Holy moly this video turned out long! It really just consists of a few distinct parts, so here are some time stamps: Intro - 0:00 Dauphin Background + Plan - 2:33 Godot Devlog - 4:00 Results + Thoughts on Godot - 14:34 Hope you guys enjoyed this one! Getting so close to 100k subs, so if you're enjoying the content don't forget to subscribe :D PS - Sorry I made this a premiere so early. I'm bad at TH-cam.
Game in godot looks really cool! Only thing I was thinking of is that a marine biologist would use water magic instead of a fireball, but it's still a really cool effect!
Which makes even more sense if you think the point of the attack is to "cleanse" the enemy, rather than killing it, so water would be the most logic option :)
Your 2nd attack could / should be a net that stops enemy's from moving for a set amount of time and you can find nets so that there limited but renewable
This is a really interesting counterpoint to losing progress of a game (when it crashes for example). Repeating the same process multiple times can greatly improve your efficiency of work.
That's why I find it important to have multiple prototypes before entering development. Just to really get a grasp of how the specific project should be structured.
Aw it'll be a bit sad to not be able to follow the technicalities and provide input on the same now that you're not using Unity. But it's surely impressive that Godot allowed you to make this in about a week, so you're definitely synergizing with it! All the best and I'll still be following the devlogs.
This video aged well thanks to Unity's Runtime Fee. I have to redo all 3 years of my progress from Unity to Godot... I'm not sure if I can do it, or if its possible after realizing I wasted all of that time. I have a question though- how did you manage to make you character feel identical to that of your Unity Version? Is "1" movement speed the same for both versions?
Seeing how he managed to convert all his 6 months of Unity progress to Godot in a week and even expand on it, it's probably more doable than it might seem, specially now that Godot 4 is out and is looking so good. It's also not wasted time at all imo. Most of the skill gained is very transferable between the two.
they ran that back by a mile, it's still not great but does come out to even to what unreal is at the end of the day. Unity should have stayed private, going open caused rich idiots to buy shares, become of the board, and fuck us over.
@@GouFPS They've already done this back in 2019 with SpatialOS. They'll do it again, and keep pushing it each time. Unity was doomed the moment it went public.
@@st.altair4936 I get that, Unity with it's current leaders will doom Unity. Going public and allowing absolute idiots with know idea of what they're doing to basically be the bosses of unity (IE THE MOB) will destroy the good intentions the original developers had (to create good tools to create video games)
I love it when people are open minded and willing to try new stuff. I think one of the best ways to improve is to challenge yourself to do the things you do differently and see what you like better or worse. If you stick to your original way, you now have more appreciation for the tools and processes and if you decide to go a new route, you can get more efficient and have a more pleasant experience than before. Thank you for sharing your experiences with us!
When I see how much you've been able to accomplish within a week, I definitely think I'll give Godot a try! I wish you the very best with this new engine, and can't be more excited about this project!
It could be interesting to swap the functionality of your two attacks a bit - large knockback on the melee swing as a "get off me" button while a low knockback stream of magic slowly purifies the creatures? Interesting videos as always!
I'm so glad you credited Heartbeast's tutorial series! I've been following it too to learn the basics of Godot, and without it I wouldn't have got so far into developing my own first game! Definitely go and watch that series if you're trying to make a 2D rpg!
Between now and the last time I started a project with Godot, I've learned a lot about good practice with software architecture. Hearing you bring up terms like "decoupling" and "dependency injection" is getting me excited for my summer project.
First i used Unreal because i am a big Fanboy of the Unreal Engine since Unreal 1. Then i switched to Unity, it was easyer to use, but was never really happy with it. Now i am use Godot. It looks like the developers have taken on unreal and unity and looked: how can you combine the advantages of both and don't do the bad things. If you are missing something in the editor, write it yourself.
@@Baldur1975 my personal philosophy is complete a project with the engine first before switching. I find it's too easy to get distracted by tech and lose focus on the game itself. However, having said that, I did have to make a switch when I sold a game to a publisher and they required certain things that the current engine couldn't do.
"Save Branch as Scene" helps with scene composition after-the-fact, not scene inheritance. If you attempt to "Save Branch as Scene" for your root node, you'll get an error telling you that it can't be done. You can easily create new derived scene from a base scene, but creating a new scene as a base scene and then making a different scene change to inherit from the base scene isn't something that can be done (yet - no one has really requested that afaik). You'd have to make the base scene, then make a derived scene from it, and then start using "Merge From Scene" to start porting nodes from the original scene into the base and derived scenes. Once finished porting, you can re-save the derived scene with the same name as the original scene to overwrite it and then delete the derived scene file.
@Gerson Ferreira The thing that DevDuck wanted to do was have some Original.tscn scene that he'd already created and then suddenly have it start inheriting from some arbitrary Base.tscn scene. Game Channel (the OP of this thread) then suggested using "Save Branch as Scene". But if you applied that to the root node in some vain attempt to create a Base scene, the editor would give you an error. > you can just save a copy of the current scene already or make a new inherited scene from that one. Yes, you could make a new scene that inherits from the current scene. And the plan would be to get the base scene's nodes into the derived scene. But, because the derived scene inherits the nodes, you cannot simply copy them over with Merge From Scene. And if you delete the base scene's nodes to make room, then they are gone and you can't copy them over. You're stuck having to shuffle and move nodes around in the base scene just to properly copy them over and then delete them from the base scene. Alternatively, my suggestion is to leave the original as it is, and make separate base and derived scenes that are unrelated to the original (save for using the same root node). Then you use "Merge From Scene" to copy nodes to the appropriate scene as desired, with no chance of conflicts due to inheritance issues. Once you're done, you save the derived scene to have the same name as the original scene which overwrites it.
