As a tip CTRL + D (or the similar on other operating systems) will directly duplicate in the node tree, in my opinion much faster than the copy / paste workflow. Thank you for the notes on UI design!
Thanks for the video. It was good but there were a few odd things. For one, I think it may have been good to give an overview of what the goal of example 2 was beforehand, because it was a bit unclear what we were even working towards making beforehand. Also the code seemed to be quite unnecessarily verbose like having the self_opened variable instead of just doing self.visible = !self.visible. Also, the toggle boxes are an odd choice when it can only have one valid one at a time. It seems that by using the Button Group option we can set them all to be on the same Group and function like traditional Radio Buttons, but I'm not sure if there's a more simple way to do that? (I would think there would be since that is how it works in Unreal and Unity?)
Multi-exclusive "things" 'func handle_button_press(button): var colors = [ $GridContainer/Panel1/ColorRect.color, $GridContainer/Panel4/ColorRect.color, $GridContainer/Panel7/ColorRect.color ] var buttons = [ Button1, Button2, Button3 ] var index = int(button) - 1 BackgroundColor.color = colors[index] for i in range(buttons): if i != index: buttons[i].set_pressed_no_signal(false)' Less code, more worming :D Thank you for the great tutorial btw
I'm curious what an example of an "intuitive" UI suite would be. I've used half a dozen, or more, UI systems and not a single one is "more intuitive" than relative positioning based on anchors and scaling is always tedious regardless of the tools.
Quick question here, if I was making a game that included a start menu and an inventory system, would I put each of those (the main menu and the inventory each being a NinePactRect) under 1 control node or would each be under their own control node?
Hey do u have a dicord, can you help me about enemy movement I've watched your movement video but it is older version of godot. The game is 2D platformer
This was awesome. I do have a comment about the code to turn on colors. Could we have used some sort of tag that turns true when pressed and only if the tag is pressed, then activate the color?
how many pixels was menu background? im soon making a game which probably would take years since im using pixel art for the looks edit: just realized it can be any photo pixel thx though
I have a question. So its possible to make a game only using User Interface? If the answer is yes So i think I could make it out ( I currently started making it but it made me confuse with 2d and user interface becouse I found out that you can't combine "like two worlds")
I seem to be having a problem with the graphics of the pixel art... when i import it into godot and use it the pixel art is all blurry, is this a problem with importing or downloading or what exactly?
so this is actually a problem with rendering! to fix it you can go to project settings > rendering > textures > default texture filter and change it to "nearest". Hope this helps!
Listen dude. I also have a 15 year old pc but I can run latest version of Godot just fine but only for 2d project(for 3d it even crashes imagine). So there shouldn't be a problem for you too try it out.
I'm using a 20 years old laptop with linux. What I've done is to use the compatibility mode when making a project because my old laptop doesn't have the hardware that is compatible with vulkan.. Maybe that's your problem
1.5x speed really helps, im just trying to get as much information across so that once youve finished the tutorial you can go and create a more complex menu system since you understand all the basics in depth. at least that is my goal with this type of video
Thanks! For this video and all the Godot videos you do!
Thank you so so much Zahardnik!!! it means the world! much love to you!
As a tip CTRL + D (or the similar on other operating systems) will directly duplicate in the node tree, in my opinion much faster than the copy / paste workflow.
Thank you for the notes on UI design!
Perfect timing hahah, Yesterday I was creating a menu for my game, keep up the awesome work 🔥
so amazing! hoping everything turned out perfect!
The best crash course in Godot UI I could find. Keep up the good work!
so happy to hear! thanks!
i might be able to finally make my game with your tuts
I'm so glad to hear that!! I'd love to see what you create!
Ome of the best UI tutorials on youtube.....you rock dude
so happy to hear that!! thank you it means the world!
Thanks for the video. It was good but there were a few odd things. For one, I think it may have been good to give an overview of what the goal of example 2 was beforehand, because it was a bit unclear what we were even working towards making beforehand. Also the code seemed to be quite unnecessarily verbose like having the self_opened variable instead of just doing self.visible = !self.visible. Also, the toggle boxes are an odd choice when it can only have one valid one at a time. It seems that by using the Button Group option we can set them all to be on the same Group and function like traditional Radio Buttons, but I'm not sure if there's a more simple way to do that? (I would think there would be since that is how it works in Unreal and Unity?)
