7 Reasons Godot Triumphs: Porting My Game from Unity [Kohlrabi Starship Devlog #6]

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  • เผยแพร่เมื่อ 8 ก.ค. 2024
  • It has been a while since the last devlog and now I reveal the reason: I ported Kohlrabi Starship to Godot! In this devlog I talk about the process, what worked well, how insanely long it took etc.
    I'm a VTuber developing my very first indie game about farming in space and turning your desert home planet into a thriving ecosystem! I always loved playing games like Harvest Moon and Stardew Valley, and now I want to create my own take on that genre. Will I make it or fail miserably? :) Thank you so much for watching!
    ⏰ TIMESTAMPS
    0:00 Intro
    1:10 Why I abandoned Unity
    2:16 Why I chose Godot
    2:46 How long it took me
    4:25 Differences between Unity and Godot
    5:33 7 Godot Pros
    8:30 5 Godot Cons
    11:19 Conclusion
    11:55 Outtro
    🌱 SOCIALS
    Wishlist on Steam: store.steampowered.com/app/23...
    Website: www.kohlrabistarship.com/
    Discord: / discord
    Patreon: / wolkadev
    Etsy: www.etsy.com/shop/WolkaArt
    WolKa Art Instagram: @wolka.art / wolka.art
    RXON Music Instagram (not me): @rxon.music / rxon.music
    ⚒ TOOLS
    Godot
    GitHub
    Procreate
    Photoshop
    Milanote (organizing ideas)
    Sound Effects: splice.com/
    DaVinci Resolve (video editing)
  • เกม

ความคิดเห็น • 106

  • @ThinkWithGames
    @ThinkWithGames 6 หลายเดือนก่อน +32

    Welcome to the Godot club :-)

    • @Shawn-cq7qy
      @Shawn-cq7qy 6 หลายเดือนก่อน +1

      Godot is great when I started making games I try unity and I just wasn’t have make games in it and it was so it’s take internet to make a new project so a late a try Godot 4 and it work great and Is fun

  • @Lonewolf0840
    @Lonewolf0840 6 หลายเดือนก่อน +55

    "It's not you, it's me!"
    We all know it's Unity's fault... We all walked away too...

    • @Boildroid
      @Boildroid 5 หลายเดือนก่อน

      I have standard

  • @ivory_lion
    @ivory_lion 6 หลายเดือนก่อน +6

    The number of user-made toolscripts and godot core contributors is skyrocketing.
    Expect really awesome stuff from the "Blender of game engines" in the near-future.
    I'll release my own custom tools for the engine in time, it's an phenomenal engine for extensibility

  • @theyellowdude69
    @theyellowdude69 6 หลายเดือนก่อน +15

    10:42 you can make a script an autoload too, and can access that from anywhere😅

    • @wolkadev
      @wolkadev  6 หลายเดือนก่อน +5

      oh.. oooohhh.. Well, seems like I still have things to learn about Godot. 😅 Thank you for clearing my ignorance!! :D

    • @adriano_sudario
      @adriano_sudario 6 หลายเดือนก่อน +4

      @@wolkadev you can also have static variables and functions, so you can access them globally without using autoload

    • @RenderingUser
      @RenderingUser 6 หลายเดือนก่อน +1

      @@adriano_sudario I prefer using class_name for a script to make functions like that accessible

  • @CaiusNelson
    @CaiusNelson 6 หลายเดือนก่อน +11

    Your videos are always a lot of fun!
    All factors considered, I think Godot is the best choice for 2D. It's tools and structure are intuitive. Plus, because all assets are text files, if anything breaks or becomes corrupted it's a lot easier to fix.

    • @Bobbo69
      @Bobbo69 6 หลายเดือนก่อน

      That’s also true for Unity!