Those static typing errors will also be fixed, the Godot 4.0 branch already has that fix implemented. What for me makes Godot better, apart from its relatively quicker workflow, is that it's really fun to make games with. I don't know why it's so fun, but I've never experienced that feeling with unity or unreal (although making shaders in unreal IS a lot of fun, for me it's not true for other aspects), which I've both used extensively in the past.
Also godot 3D should get a lot better in 4.0 bringing and fixing lots of features and improvements to rendering I think even Epic Games helped with a mega grant for godot
Not a hater here, just want to point out that Godot 3 doesn't support older devices. You can choose to use Godot 2, but why not just choose Unity if you can?
One of my personal favorite things is the ease of use. The interface is simple, there is a lot of official documentations, and it's just so convinent which i don't see unity or UE using
Thank you for posting this. Honestly. I've worked on several games in the Unity engine, and in my current title I finally hit the "boy, I wish I wasn't making a 2D game in a 3D engine" wall and started looking into Godot. I've wanted to do a similar deep-dive into Godot features, but have been reluctant to do so because I've been working in Unity for 8-years now, but your experience might give me the courage. (I am a little nervous about losing the sweet, sweet Aseprite to Unity animation integration, though o.O)
Oh man, this is the exact same problem I had. I switched it after lots of talking to my friends about it. I am enjoying it too. Ill repeat though, “just for 2D”. It’s a beautiful engine.
Great video! About the character design, I think both designs have their strengths. The old one had a "friendly" and "reliable" silhouette because he was more square and with a cute expression (in character design, square characters are usually dad figures and someone you want to count on). The new one is more dynamic, bouncy, fluid and has more edge on his expression, making him more of a youngster. It boils down to your preference on how you want to portray the main character. And about his attack animation, I don't think it needs more frames. I think it needs to convey more movement. The first and third frame can be what they currently are. The second one, instead of the shovel being straight forward, it could be the same as the third frame, but with a swipe blur covering the entire slash hitbox. I say this but I don't actually know the method you're using to animate it, so my suggestion may not be so practical. Anyway, I'm watching the entire series and looking forward to the release of Dauphin!
Most of the 'Likes' for Godot can also be done in Unity. Unity has Blend Trees, Animation Events, MonoBehavior Messages (Or you can implement your own simple message system). You can do some really nifty stuff with ScriptableObjects to Dependency Inject through the inspector. Composition can be enforced in your unity C# code by just designing for it. I'm not trying to be negative or anything, just wanted to put this info out there. I am keeping an eye on Godot and will most likely give it a full go when the C#/Mono support is more mature.
I really like Unity but it's hard to beat free and completely open source; it would be nice if Unity open sourced their native modules though it seems like it'll never happen.
So I almost never write comments on videos, but I’m making an exception here to just tell you how impressed I am with your content. I’ve discovered you only recently, but the way you structure your devlogs and narrate them combined with the b-roll is just awesome. You inspire me to get back into game development more again and as a person who prefers Godot over other engines because of it’s open source nature I couldn’t be happier that you’re making the switch to it for this project! I wish you all the best for everything and keep up the great work!
Yay! I'm so exited that you switched to Godot! That's what I'm using for my 2D pixel art game right now. Even thought you are my fav youtuber, you'd be even more of my favorite if you did some tutorials as well!
Looking forward to seeing this video, curious as to your thoughts on Godot and why you decided to try it out, I've never properly checked out Godot so may have to :)
@@lost_sounds_ sortof right, it's all about timing. the overall attack is just really long, from it's start to finish it's just way too long. if you were to cut that time in half but keep the same amount of frames it'd be much better. adding more frames just makes it easier for a human to perceive how long something is taking.
Glad you switched to Godot, it's my favorite tool to use and I love that it's FOSS like the rest of my tools! I've made multiple projects with it, and it keeps improving.
When you mentioned being curious to see if you could manage to implement "those RPG mechanics" I was about to mention the serie HeartBeast is making right now...and then I saw you working side by side with it. Godot looks awesome to me and channels like his are really showing off it's capabilities!
I moved from a big city to a small one with more nature a few years ago. I love seeing the hills, forests and small lakes. It's beautiful. The transitions in your videos give me the same vibe I get when I'm appreciating the nature. It feels relaxing to me.
As someone that has worked at a company that has changed tech stack 3-4 times in the last 3 years just keep into consideration that changing typically always results in a better product (also takes a long time to switch but as evident by the progress you did in 1 week that's not the case here.). This result isn't usually just because of the improvements to the engine or whatever tech you're working on but generally just because you are rewriting and the have the knowledge of what you did previously to solve a problem. What I mean by that is typically you know the correct way to do something now so you're going to implement it properly the second time around, or you're going to be aware of some other feature that you may not have been aware of when originally writing the project. A lot of the times you could probably get the same benefits from just refactoring your current code. I don't do game dev as my occupation though so experiences may vary depending on industry, I work in frontend development of which the landscape changes A TON. Ultimately in a pet project where it's just you working on it and no tight deadline, it's fine to do, but if you are working in a large team you could end up in loops of rewriting to the next best thing and never actually delivering your product.
You're absolutely right. The entire reason I was able to A) get all this done in a week and B) make the improvements I did is because I brought over everything I learned from my first iteration.
