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Hex Blit University
США
Добавлен 22 июн 2020
So you want to become a game developer, or maybe you are a seasoned developer but want to add a few extra tools to your tool belt. That is awesome, sit down, stay awhile, take notes while Professor Hex breaks it all down.
2024 In Review, 2025 Goals, Happy New Year
This year has been crazy, good and bad. I wanted to go over what happened this year. Also my plans for next year. This video is the start of those plans.
Stay Awesome!
**🔗 Links and stuff**
Shannon | Shpoobie's Stardew Valley Voice MOD
www.nexusmods.com/stardewvalley/mods/22550?tab=posts
www.nexusmods.com/news/15129 - Post about it
x.com/hobby_shannon - Shannon's twitter
I Stream on Twitch/RUclips
twitch.tv/hexblit
youtube.com/@HexBlit/live
** Join my discord **
discord.gg/4GdqMpuKke
**🕰️ Timeline**
00:00 - Intro
00:32 - January - March
01:27 - April - Mid July
02:07 - Late July - November
03:40 - November - December
06:01 - 2025 1. Content Creation
08:52 - 2025 2. Game Dev!
09:53 - Thank you!
Stay Awesome!
**🔗 Links and stuff**
Shannon | Shpoobie's Stardew Valley Voice MOD
www.nexusmods.com/stardewvalley/mods/22550?tab=posts
www.nexusmods.com/news/15129 - Post about it
x.com/hobby_shannon - Shannon's twitter
I Stream on Twitch/RUclips
twitch.tv/hexblit
youtube.com/@HexBlit/live
** Join my discord **
discord.gg/4GdqMpuKke
**🕰️ Timeline**
00:00 - Intro
00:32 - January - March
01:27 - April - Mid July
02:07 - Late July - November
03:40 - November - December
06:01 - 2025 1. Content Creation
08:52 - 2025 2. Game Dev!
09:53 - Thank you!
Просмотров: 100
Видео
Streamline your Aseprite workflow in Godot | Godot 4
Просмотров 8 тыс.7 месяцев назад
Streamline your Aseprite workflow in Godot | Godot 4
Master State Control with LimboAI Godot Addon | Godot 4.2
Просмотров 8 тыс.7 месяцев назад
Master State Control with LimboAI Godot Addon | Godot 4.2
Dive into Dialogic Godot Addon: A Fast Guide
Просмотров 43 тыс.8 месяцев назад
Dive into Dialogic Godot Addon: A Fast Guide
Building a game in a week | Godot Wild Jam #65
Просмотров 40711 месяцев назад
Building a game in a week | Godot Wild Jam #65
Unity Responded and missed the point
Просмотров 1,8 тыс.Год назад
Unity Responded and missed the point
Godot 4 Beta 13 Drop (Release Notes Review), Removed Features and C# updates |
Просмотров 428Год назад
Godot 4 Beta 13 Drop (Release Notes Review), Removed Features and C# updates |
Making Pong in a crunch | 50 Games in 50 weeks | #godot #godot4 #timelapse #challenge
Просмотров 1772 года назад
Making Pong in a crunch | 50 Games in 50 weeks | #godot #godot4 #timelapse #challenge
Godot 4.0 Beta 11 - Quick Release notes review
Просмотров 4402 года назад
Godot 4.0 Beta 11 - Quick Release notes review
How to Save and Load your game | Godot 3.x
Просмотров 2,2 тыс.3 года назад
How to Save and Load your game | Godot 3.x
Getting Comfortable with Particles in Godot | Godot 3.x
Просмотров 4983 года назад
Getting Comfortable with Particles in Godot | Godot 3.x
Master Signals in the Godot Engine Fast! | Walkthrough | Tutorial
Просмотров 10 тыс.3 года назад
Master Signals in the Godot Engine Fast! | Walkthrough | Tutorial
Understanding Process versus Physics Process | Godot 3.x
Просмотров 4,7 тыс.3 года назад
Understanding Process versus Physics Process | Godot 3.x
Remaking Zelda's LTTP hostile floor tiles | Godot 3.x
Просмотров 2013 года назад
Remaking Zelda's LTTP hostile floor tiles | Godot 3.x
Learn about movement, layers and collision with the Godot engine
Просмотров 1,3 тыс.3 года назад
Learn about movement, layers and collision with the Godot engine
Fantastic video, fantastic system.
Dialogic just won't work for me. I import it, and then only half the tabs are there (Timelines and Characters are missing, most notably). Then I delete and reimport, and while now all the tabs are there, if I try to make a new timeline it gives me an error about a non-existant right to edit in some line or somesuch. "Invalid access to property or key 'file_selected' on a base object of type 'Nil'.", is what it says.
great video! I've been looking for a tutorial like this, thanks a lot. Is there a way to add a save and load option?
This could also be used for something like menus really elegantly.
I noticed that the state machine as well as each state seem to be created as child nodes in the script. Out of curiosity, is it possible/viable to create these nodes inside the editor instead of in the script? Great video by the way!
ИДЕЯ С ВЫБОРОМ CUSTOM STYLES ОЧ КРУТАЯ!! и гайд в целом максимально понятный, спасибо вам большое!!