Multi-exclusive "things"
'func handle_button_press(button):
var colors = [
$GridContainer/Panel1/ColorRect.color,
$GridContainer/Panel4/ColorRect.color,
$GridContainer/Panel7/ColorRect.color
]
var buttons = [
Button1,
Button2,
Button3
]
var index = int(button) - 1
BackgroundColor.color = colors[index]
for i in range(buttons):
if i != index:
buttons[i].set_pressed_no_signal(false)'
Less code, more worming :D Thank you for the great tutorial btw
I'm curious what an example of an "intuitive" UI suite would be.
I've used half a dozen, or more, UI systems and not a single one is "more intuitive" than relative positioning based on anchors and scaling is always tedious regardless of the tools.
Can't edit on mobile...
Compared to Unity UI, Godot is very intuitive.
this is really helpful:)
so happy to hear!! thank you!
For anyone wondering, example 3 starts at around 25:20 Also great video I learned a ton!
perfect! thank you!
Awesome! But you still gotta add a "$Thanks" :)
just added!! thanks Zahardnik, I appreciate you so much!
Keep going brotha
thanks brother! means the world!
Quick question here, if I was making a game that included a start menu and an inventory system, would I put each of those (the main menu and the inventory each being a NinePactRect) under 1 control node or would each be under their own control node?
Personally I would make them each individual scenes.. but in your instance if they are in the same then I personally would do different control nodes
Thanks for the video👍
thank you! I hope it helps!
Hey do u have a dicord, can you help me about enemy movement I've watched your movement video but it is older version of godot. The game is 2D platformer
Love the videos, thanks! I can't find the art for this one though - did you forget to link it in the description?
oh yes sorry!! just uploading it now, sorry about that
This was awesome. I do have a comment about the code to turn on colors. Could we have used some sort of tag that turns true when pressed and only if the tag is pressed, then activate the color?
how many pixels was menu background? im soon making a game which probably would take years since im using pixel art for the looks
edit: just realized it can be any photo pixel thx though
25:24 Themes and Customization - Example 3
all i can say is
thanks
im pretty good with godot except the UI system. idk why but i somehow have problems with it
Thank you are the best❤
i’m so glad it was able to help!! thanks!
I have a question. So its possible to make a game only using User Interface?
If the answer is yes So i think I could make it out ( I currently started making it but it made me confuse with 2d and user interface becouse I found out that you can't combine "like two worlds")
yes you can
I seem to be having a problem with the graphics of the pixel art... when i import it into godot and use it the pixel art is all blurry, is this a problem with importing or downloading or what exactly?
so this is actually a problem with rendering! to fix it you can go to project settings > rendering > textures > default texture filter and change it to "nearest". Hope this helps!
@@dev-worm thanks a lot it worked, also love how easy your tutorials are to follow!
The third example was a bit rushed, I would appreciate a more practical example
Bro i want to make inventory system in godot 3.6. the last version i can't use it because i have a low end pc
So please make it for me 🙏🏻🙏🏻🙏🏻🥰
Listen dude. I also have a 15 year old pc but I can run latest version of Godot just fine but only for 2d project(for 3d it even crashes imagine). So there shouldn't be a problem for you too try it out.
I have tried many solutions that have failed. The main problem is in graphics card updates and D3D10 technology. thanks for helping me@@thesomeone2nd
I'm using a 20 years old laptop with linux. What I've done is to use the compatibility mode when making a project because my old laptop doesn't have the hardware that is compatible with vulkan.. Maybe that's your problem
19:46 just... WOW! It must be a joke or something.
I was a bit surprised by this myself
Hi 👋
hello!!
almost like a wierd CSS
Whole 30minute just for that?
1.5x speed really helps, im just trying to get as much information across so that once youve finished the tutorial you can go and create a more complex menu system since you understand all the basics in depth. at least that is my goal with this type of video
perfect