I am looking forward to your new video in another 6 months: "Converting from Godot back to Unity." But in all seriousness, Godot is an awesome engine. I personally thing every Unity and Unreal developer should check it out, and build all projects in Godot if Godot can handle them. There is nothing to lose when it comes to using Godot, if your small scope project doesn't need Unreal/Unity features, just build it in a free engine. And Godot is really cool. I've personally used both engines for my hobbyist game development. And I personally prefer working in Unity a bit more because of C#.
i think you have great perspective of both the values of experimenting with both programs, and reasons why you might (or might not) stick with unity. very balanced and accurate viewpoint with a healthy learning mindset.
It's so sad to see the recent Unity pricing announcement. I'm just a student trying to earn some money. I am throwing away 2 years of my game's progress to maybe switch to Godot.
Well, that was unexpected! I've been following your dev logs for some time, switching to Godot is awesome, now I can follow along, that state machine is already better than mine, thanks for sharing it!
you should look more in the tile set editor of godot - i guess you missed some points. it has also auto tile included. in my experience it is one of the best editors for tile sets.
Lovin' it!!!!! I love godot, (i'm buiest, cuz i'm using it, but still...) I love the New character, the fact that you can make everything so much faster. You've just turned me into someone that is actually really interested in your channel, and the game.
The game looks really clean and I like the fact that you switched to Godot. I just wanted to say it might look better if the player character were less top heavy and had legs that look like they could actually support their body will still looking cartoonish and stubby. That's all, keep up the good content.
I think i perfer Godot more than Unity for this game, just little things make it alot better. With the bounce to the item, and the particles of the fireball, it all adds a unique touch to the game that i personally like. From what i hear from you is that the only bad things are nitpicks, so i think you should stick with Godot. Its just really neat.
I personally don't see a good reason to use GoDot because the coding language is a GoDot custom, my point is that I don't think a GoDot language will be strong enough to handle things like networking..., but I do think that I should give it a shot.
I think the only thing left for godot to win over unity (with unreal winning over unity in 3D), is to offer an alternative to their in-game advertising service
As someone who is just getting into game programming on Godot I love your videos. As someone who loves gardening, working out and coffee... I love these videos even more.
I've also found similar issues with the cyclic dependency errors when using a lot of static typing. I hope the new work being done on the compiler will fix it. I've recently started working on a game in Godot and I'm super curious to see how you managed some of those effects; they look really nice! Can't wait to see the future dev logs.
One thing I wondered throughout this is whether your enjoyment of the way you did things in Godot (at least code-wise) comes from things that Godot does but Unity does not, or whether it comes down to the fact you followed a good tutorial and were introduced to ways of tackling problems that you previously weren't aware of. For example, is it really the case that C# + Unity are not able to do the compositional things you did in Godot? I'm not a game developer so I've no particular partiality to either engine, really just curious.
This is such a good question, and one that I should have addressed better in the video. The compositional patterns I discussed are absolutely achievable in Unity. Unfortunately, that's not the way I did it previously. I really like that Godot's toolkit (scenes and nodes that can become scenes) steered me in the direction of composition over inheritance. I appreciate that it was architected with that in mind. And you're absolutely right - a big part of this decision as well is simply how much I enjoyed myself the past week with this new technology.
@@DevDuck With your interest in Composition over Inheritance, though its still in Beta, Unity is moving to its DOTS architecture, which is a pure data-oriented Entity-Component-System Model and even though it takes some getting used to, I believe you would end up loving that model do to it being purely Composition with no Inheritance. Good luck!
@@AleksPopovic from my limited experience, it's Unity (and UE) being really clunky that steered me off. Godot is simple yet powerful, and I love working with it as a result. And Godot does all that while the engine executable is tiny and really fast. Not to mention GDNative, which, while the initial setup is a bit cumbersome, is extremely similar to GDScript and results in zero-overhead performance (C++). Linux support is also best out of all the engines (that I know about), both for the engine itself and the product.
8:07 -- "... my state management code and I'm really excited about this because I honestly think it's a better solution than what I had in Unity..." -- This is going to be the clincher for most programmers, I think. Software developers (after they've had some professional experience) prefer to follow coding best practices (because they've had to repair the mess caused by code that wasn't written following best practices). Godot's structure, honestly, allows for you to more easily write code which follows best practices without introducing janky artifacts caused by clashes between the "Engine's best practices" and "General Coding best practices" (Unity has some of the worst examples of this that I've seen). One thing that I think you'll need to be careful of... using those signals. Signals are a lot like global variables, and they have their place... but I think overuse of them can lead to spaghetti code, unless you are *extremely* careful about your naming conventions (someone with more experience than I can please feel free to correct me if I am wrong).
Love it! One tiny tip, if you aren't already, is to keep a close eye on performance during dev. It's much easier to diagnose a problem when your FPS drops immediately after implementing a new feature than when you visually notice lag.
Hahah, I did exactly the reverse, convert my game "HopSquash!" (currently on Steam) from Godot to Unity, because I want to release on the Nintendo Switch :) (The version on Steam is still Godot) And I'm enjoying designing the game better this time round because the first one was based on Jump n Bump so things were just added ad hoc from the original design and wasn't optimal.
Since you've already done quite a bit of dev in Unity, you have a much better understanding of the problems you need to solve when taking it to Godot. In other words, you didn't have to solve the problems entirely from scratch. If you were to rebuild everything in Unity, it would go faster for the same reason. Also, Unity is built around composition (i.e. adding components to game objects and adding references between game objects and components via the inspector). Regardless, I'm looking forward to seeing how new development progresses in Godot!
