The Ultimate Export, Demo and DLC Guide for Godot 4.3

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  • เผยแพร่เมื่อ 11 พ.ย. 2024

ความคิดเห็น • 46

  • @cashewolddew
    @cashewolddew  หลายเดือนก่อน +1

    To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/CashewOldDew/ . You’ll also get 20% off an annual premium subscription

  • @ninstars
    @ninstars หลายเดือนก่อน +6

    That's a clever thumbnail.

  • @HaloRupture_Dev-Team
    @HaloRupture_Dev-Team หลายเดือนก่อน +2

    found this video through the offical godot discord its a great video man!! Keep up the great work!!

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน

      I'm so happy to hear that! I'm glad it made its way to you!

    • @HaloRupture_Dev-Team
      @HaloRupture_Dev-Team หลายเดือนก่อน

      @@cashewolddew thanks man Ive been looking for a yt video like this for my game ileft a comment on the godot discord and by the way on my next video ill tag you for the info for the dlc

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน

      @@HaloRupture_Dev-Team I'd love to see that! 🥜 Glad I could help!

    • @HaloRupture_Dev-Team
      @HaloRupture_Dev-Team หลายเดือนก่อน

      @@cashewolddew have a great day:)

  • @TheAgent_Guy
    @TheAgent_Guy หลายเดือนก่อน

    Bro i've been stuck on this console file before i saw this vid THANK YOU SO MUCH MY MAN

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน

      Ha ha, it cheers me up to see you so excited! 🥜 😄

  • @neogamer123
    @neogamer123 หลายเดือนก่อน +2

    This is what I was searching for 2 weeks ago. It's great that you created this video. I am sure it will be another great one.
    I have this in my watchlist 😊

  • @igorthelight
    @igorthelight หลายเดือนก่อน +1

    0:23 - I hope you are teleporting those falling nuts instead of destroying old ones and spawning new ones ;-)
    2:27 - Don't forget to uncheck "Export With Debug"!
    6:28 - And again: disable "Export With Debug". It makes your executable smaller (and noone except for you would debug your game anyways xD)

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน

      There will be no peanut waste in this establishment! 😄🥜 (Those are actually just emitted particles)

    • @igorthelight
      @igorthelight หลายเดือนก่อน

      @@cashewolddew "(Those are actually just emitted particles)" - yep! That's one way of doing it!

  • @abranubes9571
    @abranubes9571 หลายเดือนก่อน

    Smashing video, thank you! Clear, detailed, and joyful!

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน

      Many thanks! 🥜

  • @Jinox-i9f
    @Jinox-i9f หลายเดือนก่อน

    太棒了,这正是我需要的

  • @NeZversSounds
    @NeZversSounds หลายเดือนก่อน

    Amazing video! Everything in one place.

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน

      Thanks a ton! Hope you'll find here everything you need! 🥜

  • @igorthelight
    @igorthelight หลายเดือนก่อน

    A very good video!
    Some random nerdy info: OpenJDK doesn't have any proprietary code but it's a little bit slower compared to Oracle JDK. It doesn't really matter for Godot because you are not running your games in JVM itself but using it to create an *.apk file ;-)

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน

      That's good knowledge. Thank you for sharing that! 🥜

  • @mak448a
    @mak448a 22 ชั่วโมงที่ผ่านมา +1

    You don’t need a developer account to export for iOS for testing

    • @cashewolddew
      @cashewolddew  18 ชั่วโมงที่ผ่านมา +1

      I didn't manage to find a solution for that. Could I ask you what are you doing to make it work on your side?

  • @xcran
    @xcran หลายเดือนก่อน +1

    very nice tutorial!
    I would love to see a video about encrypting the exported PCK file :)

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน +2

      It is added to my list of potential tutorials. Thanks for letting me know you want that!

  • @AB-lk4ri
    @AB-lk4ri 17 วันที่ผ่านมา

    Very helpful video, thanks a bunch! Would it be doable for you to explain how to reduce the size of the wasm file for the web? The documentation isn't that clear on how to proceed and that could be very interesting as the default export of 40mb can be a strain when using phone data.

    • @cashewolddew
      @cashewolddew  17 วันที่ผ่านมา

      That's actually a very interesting question. I'll look it up and if I find anything I might make a video on it or comment an answer. Thanks for the suggestion!

  • @luizzm
    @luizzm วันที่ผ่านมา

    What about the debug keystore? Is it no longer required?

  • @MHellman
    @MHellman หลายเดือนก่อน

    This is just nuts! 😋

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน

      🥜🥜🥜🥜🥜🥜🥜🥜🥜🥜

  • @trisectdevelopment
    @trisectdevelopment หลายเดือนก่อน

    What if I want to export my VR game to my Meta Quest 3?
    How do I do that?

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน

      That's a great question. I'll look into it and if I find it much different from exporting a game on Windows, for example, I'll make a new video on it. Until then, here's a video from Nad Labs on that topic: th-cam.com/video/aVmKYugTU8s/w-d-xo.html

  • @psyboyo
    @psyboyo หลายเดือนก่อน +2

    I had to unsubscribe after this... so I could subscribe again! And again! Amazing video, amazing you!

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน +1

      Ha ha, my heart skipped for a second. I really appreciate it! 🥜 ❤️

  • @Smoah
    @Smoah หลายเดือนก่อน

    You know. You could make your game moddable the same way you can make dlc. With maybe a little more effort such as having an API and making your game more modular.

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน

      That's absolutely right! You really could.

    • @Smoah
      @Smoah หลายเดือนก่อน

      @@cashewolddew I really wanted to create modding support to godot games without open sourcing and this is pretty much the missing piece to the puzzle. Thanks for the tutorial.

  • @c__beck
    @c__beck หลายเดือนก่อน

    Is there an RCEdit option for Mac?

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน

      Thanks for pointing this out. From what I know, a good alternative is using WINE in order to run the rcedit executable. After installing Wine and downloading rcedit, you'd have to run commands such as:
      wine rcedit.exe "your-game.exe" --set-icon "your-icon-file.ico"
      There's a bunch more options you can add to the rcedit command. See them here: github.com/electron/rcedit?tab=readme-ov-file#docs

    • @cashewolddew
      @cashewolddew  หลายเดือนก่อน +2

      I added this to the description. 🥜

    • @c__beck
      @c__beck หลายเดือนก่อน

      @@cashewolddew Thank you so much!

  • @Codethe_Road
    @Codethe_Road 4 วันที่ผ่านมา

    Is anyone having issues with sounds they've put in their projects not working in the compiled games? But working fine when running in the editor? This video is fine-- but there is no sounds in your project, so not sure I am going to find the answers I am looking for.

    • @cashewolddew
      @cashewolddew  4 วันที่ผ่านมา +1

      Generally, when dynamically importing assets by looking for their name things work out in the editor. However, when you export your game, those assets are no longer there, as they are packed in the executable. That's why, if you want to reference them, you have to look for the `.import` variant of your assets. So, if, for example, you want to load dynamically some sound called 'sound.wav', try importing 'sound.wav.import' instead.
      Hope this helps you!

    • @Codethe_Road
      @Codethe_Road 3 วันที่ผ่านมา

      @@cashewolddew It actually was looking for something just the wrong name! I guess it changes case on exporting... I was able to find it with a lot of trial and error, and some help from people like you. Thanks!

  • @eerywax5631
    @eerywax5631 หลายเดือนก่อน

    Your view is in the mail.