    • @RayOfSunlight984
      @RayOfSunlight984 3 หลายเดือนก่อน

      Road to Vostok Dev: I ported my Unity game to Godot in 615 hours after trying Unreal and Godot

  • @ghb323
    @ghb323 5 หลายเดือนก่อน

    there are good reasons why Free and Open Source Software (FOSS) exists: to address the problem with proprietary software, its licensing restrictions and requirements, as well as “switching costs”. What Unity did was creating an unpredictable and uncontrollable billing system against game devs that boosted godot popularity. Godot is basically the Blender but for creating a game, and fittingly supports blender models. No company or middleman gets to decide how your project should be and how it works, no strings attached. This is the home for refugee indie devs.

  • @myrmatta1
    @myrmatta1 6 หลายเดือนก่อน +2

    Congrats on the successful port!

  • @turbomodus
    @turbomodus 6 หลายเดือนก่อน +3

    I need to start with Godot again. Love to see people creating stuff with it.

  • @Flaming_Thunder_
    @Flaming_Thunder_ 6 หลายเดือนก่อน

    i may be late to your channel but i love how you do these game devs!
    tbh if you started doing dev streams i am all in for it!

  • @iancherabier5920
    @iancherabier5920 6 หลายเดือนก่อน +1

    Congratulations on managing the port, though Godot seems like a great engine, it did look like a lot of work! Always happy to see progress on the game. Thanks a lot for sharing your journey! 😊

  • @OnyxIdol
    @OnyxIdol 6 หลายเดือนก่อน

    Welcome back, and nice to see you using Godot!

  • @RockyMulletGamedev
    @RockyMulletGamedev 6 หลายเดือนก่อน +1

    Cool devlog ! Good luck with the switch.

  • @Dinoforce
    @Dinoforce 6 หลายเดือนก่อน +3

    Thanks for your video. And good luck for your next steps. I was thinking of starting with Godot too, for a future project

  • @Babuchas255
    @Babuchas255 6 หลายเดือนก่อน

    I really enjoyed the video, thank you for sharing your experience in such a nice way :)

  • @m0-m0597
    @m0-m0597 6 หลายเดือนก่อน +2

    I started making a really cool game on Godot, too. Wish you best of luck for your projects.

  • @Nicknamegeneratorfailed
    @Nicknamegeneratorfailed 6 หลายเดือนก่อน +5

    Love the devlog, this one is my favorite, no idea why obviously but I saw that gentleman 9:04 and I was sold. XD
    So next month the next devlog?
    The global thing, apart from AutoLoaded scene and Resources mentioned below (which after loading are shared/cached across so change to the resource at one place does show everywhere else too) there are two other ways how to do this, firstly C# monkeys can you static classes :P (I also use c# before someone jumps to the defense ^.^), secondly usually you would have a main node at the top which doesn't change in your game at all so you always have it available though that's technically not a global class again.

    • @wolkadev
      @wolkadev  6 หลายเดือนก่อน +1

      Happy you liked it! :D
      I think I didn't explain this one point very well in the video at all. I use orphaned nodes a lot, and they cannot access root and therefore not the autoload nodes. I haven't tried with autoload scripts, but if I remember correctly, I really need the access to the autoload node.
      Static classes and resources do not really work for my usecase unfortunately.
      I did find a workaround in the end though, where I changed what the orphaned nodes try to do, I think.

    • @MrChick1984
      @MrChick1984 6 หลายเดือนก่อน

      @@wolkadev What do you mean by orphaned nodes? As far as I know, every node has to be part of the scene tree, otherwise its _ready, _process etc. methods will not be called. Since Godot 4, GDScript has static variables.
      Can you describe what is the corresponding feature in Unity, maybe we will be able to help you do the same in Godot?

    • @RenderingUser
      @RenderingUser 6 หลายเดือนก่อน +1

      @@MrChick1984 yes because in godot.... transient parent cannot have another exclusive child.