Amazing work! We are also using the Godot engine for our own project currently in development. Can't wait to see more of your work using the Godot engine. :)
Make a the shovel be able to scoop up sand to stun enemies and than have a “healing” gadget that disinfect the enemy you could also me puzzles with the shovels like treasure hunts for new items
This is SO funny.... I'm catching up with your videos .. and watching the previous one I thought... wonder how he's feeling about the switch to GODOT 😊
Godot is lighter-weight and easier to use than Unity, esp. as a solo dev. Uses python-like script instead of C#. Unity takes FOREVER to load up, even with a good computer. Godot is open-source, so an experienced dev can make their own tools for it AND there are zero licenses to pay for. He'll probably go through his own specific reasons in the video (comment made before vid was live)
C# is faster than GDScript but it's still not as robust or integrated as GDScript is. I personally prefer C# for scripting since it's not necessarily tied to Godot like GDScript is. But if speed is the only concern C++ is still better to use than the other two
@Panakotta00 I have 0 C++ experience and I was looking in Halley Engine (Used for Wargroove: github.com/amzeratul/halley) but wasn't successful in getting a project running. I really want to get into C++ for gamedev but right now I'm taking a step back and just focus on making some games first. I plan do revisit C++ in a short future after I get some gamedev reps in. I mostly write Golang in my day job so I had to almost force myself to like C#. Honestly found Godot b/c I thought it was a game engine that used Golang for scripting Jaja
I think that the player looks a little weird from the front because his shoulders are flat and slanted (instead of curved and round) and his arms are perpetually outward from his body, which makes it look like he always has his elbows in an uncomfortable position.
Bro was ahead of his time
I came from the future and, seeing the latests news on Unity, you did a good call in the past, good one.
Definitely a good call. Unity can get bent with their unreasonably ridiculous level of greed that I've almost never seen before in any company.
Thanks for the shoutout!
Also, I love the way you did your FSM.
Thanks for your excellent content!
This should get more likes.
I remember when you started doing videos.
Godot has so many great youtubers rn, love ur vids man :)
I learned Gamemaker from you after failing to learn to program since I was a little kid. 👍🏻👍🏻
Now I’m teaching my daughter 😁
Ended up being a very smart choice with what Unity's doing now lol
Yeah lmao
I came back to this video because I remembered he did this and I wanted to say the same thing 😂
Holy moly this video turned out long! It really just consists of a few distinct parts, so here are some time stamps:
Intro - 0:00
Dauphin Background + Plan - 2:33
Godot Devlog - 4:00
Results + Thoughts on Godot - 14:34
Hope you guys enjoyed this one! Getting so close to 100k subs, so if you're enjoying the content don't forget to subscribe :D
PS - Sorry I made this a premiere so early. I'm bad at TH-cam.
Haha, second.
CocoREMA Pardon?
@@fatreddit1518 Pardon?
This is interesting
@@thoomas1405 pardon?
Game in godot looks really cool! Only thing I was thinking of is that a marine biologist would use water magic instead of a fireball, but it's still a really cool effect!
maybe different magic effects for different weapons! Like sand magic, wood magic, corral magic, ect
Which makes even more sense if you think the point of the attack is to "cleanse" the enemy, rather than killing it, so water would be the most logic option :)
Your 2nd attack could / should be a net that stops enemy's from moving for a set amount of time and you can find nets so that there limited but renewable
Or it could be a 3rd attack
Agreed. Makes much more sense than magic out of nowhere
this aged well
Lord Jesus bless you!
Gotta say that's one of the coolest offices I've ever seen
When he said "I will be continuing development of Dauphin with the Godot engine", i felt that
You felt it.. I knew it ;)
I was a little bit afraid he would say Unity, but then I achieved true piece of mind.
Still waiting for C# in Godot to become production ready
@@καλαμ Not long now. I suspect it'd be production ready when 4.0 launches.
@@marioprawirosudiro7301 Hopefully
Never stop making these, can’t wait to check out the game when it comes out
Me too
I agree :)
This is a really interesting counterpoint to losing progress of a game (when it crashes for example). Repeating the same process multiple times can greatly improve your efficiency of work.
That's why I find it important to have multiple prototypes before entering development. Just to really get a grasp of how the specific project should be structured.
Welcome to the godot community.
@Gerson Ferreira *is
Yay devduck joined team godot!!!
Aw it'll be a bit sad to not be able to follow the technicalities and provide input on the same now that you're not using Unity. But it's surely impressive that Godot allowed you to make this in about a week, so you're definitely synergizing with it!
All the best and I'll still be following the devlogs.
This video aged well thanks to Unity's Runtime Fee.
I have to redo all 3 years of my progress from Unity to Godot... I'm not sure if I can do it, or if its possible after realizing I wasted all of that time.
I have a question though- how did you manage to make you character feel identical to that of your Unity Version? Is "1" movement speed the same for both versions?
Seeing how he managed to convert all his 6 months of Unity progress to Godot in a week and even expand on it, it's probably more doable than it might seem, specially now that Godot 4 is out and is looking so good.
It's also not wasted time at all imo. Most of the skill gained is very transferable between the two.
they ran that back by a mile, it's still not great but does come out to even to what unreal is at the end of the day. Unity should have stayed private, going open caused rich idiots to buy shares, become of the board, and fuck us over.
