)
I feel honored that you share all of this with us.
As a programmer watching Jace program, rofl... yeah... a majority of my time is, "wow I just wasted an hour to find this thing that's right in front of me."
I've been trying to get into Godot at about a single two hour session per month, and this not only echoes my struggles, but also gives me insight into this I will stumble into in the future. Thank you.
I really enjoyed this peek into the process of learning a new engine! I felt like I learned a lot just watching you learn your way through things. The insight you gave from previous gamedev experience was also extremely informative.
Thank you Jace, your inept stumbling makes me feel like I might even one day be able to do things like make my own game :D
I am on day one, and this makes me honestly feel like I can definitely do this... even if my first day is just me barely being able to install Godot and make my first ever hello world-ish kinda thing...
I know there are some insults in there, but they are made out of just love for the honesty you always bring to your videos
Thank you for sharing! Truly inspiring!
This is really cool to watch! Thank you for showing the hard bits that were frustrating. It makes me feel a lot less sad about my own progress. :) thanks!
This is the content I like to see! Can't wait to see more, please do these frequently!
Its fun watching you struggle to use tools we're very familiar with. Though we wish we could just sit there with gou giving you all the hints. ❤
I'm really enjoying seeing these snippets into gamedev life!
The world hates programmers having fun
Great to see you enjoy learning so much, I can relate very much!
I really enjoy those dev streams. As a developer myself *(just frontend JS/TS and newly got into our app dev team which is using Flutter) I love to see I am not the only one struggling on my day to day job. But also love the thought processes in which you go. Thanks Jace, helps alot!!
I cried with you in frustration about environment setup. Then I cried again with you about how quickly you can learn new things at the beginning, because you know later you'll struggle for days just to change a single character in a config file.
I love these videos. Keep going Jace, looking forward to catching you on a live stream soon too
Switching over to a new engine always has some hickups, but some things really worked much easier for me in Godot than they did in Unity.
I just wanted a simple canvas to paint on. To get the correct position to place a brush stroke in Unity, I have to:
1. Read the mouse event coordinates
2. Transform the event coordinates from screen space to world space through a raycast from the active camera onto the canvas UI-element
3. Transform the world space coordinates into relative canvas-space coordinates
4. Multiply the canvas-space coordinates by the ratio of the canvas' pixel dimensions with its UI scaling factor
...and then the result would for some reason be off by about 20%. At that point I was so annoyed that I just put on a flat 1.2 multiplier and called it a day.
Meanwhile in Godot, I have to:
1. Read the mouse event coordinates. They're already the right coordinates.
I've only programmed as a hobbiest so far but this is basically what coding is like. If its not one thing, its something else.
One time i was porting something over from Godot 3.5 over to either the 4.0 or 4.1 version. Everything for the most part was fine aside from a few syntax changes I needed to make. Though my character could not collide with a door that was supposed to chance the scene. Turns out that Godot has more processing options (code stops when paused, or runs when paused ect) and porting the project changed that. All I had to do was change it back to the old processing option and it worked just fine, and i spent hours looking over the nodes, the scripts, the layers the objects were on. But now I know hot to fix that issue if it ever happens again.
Its frustrating but it also feels really nice.
Entertaining as always, love you Jace
It might have been mentioned before, but CTRL+P and CTRL+SHIFT+P open the same menu, the latter just prefills the field with ">". If you press CTRL+P and type ">" you can enter the command you want to type in as well
that's an epic dodge
Thanks for sharing this. I need to find the drive to learn Godot and this helps :)
Loved the video lol. One thing that I recommend to any developer trying a new engine is to watch tutorials about the thing that you want to do in that engine, for example, how to use tilemap, how to move the character, etc. Seems obvious but when a developer has experience in other engines they tend to just jump in trying to figure out everything by themselves and end up having a bad experience, it was like that for me at least, tutorials can be boring but they help a lot in the beggining. I remember opening blender to try some 3D modelling without watching tutorials and being confused the whole time and ending up frustated as hell, which makes sense, because I didn't know how to use the program lol.
Never seen someone explain multiplying by delta so concisely and intuitively. Nice one
Thanks Jace, helps a lot!