    • @Nicknamegeneratorfailed
      @Nicknamegeneratorfailed 6 หลายเดือนก่อน

      @@MrChick1984 You can create a node through a script or load a scene without adding it to the tree and still work with it which is then called an orphaned node.
      Whatever use case she has I'm sure it's fine, I just wanted to list couple other unmentioned options for anyone coming here watching the vid ;0

  • @alexgouzanov3219
    @alexgouzanov3219 6 หลายเดือนก่อน +2

    Perfect. Good choose.

  • @MakerTech
    @MakerTech 6 หลายเดือนก่อน +2

    I'm glad you like Godot so far - even with the minor cons you found ;)

  • @JakubSK
    @JakubSK 2 หลายเดือนก่อน

    You've made the right choice!

  • @dibaterman
    @dibaterman 5 หลายเดือนก่อน +1

    I am a little different, I wanted to start a 2d project in Unity with a friend, sadly I have more desire than he did and so I went after that goal on my own. This mess happened and I heard godot was good for 2d. So I switched, I decided that I would go 3d on godot mainly because I'm pretty good at 3d, I have a ton of 3d work done from previous projects in Unity and I really only went 2d because I wanted the first collab project to be simple.
    Regardless the result is godot is very much... cave man... there is less hand holding, thanks for my experience in Unity though I picked up quickly enough and even learned GLSL along the way. It's odd because I couldn't grasp visual shaders in unity but scripting shaders is so much more intuitive.
    Regardless now I've made this massive modular system for handling data in this rpg. I've put together some fancy shaders for my trees, grass, rocks, etc. I've got some customized character models. I've grabbed mixamo animations because I'm a sane person.
    I installed jolt today for my physics as my character controller is physics based. It's slower than unity but it is coming together.

    • @BanditLeader
      @BanditLeader 4 หลายเดือนก่อน

      dont forget to use the physicsserver and renderserver

  • @joelgomes1994
    @joelgomes1994 6 หลายเดือนก่อน +1

    Nice video! About the audio cracking, do you use MP3? If so, try changing to OGG, MP3 is not optimal for games due to loop issues.

    • @wolkadev
      @wolkadev  6 หลายเดือนก่อน

      Thanks, I didn't know! Yes, I used MP3 so far.

  • @HGForrest
    @HGForrest 6 หลายเดือนก่อน +1

    As an outsider, this is mostly IT-mumbojumbo, but I agree with everything you said and you're awesome

    • @wolkadev
      @wolkadev  6 หลายเดือนก่อน +2

      haha thank you!

  • @Haloschien1
    @Haloschien1 6 หลายเดือนก่อน +1

    Godot's C# integration seems very suboptimal, like f.e. dealing with signals. How do you manage with that and do you consider using GDScript? Or do you have trust in Godot to improve their C# integration in the coming months?

    • @wolkadev
      @wolkadev  6 หลายเดือนก่อน

      It took me a while to figure out how to deal with signals in C#, especially since the documentation is very very sparse for this topic and naming comventions are not always clear imo. But now that I got the hang of it, I actually quite like it and it works very well. Is there anything you found that worked with gdscript but not C#?

  • @Nyamistaya
    @Nyamistaya 6 หลายเดือนก่อน

    Very cool video, I like it

  • @Ombarus
    @Ombarus 6 หลายเดือนก่อน

    When you select a Sprite2D, in the top bar there is an option to convert the Sprite to a MeshInstance and it'll triangulate it for you. You can also tell it to generate a Collision Mesh I think.

    • @wolkadev
      @wolkadev  6 หลายเดือนก่อน

      Thanks a lot, I didn't know. Any chance this can be made to work with an atlas texture?

  • @kidando
    @kidando 6 หลายเดือนก่อน +1

    To store global variables like player score, just autoload a script that extends Node (but it could be anything really) and your done. This singleton is accessible anywhere and data persists during your game's run time. I do this all the time. I create a run.gd script and call it from any other script by simply calling a property a method by Run.property or Run.method()

    • @kidando
      @kidando 6 หลายเดือนก่อน

      And yes, Nodeless scripts can access those variables.