@@GouFPS They've already done this back in 2019 with SpatialOS.
They'll do it again, and keep pushing it each time. Unity was doomed the moment it went public.
@@st.altair4936 I get that, Unity with it's current leaders will doom Unity. Going public and allowing absolute idiots with know idea of what they're doing to basically be the bosses of unity (IE THE MOB) will destroy the good intentions the original developers had (to create good tools to create video games)
I love it when people are open minded and willing to try new stuff. I think one of the best ways to improve is to challenge yourself to do the things you do differently and see what you like better or worse. If you stick to your original way, you now have more appreciation for the tools and processes and if you decide to go a new route, you can get more efficient and have a more pleasant experience than before. Thank you for sharing your experiences with us!
This is more relevant than ever lol
lol “not be wise I plan to stop using unity”
One of us! One of us!
Excited to see your reasons for switching. Godot is really great.
He has joined blue robot cult :)))
But unity is better xD
Meme Guy subjective
When I see how much you've been able to accomplish within a week, I definitely think I'll give Godot a try!
I wish you the very best with this new engine, and can't be more excited about this project!
It could be interesting to swap the functionality of your two attacks a bit - large knockback on the melee swing as a "get off me" button while a low knockback stream of magic slowly purifies the creatures? Interesting videos as always!
I'm so glad you credited Heartbeast's tutorial series! I've been following it too to learn the basics of Godot, and without it I wouldn't have got so far into developing my own first game! Definitely go and watch that series if you're trying to make a 2D rpg!
Between now and the last time I started a project with Godot, I've learned a lot about good practice with software architecture. Hearing you bring up terms like "decoupling" and "dependency injection" is getting me excited for my summer project.
Clever man. We're all waiting for Godot now.
Agreed
First i used Unreal because i am a big Fanboy of the Unreal Engine since Unreal 1. Then i switched to Unity, it was easyer to use, but was never really happy with it.
Now i am use Godot. It looks like the developers have taken on unreal and unity and looked: how can you combine the advantages of both and don't do the bad things. If you are missing something in the editor, write it yourself.
@@Baldur1975 my personal philosophy is complete a project with the engine first before switching. I find it's too easy to get distracted by tech and lose focus on the game itself. However, having said that, I did have to make a switch when I sold a game to a publisher and they required certain things that the current engine couldn't do.
It would be funny if you could find a corrupted “DevDuck” as an easter egg
What about a normal duck with a bandana?
Yeah, like the secret one in Blink
@@ylondes9927 what are you, milk gang? Geratahere!
@@selumielczinege6381 Orange Juce Gang? CRINGE
So like how do I pronounce your name?
Bro, you CAN introduce scene inheritance after the fact. You just right click on a node and choose "Save Branch as Scene".
"Save Branch as Scene" helps with scene composition after-the-fact, not scene inheritance. If you attempt to "Save Branch as Scene" for your root node, you'll get an error telling you that it can't be done. You can easily create new derived scene from a base scene, but creating a new scene as a base scene and then making a different scene change to inherit from the base scene isn't something that can be done (yet - no one has really requested that afaik). You'd have to make the base scene, then make a derived scene from it, and then start using "Merge From Scene" to start porting nodes from the original scene into the base and derived scenes. Once finished porting, you can re-save the derived scene with the same name as the original scene to overwrite it and then delete the derived scene file.
@Gerson Ferreira The thing that DevDuck wanted to do was have some Original.tscn scene that he'd already created and then suddenly have it start inheriting from some arbitrary Base.tscn scene. Game Channel (the OP of this thread) then suggested using "Save Branch as Scene". But if you applied that to the root node in some vain attempt to create a Base scene, the editor would give you an error.
> you can just save a copy of the current scene already or make a new inherited scene from that one.
Yes, you could make a new scene that inherits from the current scene. And the plan would be to get the base scene's nodes into the derived scene. But, because the derived scene inherits the nodes, you cannot simply copy them over with Merge From Scene. And if you delete the base scene's nodes to make room, then they are gone and you can't copy them over. You're stuck having to shuffle and move nodes around in the base scene just to properly copy them over and then delete them from the base scene.
Alternatively, my suggestion is to leave the original as it is, and make separate base and derived scenes that are unrelated to the original (save for using the same root node). Then you use "Merge From Scene" to copy nodes to the appropriate scene as desired, with no chance of conflicts due to inheritance issues. Once you're done, you save the derived scene to have the same name as the original scene which overwrites it.
He predicted the future
Those static typing errors will also be fixed, the Godot 4.0 branch already has that fix implemented.
What for me makes Godot better, apart from its relatively quicker workflow, is that it's really fun to make games with. I don't know why it's so fun, but I've never experienced that feeling with unity or unreal (although making shaders in unreal IS a lot of fun, for me it's not true for other aspects), which I've both used extensively in the past.
I did thoroughly enjoy this past week!
Also godot 3D should get a lot better in 4.0 bringing and fixing lots of features and improvements to rendering I think even Epic Games helped with a mega grant for godot
Not a hater here, just want to point out that Godot 3 doesn't support older devices. You can choose to use Godot 2, but why not just choose Unity if you can?
Godot 3 has GLSL 2 option.