This plugin is amazing, youre amazing for teaching me how to use it, thanks !
@@GabrielM01 you are too kind. glad to help
Can you explain why you cant just add onto linear_velocity and angular_velpcity? Thats what i do and i know its bad but i havent had any problems
If you manipulate those you are doing it outside what is called the integration step. If your rigidbody hits an object or some other body that needs to be accounted for in the calculation you could override the result changing the expected outcome and have weird effects to your rigidbody. It's like ripping away the engines calculation process. Integrate forces allows you to do that in a space that won't overwrite and let the simulation process the calculation and results as expected.
Hi hex, can you do a tutorial or perhaps even implement it in your game a choice system in the sms app on the phone?
Are you just wondering how to handle multi choice options in general?
when I export my game dialogic does not work, I can still see the text box but none of the text pop up, everything works fine in the godot editor only when I export it everything breaks do you know how to fix it??
i responded on your other primary comment. I see the comments and reply when I can :)
when I export my game dialogic does not work, I can still see the text box but none of the text pop up, everything works fine in the godot editor only when I export it everything breaks do you know how to fix it??
Let me test it out and find out, otherwise in the mean time please post the bug on the dialogic github page.
So are you doing anything special with your text? or exporting with restrictions? I created a simple dialogic project and my export worked as expected. I think the answer may be in anything you are doin that might be custom. I recommend changing things and testing or even create a small project and add things to it (if your current project is large with lots of dependency). Otherwise without knowing what is different it will be extremely difficult, likely impossible to help you.
@ it turns out it was a glitch with those versions of dialogic and godot so after updating both of them everything seemed to work (sorry for the inconvenience and thank you)
glad you got it figured out.
Thanks for the super clear explanation!
I am glad it was helpful!
Hey, your video was super useful. Could you go a bit more in depth about dialogic signals? I really want to be able to use dialog scenes to trigger like, say, a variable changing to make an object the player just picked up vanish from the environment, but I keep having struggles making things like this work. A detailed tutorial on how to use these specifically would be really nice, as I can rarely find anything about specifically intergrating dialogic into a game thats more than just a visual novel with no other mechanics ;w;
working on it! :)
I can't seem to call variables on the text editor Dialogic. All I want is to make the variable="playername" to replace the character "ch_maincharacter"
I will see what I can do, I assume you are wanting something like "Hello, <char_name>, it is good to see you"
@@HexBlit Hi, after trial and errors for almost a week, I managed to do it by giving the players a text input. then set that text input to String using the built-in Dialogic variables tab. My newest problem now is gaining full-control on a Premade Styles in Dialogic. Apparently, there's a bug in settings Dialogic Global Colors/Fonts, etc. that seem to conflict with Godot's Inspector Settings.
Thanks, HBU! This saves a good amount of time and messing about. It definitely helps boost one's workflow process. This is a no brainer. Just get it, use it, and take your own word for it people. Godot Engine 4.3 with Aseprite 1.3 tested here. Make a change in Aseprite, seconds later see it in Godot Engine.
glad it helps!
THANK YOU!!!
Cool video!! Keep up the good work. One question tho. My dialogic screen is massive, the black box doesnt scale with my screen size and when im fullscreen the black box takes up half of it. How do i fix this? ANY1 please helpp!!!
could be it is not properly following the aspect rules in project settings, I am working on a part 2 for this, going into custom dialogs and will also test screen resolutions.
how can i add a csv file so some dialogs can be random?
I would think maybe load the csv into a variable and have dialogic use that variable for the conversation. I am working on custom dialog scenes video, a part 2 to this video that goes deeper. and may have a better response later or in that video.
Thnk you, I havent' watched the whole thing just grazed over it but it seems to me like you forgot to tell us how to make locations/backgrounds
Yeah that is more in the custom dialogues, I am working on a how to make custom dialogue styles video, it will be a big stream event turned into a video though later in dec.
@@HexBlit thank you very much ♥
I could never get my animatedsprite2d to work as custom portrait, would love if you covered this in a stream?
I am working on a custom dialogues video at the moment, I can take a stab at having animatedsprite2d portraits too for fun.
@@HexBlit Please do. From the discord I can see its a burning issue because that would make the game waaaaay more engaging with animated sprite reactions
I got Asesprite on steam and when I went to General in the editor it already showed the whole steam/steamapps/common thing. I really need this to work so I can have a better workflow for the game I am working on. :( pls someone help.
Hey @Northy709, I actually use Aseprite from Steam as well, in Editor settings Aseprite > General my command path looks like this: Command Path: "C:\Program Files (x86)\Steam\steamapps\common\Aseprite\Aseprite.exe" let me know if it still doesnt work.
unity change im godot now 🙂
you eanred a loyal sub 🦊🖤👉👈
also congrats on the 4090! im personally rocking a 7900 GRE on my workstation 🦊🦊🖤🖤
this is very nice, simple but powerful
Thank you for the kind words!
thank you so much!!!
Glad it helped!
I believe it is good to have it on the sprite2d because you can create several sprite2ds and import specific layers of the same ase file for each and run it for different parts of the body animations individually, making character customization possible.