  • @welovebotlu8380
    @welovebotlu8380 6 หลายเดือนก่อน

    I'm also an independent game developer. It is difficult to develop a game for a long time. Let's go ahead.

  • @samuraikina5908
    @samuraikina5908 6 หลายเดือนก่อน

    Amazing content , godot is life ♾️

  • @RenderingUser
    @RenderingUser 6 หลายเดือนก่อน +1

    10:40
    hold on... why are you loading a tscn file there? you can add a .gd script file in there and godot will automatically instance the node that the script Extends from, with the script attached, then add it to the tree. you can observe this by using the remote tab in godot node tree after running the game.
    wait.... or... does this not work with c#? i think that might be the issue then. im not sure since i never used godot mono

    • @wolkadev
      @wolkadev  6 หลายเดือนก่อน +1

      Thanks for watching! I'm using a scene cause my game manager also contains things like the main menu canvas etc.
      It does work the same in C# :)

  • @Wanfanel
    @Wanfanel 6 หลายเดือนก่อน +2

    6:37 How Unity handle localization?
    10:27 What Global Variables have Unity? You can make singleton and static variables, you can make Resource( is node less) with [GlobalClass] which wis similar to ScriptableObject.
    in Godot you can add Custom MainLoop script too which can have your custom node less classes too🙂
    10:52 Package Manager is not a AssetLib? in Unity if you don't like something like Unity Json you can install packages from Nuget too, but manually.
    Unity have problems to cach up with latest C# in Godot 4.2 we already can use C# 12(.Net 8), Unity C# 9.0 with Unsupported features.
    Tilesets in Godot 4.2 get even more buffed now you can rotate and mirror tiles while placing them

    • @wolkadev
      @wolkadev  6 หลายเดือนก่อน +1

      Unity handles the tables with the translations inside the engine and it is much more code to access them in scripts. I just found it much more confusing, and with Godot it felt very straightforward and intuitive.
      When I made the video, I didn't know about autoload scripts, I only did it for scenes. But I cannot access them with root from an orphan node. Since I didn't have orphan nodes in Unity, I never ran into that problem.
      In Unity I was used to be able to get everything I need from the package manager. The assetLib is not as extensive.
      But these last two are simply differences between the engines, not really downsides of Godot.

    • @Wanfanel
      @Wanfanel 6 หลายเดือนก่อน

      @wolkadev Orphaned nodes are somewhat akin to "inactive objects" in Unity.
      they remain accessible and can still perform any desired actions if properly configured.
      I'm uncertain why one would need an orphan node to accomplish a particular task.

  • @cameronmoore136
    @cameronmoore136 6 หลายเดือนก่อน

    Your cat is BEAUTIFUL

  • @pixobit5882
    @pixobit5882 6 หลายเดือนก่อน +2

    Ich liebe es, wie man Deutschsprachige direkt am Akzent erkennen kann :D

  • @mondzahn
    @mondzahn 6 หลายเดือนก่อน +1

    Nices Video

  • @ShinSpiegel
    @ShinSpiegel 6 หลายเดือนก่อน

    Welcome to Godot!
    The community is pretty good. If you need help, don't need to be afraid of asking help from the community :D

  • @Entikai
    @Entikai 6 หลายเดือนก่อน +2

    Good to see you again and I'm glad to see that the project is coming along nicely.
    I use both Godot and Unity and love both engines. I'm personally still maining Unity, but engine is just a tool. The important thing is that the game is being worked on!

  • @treysonsearle8441
    @treysonsearle8441 6 หลายเดือนก่อน +2

    How did you create you animation puppet? I want to create one

    • @wolkadev
      @wolkadev  6 หลายเดือนก่อน

      Hi! I made another video just about that. I'm still using Unity in that video, but it's mostly the same in Godot. :)

    • @treysonsearle8441
      @treysonsearle8441 6 หลายเดือนก่อน

      @@wolkadev I'm talking about the vtuber puppet

    • @wolkadev
      @wolkadev  6 หลายเดือนก่อน +1

      Oh I see. I drew the parts in Photoshop, then used Live2D cubism for rigging (there are a few good youtube tutorials out there) and then I use facerig on Steam to record myself. :)

    • @treysonsearle8441
      @treysonsearle8441 6 หลายเดือนก่อน

      @@wolkadev thank you!!!