One of my personal favorite things is the ease of use. The interface is simple, there is a lot of official documentations, and it's just so convinent which i don't see unity or UE using
8:36 "Children of the State Machine" will be the name of my next punk band
First song must be called "Dependency Injection"
Or cult
Thank you for posting this. Honestly. I've worked on several games in the Unity engine, and in my current title I finally hit the "boy, I wish I wasn't making a 2D game in a 3D engine" wall and started looking into Godot. I've wanted to do a similar deep-dive into Godot features, but have been reluctant to do so because I've been working in Unity for 8-years now, but your experience might give me the courage. (I am a little nervous about losing the sweet, sweet Aseprite to Unity animation integration, though o.O)
Oh man, this is the exact same problem I had. I switched it after lots of talking to my friends about it. I am enjoying it too. Ill repeat though, “just for 2D”. It’s a beautiful engine.
Great video!
About the character design, I think both designs have their strengths. The old one had a "friendly" and "reliable" silhouette because he was more square and with a cute expression (in character design, square characters are usually dad figures and someone you want to count on). The new one is more dynamic, bouncy, fluid and has more edge on his expression, making him more of a youngster. It boils down to your preference on how you want to portray the main character.
And about his attack animation, I don't think it needs more frames. I think it needs to convey more movement. The first and third frame can be what they currently are. The second one, instead of the shovel being straight forward, it could be the same as the third frame, but with a swipe blur covering the entire slash hitbox. I say this but I don't actually know the method you're using to animate it, so my suggestion may not be so practical.
Anyway, I'm watching the entire series and looking forward to the release of Dauphin!
Heartbeasts tutorials have been a godsend for me as an indie dev in godot
Yeah, his tutorial are generally pretty easy to understand. I just completed his action RPG tutorial.
Most of the 'Likes' for Godot can also be done in Unity. Unity has Blend Trees, Animation Events, MonoBehavior Messages (Or you can implement your own simple message system). You can do some really nifty stuff with ScriptableObjects to Dependency Inject through the inspector. Composition can be enforced in your unity C# code by just designing for it. I'm not trying to be negative or anything, just wanted to put this info out there. I am keeping an eye on Godot and will most likely give it a full go when the C#/Mono support is more mature.
ye but unity sux
I really like Unity but it's hard to beat free and completely open source; it would be nice if Unity open sourced their native modules though it seems like it'll never happen.
That's cool and all but Godot doesnt take half of my harddrive to install only for the instalation to fail and then all that space is magically gone.
So I almost never write comments on videos, but I’m making an exception here to just tell you how impressed I am with your content. I’ve discovered you only recently, but the way you structure your devlogs and narrate them combined with the b-roll is just awesome. You inspire me to get back into game development more again and as a person who prefers Godot over other engines because of it’s open source nature I couldn’t be happier that you’re making the switch to it for this project! I wish you all the best for everything and keep up the great work!
Thanks for the kind words :)
Welcome to the Godot community!
BTW, am I the only one who liked the old player sprite more? 😅
Can't wait to see the Video !! You inspire me to work hard on my Game :D
Yay! I'm so exited that you switched to Godot! That's what I'm using for my 2D pixel art game right now. Even thought you are my fav youtuber, you'd be even more of my favorite if you did some tutorials as well!
Godot is a robust and complete game engine for the 2D project. It's impressive how the community work on that project, and offers that for free.
I love the new character sprite! The game is looking great, I can't wait for the next devlog!
Looking forward to seeing this video, curious as to your thoughts on Godot and why you decided to try it out, I've never properly checked out Godot so may have to :)
Just reading the title: Good job man godot is really nice!
@@ellestuff6318 what do you mean?
The attack is looking a bit stiff. His body needs to be involved, maybe one of his legs could go back to brace for the swing.
I think it is very slow as well. I have never seen such low attack speed in any other action rpg.
Thank god I wasn’t the only one who was thinking about it.
The more frames you add to an animation, the slower it seams.
@@lost_sounds_ sortof right, it's all about timing. the overall attack is just really long, from it's start to finish it's just way too long. if you were to cut that time in half but keep the same amount of frames it'd be much better.
adding more frames just makes it easier for a human to perceive how long something is taking.
Glad you switched to Godot, it's my favorite tool to use and I love that it's FOSS like the rest of my tools! I've made multiple projects with it, and it keeps improving.
Was going to suggest Heartbeast as I watched this video - then noticed you were already using his tutorials!
Where Unity guys have Brackeys, Godotters have GDQuest and HeartBeast.
When you mentioned being curious to see if you could manage to implement "those RPG mechanics" I was about to mention the serie HeartBeast is making right now...and then I saw you working side by side with it. Godot looks awesome to me and channels like his are really showing off it's capabilities!
Heart beast makes a really simple tutorials, I love his videos although I haven't followed his recent works
I moved from a big city to a small one with more nature a few years ago. I love seeing the hills, forests and small lakes. It's beautiful.
The transitions in your videos give me the same vibe I get when I'm appreciating the nature. It feels relaxing to me.
As someone that has worked at a company that has changed tech stack 3-4 times in the last 3 years just keep into consideration that changing typically always results in a better product (also takes a long time to switch but as evident by the progress you did in 1 week that's not the case here.). This result isn't usually just because of the improvements to the engine or whatever tech you're working on but generally just because you are rewriting and the have the knowledge of what you did previously to solve a problem. What I mean by that is typically you know the correct way to do something now so you're going to implement it properly the second time around, or you're going to be aware of some other feature that you may not have been aware of when originally writing the project.
A lot of the times you could probably get the same benefits from just refactoring your current code. I don't do game dev as my occupation though so experiences may vary depending on industry, I work in frontend development of which the landscape changes A TON. Ultimately in a pet project where it's just you working on it and no tight deadline, it's fine to do, but if you are working in a large team you could end up in loops of rewriting to the next best thing and never actually delivering your product.
