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@@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
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 😊
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)
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 ;-)
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.
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!
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
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 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.
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
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.
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!
@@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!
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That's a clever thumbnail.
found this video through the offical godot discord its a great video man!! Keep up the great work!!
I'm so happy to hear that! I'm glad it made its way to you!
@@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
@@HaloRupture_Dev-Team I'd love to see that! 🥜 Glad I could help!
@@cashewolddew have a great day:)
Bro i've been stuck on this console file before i saw this vid THANK YOU SO MUCH MY MAN
Ha ha, it cheers me up to see you so excited! 🥜 😄
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 😊
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)
There will be no peanut waste in this establishment! 😄🥜 (Those are actually just emitted particles)
@@cashewolddew "(Those are actually just emitted particles)" - yep! That's one way of doing it!
Smashing video, thank you! Clear, detailed, and joyful!
Many thanks! 🥜
太棒了,这正是我需要的
Amazing video! Everything in one place.
Thanks a ton! Hope you'll find here everything you need! 🥜
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 ;-)
That's good knowledge. Thank you for sharing that! 🥜
You don’t need a developer account to export for iOS for testing
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?
very nice tutorial!
I would love to see a video about encrypting the exported PCK file :)
It is added to my list of potential tutorials. Thanks for letting me know you want that!
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.
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!
What about the debug keystore? Is it no longer required?
This is just nuts! 😋
🥜🥜🥜🥜🥜🥜🥜🥜🥜🥜
What if I want to export my VR game to my Meta Quest 3?
How do I do that?
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
I had to unsubscribe after this... so I could subscribe again! And again! Amazing video, amazing you!
Ha ha, my heart skipped for a second. I really appreciate it! 🥜 ❤️
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.
That's absolutely right! You really could.
@@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.
Is there an RCEdit option for Mac?
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
I added this to the description. 🥜
@@cashewolddew Thank you so much!
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.
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!
@@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!
Your view is in the mail.