  • @minibubblegum5108
    @minibubblegum5108 6 หลายเดือนก่อน +1

    I too did the same months ago.

  • @comfyzenny
    @comfyzenny 6 หลายเดือนก่อน

    you can use autoload with stand-alone scripts too btw. It's possible you just couldn't find your script or something for whatever reason, like maybe you used a built-in script on a node or something idk.
    I love godot n.n

  • @peterjohannsen3610
    @peterjohannsen3610 6 หลายเดือนก่อน +2

    Don't worry, I found out that mandarin trust can be rebuilt!
    Not the trust in Unity though, that ship has sailed...

  • @Ardious
    @Ardious 6 หลายเดือนก่อน +1

    Welcome to Godot!

  • @DevJeremi
    @DevJeremi 5 หลายเดือนก่อน

    No need for external lib for JSON - godot has methods for json build in.

  • @MUHAMADKHAIRYDANIELBINMUHAMADK
    @MUHAMADKHAIRYDANIELBINMUHAMADK 6 หลายเดือนก่อน +1

    This video is nice
    But how do you start learning game dev?🤔

    • @wolkadev
      @wolkadev  6 หลายเดือนก่อน

      Thanks for watching! :) I just pick an engine and then watch lots of youtube tutorial. :) Sorry this video didn't really explain how to learn the engine from scratch.

  • @ahmadsaerozi6688
    @ahmadsaerozi6688 26 วันที่ผ่านมา

    Welcome to the godot cult

  • @FrozenInIce
    @FrozenInIce 6 หลายเดือนก่อน

    godot is good cause it is opensource that means creators of the engine cannot pay wall you for installation of the game you made. if they try there will be another godot that takes place of that cause anyone can branch the software to make it free.

  • @ghostradiogames
    @ghostradiogames 5 หลายเดือนก่อน

    and Unity keeps making weird choices, like the latest choice to allowing buying real products from walmart in their games. I've been working on my game in Godot as well, and it's going great minus one or two problems with the engine's 3D bugs. Despite that, it was still a good decision to switch for me. Good luck with your game. =D

    • @wolkadev
      @wolkadev  5 หลายเดือนก่อน

      Thanks! Good luck to you too! :)

  • @ELF_Productions
    @ELF_Productions 6 หลายเดือนก่อน +1

    so many people talk about lost of trust.... you showed your cat an orange and trust is broken. but you trusted your cat when it told you to use gadot. hehehe. Im sticking with unity. Dont want to waste time trying learn something else when i already know how to use something that works for me,

    • @BanditLeader
      @BanditLeader 4 หลายเดือนก่อน +2

      unity is closed sourced and controlled by shareholders. godot is open source and controlled by the communities. who do i trust more, unitys greed or godots freedom? i wonder

  • @hendosboxofmystery1359
    @hendosboxofmystery1359 6 หลายเดือนก่อน +1

    godot is the best

  • @zekenebel
    @zekenebel 6 หลายเดือนก่อน +2

    The reality is, all of these Game engines are just baselines for projects. No Game engine will or should come with every feature needed to create every single idea. Every Game Engine has its quirks, most of the time many issues are self inflicted on the implementation side, the audio problem you mentioned as an example is usually the result of over compression, if you were using mp3 files with default import settings they wouldve been getting crunched. For everything Godot has that unity dont there will be a counter part. Porting entire games is completely redundant, based on the time spent doing it I imagine the scale of your game wasnt too big so fair enough, but a good example would be say 6 months spent porting couldve been spent creating modular systems that solve everything that dev feels unity is lacking. The source code argument is counter intuitive based on this fact, if features was the main issue for someone why spend the time porting when you could just make the feature, as you will run into this issue somewhere else down the line as u hit a wall with that Game Engine too.