You're absolutely right. The entire reason I was able to A) get all this done in a week and B) make the improvements I did is because I brought over everything I learned from my first iteration.
ok i know this isnt part of the video or anything but that is the neatest and cleanest desk i have ever seen in a youtube video
I am looking forward to your new video in another 6 months: "Converting from Godot back to Unity."
But in all seriousness, Godot is an awesome engine. I personally thing every Unity and Unreal developer should check it out, and build all projects in Godot if Godot can handle them. There is nothing to lose when it comes to using Godot, if your small scope project doesn't need Unreal/Unity features, just build it in a free engine. And Godot is really cool.
I've personally used both engines for my hobbyist game development. And I personally prefer working in Unity a bit more because of C#.
Godot has C# support.
I love your channel and I watch all your dauphin videos and I already watched the series you suggested because I am still trying to learn Godot
I've made the same switch for about a year now. Godot is so simple it's elegant.
i think you have great perspective of both the values of experimenting with both programs, and reasons why you might (or might not) stick with unity. very balanced and accurate viewpoint with a healthy learning mindset.
It's so sad to see the recent Unity pricing announcement. I'm just a student trying to earn some money. I am throwing away 2 years of my game's progress to maybe switch to Godot.
Well, that was unexpected! I've been following your dev logs for some time, switching to Godot is awesome, now I can follow along, that state machine is already better than mine, thanks for sharing it!
you should look more in the tile set editor of godot - i guess you missed some points. it has also auto tile included. in my experience it is one of the best editors for tile sets.
I will certainly revisit!
there is also a bucket fill tool for tilemaps
Lovin' it!!!!! I love godot, (i'm buiest, cuz i'm using it, but still...) I love the New character, the fact that you can make everything so much faster. You've just turned me into someone that is actually really interested in your channel, and the game.
The game looks really clean and I like the fact that you switched to Godot. I just wanted to say it might look better if the player character were less top heavy and had legs that look like they could actually support their body will still looking cartoonish and stubby. That's all, keep up the good content.
yeah that's true XD
earned my sub. I hope to learn from you and heartbeast as I learn to code and maybe start my own RPG. Best of luck!
I think i perfer Godot more than Unity for this game, just little things make it alot better. With the bounce to the item, and the particles of the fireball, it all adds a unique touch to the game that i personally like. From what i hear from you is that the only bad things are nitpicks, so i think you should stick with Godot. Its just really neat.
Luiz Vaz a lot of things are not engine specific. The workflow and how you achieve is engine specific however, and they may prefer that over unity
Yay, Godot! It is constantly improving, I'm really excited for the new updates they're working on.
I can see Godot competing with unity in the next 5 years. Honestly thinking about switching myself.
I personally don't see a good reason to use GoDot because the coding language is a GoDot custom, my point is that I don't think a GoDot language will be strong enough to handle things like networking..., but I do think that I should give it a shot.
@@antounkassouf8644 You don't have to use it. You can use C++ or C# too
@Yusuf YILDIRIM Oh nice, I'll try it and see if I should switch, thanks for the info
I think the only thing left for godot to win over unity (with unreal winning over unity in 3D), is to offer an alternative to their in-game advertising service
It competes already (and wins) in 2D, and will be very competitive and in some ways better for 3D in a few months with v4.0 too.
Love the new character! Huge improvement! I'm excited to keep seeing this project progress!
Why am i so excited for this video? xD
I am intrigued to why you switched
As someone who is just getting into game programming on Godot I love your videos. As someone who loves gardening, working out and coffee... I love these videos even more.
I've also found similar issues with the cyclic dependency errors when using a lot of static typing. I hope the new work being done on the compiler will fix it.
I've recently started working on a game in Godot and I'm super curious to see how you managed some of those effects; they look really nice! Can't wait to see the future dev logs.
Amazing video man! You're video is always calming
Calling functions in animations in Unity is also a possibility and very easy to use. Look more info up about it as it is a really useful feature
Wow! Attacking the crabs look super satisfying, great video! Keep it up :)
One thing I wondered throughout this is whether your enjoyment of the way you did things in Godot (at least code-wise) comes from things that Godot does but Unity does not, or whether it comes down to the fact you followed a good tutorial and were introduced to ways of tackling problems that you previously weren't aware of. For example, is it really the case that C# + Unity are not able to do the compositional things you did in Godot?
I'm not a game developer so I've no particular partiality to either engine, really just curious.
This is such a good question, and one that I should have addressed better in the video.
The compositional patterns I discussed are absolutely achievable in Unity. Unfortunately, that's not the way I did it previously. I really like that Godot's toolkit (scenes and nodes that can become scenes) steered me in the direction of composition over inheritance. I appreciate that it was architected with that in mind. And you're absolutely right - a big part of this decision as well is simply how much I enjoyed myself the past week with this new technology.
@@DevDuck With your interest in Composition over Inheritance, though its still in Beta, Unity is moving to its DOTS architecture, which is a pure data-oriented Entity-Component-System Model and even though it takes some getting used to, I believe you would end up loving that model do to it being purely Composition with no Inheritance.
Good luck!
@@AleksPopovic from my limited experience, it's Unity (and UE) being really clunky that steered me off. Godot is simple yet powerful, and I love working with it as a result. And Godot does all that while the engine executable is tiny and really fast. Not to mention GDNative, which, while the initial setup is a bit cumbersome, is extremely similar to GDScript and results in zero-overhead performance (C++). Linux support is also best out of all the engines (that I know about), both for the engine itself and the product.