I took a game dev course last semester and could not relate more to screaming at your computer screen in excitement when it actually works
Godot is quite different compared to other Editors, but I feel that generally gamedev knowledge transfers quite nicely to different editors ^^ I hope you'll stick around and like using Godot, it's quite a capable engine (I'm even working on a video editor inside of Godot hahaha)
This was fun XD It also made me realize I have learned something from watching tutorials
This channel is going to be extremely helpful for me. I too am learning godot coming from unreal. And figuring out the basics is sometimes not intuitive. Thanks for showing the struggle ❤
I felt so much moments of that video.xD
Love to explain someone what i did for the last 4 hours, when it was kind of nothing :D
Love your content very excited to see where your brave journey will take you. much love
Jace! Good to see you again and getting into Godot, the algo recommended this to me.
Even as an intermideate godot dev i was still wincing in pain
awesome vlog, thanks for sharing
Wow great work Jason
I've been meaning to learn Godot, I had a bunch of library issues with C# in unity as well. I'm glad its not just me that the first time you are messing with a new language everything seems broken. Good luck!
This was a fun recap!
This video aged so well
I could listen to you all day 😊
The only difference between ctrl+P and shift+ctrl+P is that with shift the ">" symbol gets inserted when you open the plate. You can reach the same commands if you manually type that symbol.
There are also other symbols that do all kinds of different stuff like ":" or "@".
Small correction on the part about delta from my experience, *sometimes* you're still gonna want to multiply by delta even with move_and_slide. Though for a top down game like this I don't think there's too many cases it'll come in. I know I've run into situations when it comes to say, jumping, and other situations where you want something akin to a "impulse" that's just instantly applied it can be helpful to separate that by multiplying movement and other "constant" stuff, forces, by delta. And leaving any "impulses" alone.
Though that's all just from my experience and a bit from Jonas Tyroller I figured I'd throw it here.
Thing is, in vscode you can press CTRL+P and then type in > symbol and you will get your command palette. CTRL+SHIFT+P does exactly that. If you just press CTRL+P you get filename search.
Hi Jace, you made an excellent choice going with Godot! Glad you didn't pick Unity! Also, I hope John Riccitiello gets what he deserves!
dodged a bullet not going with unity.. xD
Just imagine how well the title would have aged if he chose Unity.
Hey Jace! Loved the video. I'm a long time software engineer and developer. I've been using VS Code as my primary editor for a long time. I empathize with this video in more ways than I can express. I hope to some day leave web development and start my own game, but for now I'll live vicariously though your channel.
Oh man, this reminds me of my attempts to get into C#, I think it was. This was a long time ago, so I don't remember any details, but basically I got the latest book from the school library and went to do my code, and the entire book was written on how to combine c# with this really nice IDE/compiler program. I sit down and get into it, all excited cause this was the only good book the library had on this, and after a few hours of struggling to set it up and failing...
Microsoft put out a license that invalidated C# to work with this IDE a few months prior, invalidating the entire book! Sadly, that was my last attempt to get into C#. This was not the first time I've had an issue like this either, new versions breaking away from what I am trying to use. Glad to see even professional programmers run into these issues, and its not just me being noob.
ctrl+shift+p is just a shortcut that does the same thing as ctrl+p but automatically inserts the > character which is what you do to run commands, there are other things you can do with the window that opens when pressing ctrl+p without the > prefix. The tutorial assumed that you know how to run commands in vscode.
this aged very well lol
Yeah, coding is like the movie groundhog day. Stupid mistake after stupid mistake and you slowly learn to avoid them one by one until you basically start looking like a programming god. Little do they know...
2:11 Yep it took me months to figure out it was the plug in's causing all the most random bugs...
Just in case nobody has pointed it out, TileMap has a ysort mode that you can enable in the inspector
Much easier to erase tiles with right click
13:48 This would make for an interesting Rorschach-like test.
"Please use this graphical tool to draw a tree and tell me what you see the instant you start to see something different."
Gosh what does that say about me then 😳
This is the only place to get more Jace. Thank you for not disappearing from the internet. Greetings from Poland! If you respond to this, I will go ape shit.
TOGETHER STRONG
I am watching this video now and wow man can you see the future or what. the choice to not use unity it's like you knew before we all did
Oh man, setting up the initial IDE for anything always feels so fragile and tedious. It makes UEFN and Roblox look quite compelling for just getting started quickly.