    • @BanditLeader
      @BanditLeader 4 หลายเดือนก่อน

      "The source code argument is counter intuitive based on this fact, if features was the main issue for someone why spend the time porting when you could just make the feature" this is sort of right but also wrong. unity is closed source, so if its lacking a feature, there isnt much you can do. you might be able to cobble together some jank plugin, but thats not advised. godot is open source and has gdextension, so if a feature is missing you can just add it if someone else hasnt already

    • @zekenebel
      @zekenebel 4 หลายเดือนก่อน

      @@BanditLeader jank plug-in doesn’t sit well here , the packages available solve really every problem you could think of due to its longevity in the market, and if that doesn’t help u can resolve this problem yourself, code is code , unity may not provide source code, but they allow you to integrate into its engine to achieve nearly anything u may have felt it was lacking. This is a pretty normal part of all game development no matter what engine ur working in

  • @piotraueternum
    @piotraueternum 6 หลายเดือนก่อน +2

    For global variable there are few ways. You can save within save files it should be easy with plain number or other primitive values. Other way I would recommend using resource(scriptableobject) with saving feature as well. I learned that from th-cam.com/video/6vmRwLYWNRo/w-d-xo.html
    Besides that I did notice that godot isn't much different than unity when it comes to structure. You can write component nodes or use resource like scriptableobjects in unity. Pretty seamless port for me.

  • @jihadrouani5525
    @jihadrouani5525 6 หลายเดือนก่อน +4

    I stayed with Unity and the reason is very simple, as developer I'm not engaged with Unity as a human like connection, it's purely a business connection, Unity is the best at every game genre out there except photorealism, that's where Unreal takes the lead, it provides countless packages for free, it's the most documented engine out there, it has the biggest community, the biggest assets store, and it's incredibly cheap for what it offers even compared to Unreal, Godot is free but it barely offers anything... That's the reason why I chose Unity 7 years ago, it's doing the most to help my business. Their runtime fee wasn't liked, and everyone told them to rework it and they did, the trust argument is irrelevant because Unity is a public company with shareholders that aren't fond of losing money, so in case they do something stupid again which is quite unlikely after the runtime fee, you can bet the community will rise up again and tell them to rework it, and you can be sure Unity would try its best to stay on the community's side because without us they're bankrupt. This is not a relationship with a human where they might betray me in the future, this is a business relationship where they can't win if the community doesn't win.

    • @MuhammadHosny0
      @MuhammadHosny0 6 หลายเดือนก่อน +2

      That's exactly my opinion. Stop emotional attachments to tools that make you money. If they made a mistake and fixed it then stfu and continue using the damn thing

  • @gabrielbear5268
    @gabrielbear5268 6 หลายเดือนก่อน

    Honestly, this will set you back greatly and honestly feel you made the wrong decision here. But time will tell.

    • @MuhammadHosny0
      @MuhammadHosny0 6 หลายเดือนก่อน

      Most likely will regret it

    • @BanditLeader
      @BanditLeader 4 หลายเดือนก่อน +1

      thats what people said about blender, and look at it now. get ahead of the game instead of staying in the mud. godot is the best engine for 2d (used to be gamemaker) and a great contender for 3d (yes it competes with unity, and no engine can beat unreal anyways). godot has been going uphill ever since its release. and with all the funding its got recently, plus the terraria sponsor, and slay the spire devs switching to godot, and lots of the unity community switching to godot (including the #1 unity channel Brackeys), there is only more improvements in the near future for godot

  • @GrapeParfait
    @GrapeParfait 6 หลายเดือนก่อน +1

    You were way too nice about the unity situation. Unity totally screwed over the gamedevs. I will never forgive them, ever. I hope they go out of business.