This was a cool video to see. And your game looks so awesome! Can’t wait to see more
I love the keyboard. Where can I buy it?
Nevermind, found the link in the description box
@@codinginflow hahhahahhaa
lol
I think it’s always good to try different engines once in a while. It can give you inspiration of make you think about something in a new way.
8:07 -- "... my state management code and I'm really excited about this because I honestly think it's a better solution than what I had in Unity..." -- This is going to be the clincher for most programmers, I think. Software developers (after they've had some professional experience) prefer to follow coding best practices (because they've had to repair the mess caused by code that wasn't written following best practices). Godot's structure, honestly, allows for you to more easily write code which follows best practices without introducing janky artifacts caused by clashes between the "Engine's best practices" and "General Coding best practices" (Unity has some of the worst examples of this that I've seen). One thing that I think you'll need to be careful of... using those signals. Signals are a lot like global variables, and they have their place... but I think overuse of them can lead to spaghetti code, unless you are *extremely* careful about your naming conventions (someone with more experience than I can please feel free to correct me if I am wrong).
You've inspired me to give Godot another shot! Very nice work there!
You could make the items hover above the ground and go up and down a bit to make it more obvious that you can pick them up :D
Really excited to see one of my favorite devs pick up godot since this is the engine I took a month ago to start learning how to code and game dev
You've probably knew this before but the godot engine has a support for c# and I think you can use both c# and gdscript simultaneously in your project
Love it! One tiny tip, if you aren't already, is to keep a close eye on performance during dev. It's much easier to diagnose a problem when your FPS drops immediately after implementing a new feature than when you visually notice lag.
Hahah, I did exactly the reverse, convert my game "HopSquash!" (currently on Steam) from Godot to Unity, because I want to release on the Nintendo Switch :) (The version on Steam is still Godot) And I'm enjoying designing the game better this time round because the first one was based on Jump n Bump so things were just added ad hoc from the original design and wasn't optimal.
Thank you for recommending heart beast please continue to recommend other gamedev or any type of softwaredev channels you like!
Since you've already done quite a bit of dev in Unity, you have a much better understanding of the problems you need to solve when taking it to Godot. In other words, you didn't have to solve the problems entirely from scratch. If you were to rebuild everything in Unity, it would go faster for the same reason. Also, Unity is built around composition (i.e. adding components to game objects and adding references between game objects and components via the inspector). Regardless, I'm looking forward to seeing how new development progresses in Godot!
Amazing work! We are also using the Godot engine for our own project currently in development. Can't wait to see more of your work using the Godot engine. :)
To those who are recently watching this vid - I know why you are here 😏
Awesome! Nice work converting your project and welcome to the Godot community! 😁
Looking at unity right now "look how they massacred my boy". 😪😪😔😔
Great devlog as always ^^
2:50
>Marine Biologist
**gasp** he better can stop time
Can't believe how long I had to scroll for this.
O C E A N M A N
Heartbeast is a very good teacher
Who else is here after learning about the news for the Unity ironForge merger
OMG I can't belive my eyes
you passed 1 day after I passed from Unity to Godot and this made me very happy.
16:37 just ignore them. You shouldn't be worried unless you get a core dump. If you get one report it on GitHub
Great video! Inspirational yet relaxing at the same time lol. Well done
Make a the shovel be able to scoop up sand to stun enemies and than have a “healing” gadget that disinfect the enemy you could also me puzzles with the shovels like treasure hunts for new items
This is SO funny.... I'm catching up with your videos .. and watching the previous one I thought... wonder how he's feeling about the switch to GODOT 😊
Child of the state machine sounds like a terrible emo band
Yes, both Unity and Godot are good. The main problem of developing games is a good team. This will make fast and more creative. Good video.
nooo, *he has been corrupted as well!*
jokes aside, why actually did you switch to godot?
@ETMonster That's by far the most funny comment I've ever read
Godot is lighter-weight and easier to use than Unity, esp. as a solo dev. Uses python-like script instead of C#. Unity takes FOREVER to load up, even with a good computer. Godot is open-source, so an experienced dev can make their own tools for it AND there are zero licenses to pay for. He'll probably go through his own specific reasons in the video (comment made before vid was live)
C# is faster than GDScript but it's still not as robust or integrated as GDScript is. I personally prefer C# for scripting since it's not necessarily tied to Godot like GDScript is.
But if speed is the only concern C++ is still better to use than the other two
@Panakotta00 I have 0 C++ experience and I was looking in Halley Engine (Used for Wargroove: github.com/amzeratul/halley) but wasn't successful in getting a project running. I really want to get into C++ for gamedev but right now I'm taking a step back and just focus on making some games first. I plan do revisit C++ in a short future after I get some gamedev reps in.
I mostly write Golang in my day job so I had to almost force myself to like C#. Honestly found Godot b/c I thought it was a game engine that used Golang for scripting Jaja
Because Godot is free and open source
Originally came here for Godot, then stayed for the amazing content. Can't wait to see what you create now you're back on Godot!
I think that the player looks a little weird from the front because his shoulders are flat and slanted (instead of curved and round) and his arms are perpetually outward from his body, which makes it look like he always has his elbows in an uncomfortable position.
I think the game looks good in godot! Can't wait to see more of your progress
the knockback looks super cool, big improvement! also side note, i may be an outlier in this, but personally i enjoy longer videos like this one