First time on this channel. Just dropping in to say that this made me laugh very hard, because I just started using Godot myself and yes, this is a perfect sumary of how I spent my weekend.😂
Oh man, I was thinking of using the 4.X version for my project, but the opening of this video is a very good reason for why using LTS is probably better
No, start with 4.1 for sure. Things will change yeah for sure but at least you’re already at the new way of working and your code doesn’t rot as fast. And as a newbie myself, I found 4.1 to be a better architectured product. And I had to real challenges except my own stupidity 😂The only real issue I have is that you can’t export C# GDExtension to wasm yet. So I basically learned gdscript on the go. Well that’s basically python 🤮but okay… and it works well. In cases even better because there’s less boiler plate than C#.
But 4.1 is great and stable and the future of godot, so basically biting the bullet early avoids having to go through changes again later on.
Is not crappy documentation AWSOME.
I really love this series. I hate default short-cuts of tools. We struggled weeks in a tool chain because some tool added a short-cut that was already used. So for some people both feature happened, for some just one feature, some didn't used the shortcut so no problems ...
I avoid git plugins most of the time. Once you are used to git the overhead of using a console is tiny, and it just works with anything, not only code.
I'm so happy to see that I'm not dumb for wasting ages in being stupid
I am adabbling with Godot as well, I want to see your journey into your game!
Oh man, your pain in the -first 5 minutes- correction, the whole stream is _so_ me with a new software package.
And this is the kind of thing where good documentation or tutorial videos would be a game changer (ha), but the people that make these tools often feel they don't have time to document this stuff, so it's in the release notes as an afterthought more often than not.
Been there. Average day in the life of a programmer, 100%
2:31 my whole experience with godot so far XD
"why isn't this working?" "tutorial seems to be different from the documentation..."
answer most of the time: there was a change (for what seems like no good reason?)
I'm not a programmer, so maybe I'm missing something... I thought changing variable names/function or removing or completely changing how a function works willy nilly without leaving the old one in with a warning saying it's not used anymore, etc, etc *gasp* was something an amateur like me does with me small scripts...
well they do mention stuff in updates and documentation but i feel your pain i was following several tutorials and doing gymnastics trying to work out where features were lol
Learning curve go bbbbbrrrrrrrrrrrrrrrrr................ 🙃
edit: congrats on dodging Unity btw.
learning how to program:
1% solving the design problem
99% I made a typo
Wow this is cool I started Godot yesterday as well did the hopping eye monster tutorial… it’s such a nice engine I feel like I have more control in it vs unreal no complaints on unreal tho
This is so normal if you start something new. It is always a fight and every tutorial is showing you something else. No matter which framework, engine or language you learn 😂 last 30 years i found out so much also forgot so much but getting new stuff in my brain is everytime a little better with every fail 😂
It is often the small things in life. :)
Oh and this happened while working with computers in general.
OMG, this reminds me of when I started using unreal, I remember everything I had to do just to like debug the editor. It's all habitual now... Delete binaries and rebuild, refresh IDE, reparent blueprints, lose IDE compatibility on updates, pull out hair...
That “or *monthley fees” aged like fine wine 😂
I'm actually not a programmer but i often have to use various editors / console stuff and I still feel this pain so hard
@24:00 Y-sorting thing about the board game Guess Who that's your coordinate system, skewed at an angle to the viewer.
17:00 and this is why damage in destiny 2 has been tied to fps since the dawn of time 🤯
The first 5 minutes is just you describing me trying to automate something that takes 5 minutes for 6 hours straight.. :D
Great video! Aah I see you committed the “mortal sin” of following a tutorial and you’d never use vscode before. Yeah that makes it harder, I didn’t even end up using vscode when I let go of C#. It took me a bit to get code completion to work on Linux for godot. That was non trivial either.
Tutorials are the worst as they often leave out that basic conceptual knowledge. The move and slide and delta was mentioned in the book, and I just read half the book on Godot4 and I was like, let’s see how far I’ll come. Even though the book hadn’t covered grids and grid base movement I figured, that’s just multiply the move with tile length and adding half the tile. And Vscode is weird I too ones look for minutes to find the command bar when trying to run a compile of Amiga assembly and I was like… ooooh just say CTRL Shift P 😆
i only watched the video and didn't see it mentioned in the comments but there is a Ysort node that you can add to the nodetree to Ysort automatically what's under it
I had no idea about this but I'll keep it in mind! that sounds useful. Thanks!