  • @LunaticEdit
    @LunaticEdit 6 หลายเดือนก่อน

    Just be careful. When dragging things between folders **ESPECIALLY** if you use subclassed nodes as it has a 15% chance of completely breaking your project. Also do keep in mind godot packages your project resources and source code as-is (sans code comments) so it's absolutely trivial for anyone to download your game on steam, and turn it back into a godot project, repackage, and resell it as their own (or auto-enable any DLC or MTC features you added for free). You can kinda do this with Unity projects, but it's harder, and actually requires effort and some work to put it back into something you can load in unity. For godot it's basically a single command to do. Also note that although Godot is free, you will be paying an external company whatever their going rate is if you want to port your project to a console platform (if you don't plan on releasing on console then no issue here). I tried godot, but the constant project-breaking bugs, IDE glitches and lockups, complete lack of asset protection, and inability to export to consoles made it a non starter for me (of course this is just my personal opinion, use what works for you).

    • @BanditLeader
      @BanditLeader 4 หลายเดือนก่อน +1

      "you will be paying an external company whatever their going rate is if you want to port your project to a console platform" this is sort of true with unity and unreal engine as well. console ports arent free on any engine. but the bonus with w4 games is that they will actually help and guide you on the port, unlike unity and unreal where its figure it out on your own

  • @frango_e_salada
    @frango_e_salada 6 หลายเดือนก่อน

    I bet U 1 year from now U don't have ANY, I said ANY cons about Godot! :)

    • @MuhammadHosny0
      @MuhammadHosny0 6 หลายเดือนก่อน

      That was said multiple years ago 😭

  • @Warpgatez
    @Warpgatez 6 หลายเดือนก่อน

    We all know it’s unity. It’s a good move. No one should support unity anymore.

  • @faultboy
    @faultboy 6 หลายเดือนก่อน

    Please remember, Singletons are an anti-pattern, so it is better to only use static classes/members.

    • @nerdydrow
      @nerdydrow 6 หลายเดือนก่อน +1

      the observer pattern is a legit pattern da fuq you are on about?

    • @SylvanFeanturi
      @SylvanFeanturi 6 หลายเดือนก่อน +1

      That's just a stupid thing to say.

  • @celsladroma8048
    @celsladroma8048 3 หลายเดือนก่อน

    Even though Godot is free but the education is not free for godot site..

    • @wolkadev
      @wolkadev  3 หลายเดือนก่อน +1

      Hi! All the resources for Godot like its documentation and also a lot of tutorials on TH-cam are free. There might be some people offering paid courses, but you can learn Godot without those! :) I never any paid Godot education to learn all that I needed.

    • @celsladroma8048
      @celsladroma8048 3 หลายเดือนก่อน

      @@wolkadev Oh you need to its like sharpening your skills.. 80 percent of game dev quit because their habit are not good

  • @__Rizzler__
    @__Rizzler__ 6 หลายเดือนก่อน +2

    womp womp

    • @m0-m0597
      @m0-m0597 6 หลายเดือนก่อน

      The Rizzler horn sound

  • @FrozenInIce
    @FrozenInIce 6 หลายเดือนก่อน

    why do this much beginners use unity a bad game engine that is trying to be more than that and failing when they did not have photo real renderer they were being used every where but now its more unreal I hate these engines cause they do not want to give you control over the engine to make it easier for you to work with and need another launcher than it self that takes 20gbs for no reason other than be a url portal. this is done by unreal as well it is so disqusting that I do not use either to create my game. So I do not comprimise from my view of the game I make.

  • @SeanBotha
    @SeanBotha 6 หลายเดือนก่อน +1

    downvote not interested in this opinion yet youtube put this anti unity DISCRIMINATION in my timeline!

    • @m0-m0597
      @m0-m0597 6 หลายเดือนก่อน +2

      we don't kiss the corporate boot over here, it's not your place XD