Massively appreciate this for our upcoming Spud Customs game, also Colorado devs unite!
I am glad this was helpful
does the game automatically pause when a dialogue opens?
It does take focus of input but does not do any process pausing, you will have to do that if you want. Which is nice since it keeps you in control of what you want to do.
great! gonna use it! <3
That was so helpful, thank you so much! I was wondering, is there a way to make your character say a random sentence selected in a array of possibilities? So that when you talk to them, they don't always say the same thing? Thanks!
You should be able to do it, for example you could have the message be a variable that is said, and that variable is loaded from a random array content element
wtf &"move_started" mean?
likely because this is a C++ addon, and its a C++ reference for a string.
It’s shorthand to create a StringName (immutable string identifier)
Great tutorial, thank you!
You are welcome, stay awesome!
If I edit an image in Aseprite, do I need to import it again in Godot or will it auto update?
It should auto update.
Thanks :)
if I have a condition, say "playerIsFocused", which influences the animations of all the different states, how would I handle that? When focused, i want the screen to blur and the player to run and walk and idle with a different more tense animation. Do I have to handle this inside each state, or can I add an overarching isFocused state?
@@shinunotenshi you could emit a signal "is focused" and potentially the node you want focused, then have that object kick off your animation, and your blur code and just listen for is focused, and when done another signal isUnfocused to unblur the code. Making it more generic and not duplicated.
@@HexBlit Thank you. I thought there is some way to set it up in a hierarchical way, where i would have Focused > Idle and NotFocused > Idle as a kind of state inheritance
Nice video. Looking for inspiration. I made 2 dialog systems for unreal, one node based and custom scripting language. Node was to messy and scripting is to complicated for designers from testing. Something like this would be the solution I think.
I'm so glad I came across this. Working on a small game and running into headaches with dialogue and this has EVERYTHING I NEED. Anyway thanks. Guess I'll tear my dialogue system out and just use this.
It was still a valuable learning experience, hope it helps you
Dialogic is a complete buggy mess. My entire game is broken and wont open. Found multiple bugs within minutes of using it.
please open bug reports on the github page, be vocal about things that are not working its the only way to ensure it gets fixed and gets improved. I also suspect the 4.3 release might be making new issues appear.
Note: Learned this the hard way, make sure you don't put your zip file into the project folder itself otherwise it will cause conflicts, also worth noting, if you click on enable plugin it seems to freeze but that's just temporary, should work fine afterwards, don't click it again otherwise it might crash
interesting, please open bug reports on github so they can get fixed, its good to know what issues are currently going on.
So, the import button does more than just unzip, but within the source code it needs to write in references. How else do you think all this magic happens? So when you click import, it not only unzips it, but ties in all the references necessary as well as probably compiling it. So yes, just dropping it in won't work. For the "freezing" thing, i genuinely believe that to be common sense to anyone who's used a computer before, somethings just take time.
Similar set of reasons, such as it writing in references to the source, is also why you can't just find it on the assetlib page. It is simply too much behind the scenes changes to the engine's source code to be handled through assetlib.
Thanks for great video!
Thank you! This video deserves way more attention, too many old and out of date tutorials on dialogic etc. out there and they don't really go into enough detail about how to use the addon outside of the dialogue editor and this is exactly what I needed. I've been wanting to know how to do things like skill checks within the dialogue tree and other conditions and this is perfect.
Thank you! I appreciate the kind words.
Oh my God thank you so much. This was such a great tutorial although I do have one question can it play videos? like after a dialogue has been finished can it make a video cutscene? If not is there a way to do so?
You can pretty much make it do what ever you need it do, whether that cut scene is a custom dialogues scene or just have it fire a signal that then launches cut scenes or next levels. I recommend trying stuff out and then see where you get stuck on
gracias, el goat
Why do you barely have views? It's a great video, and some very good tutorials, what program are you using for the game notes?
I will get bigger, but honestly if I get low views and people are able to make amazing games then I still consider my channel a success.
Wonder if I could set my facial animations to the emotions in my 3d game, might try this
Good luck!
keep these AI behaviours coming please
Will do! Content will resume when I am done moving. :)
Please, could you tell me if there is a way to translate all the dialogs at once? I don't have time to create the translations so I would like to select everything and translate with an A.I or use some dialogic option or some other plugin, could you help me with that please?
you can likely do it with a csv file, I would check here: docs.dialogic.pro/translation.html for more info on translations.
I love watching random videos and learning face palm level knowledge about the godot editor. I didn’t know you could just click and drag those to skew.
Thank you so much for you effort bro. I got an error when trying to load my character's portrait image: Invalid Call. Nonexistent function 'get_local_portrait_' in base 'ControlDialogicNode_PortraitContainer'). Sorry, but i don´t understant, the documentation instructions: There are not many requirements for portrait scenes: Root needs to be Node2D or Control: The root nodes need a position and scale property, so they must be a Node2D or Control node (or a subclass). Because the root will act as the "pivot point," it's suggested to use a simple node like Marker2D and have all functional nodes (like sprites, animation players etc.) be children of it. Root script extends DialogicPortrait: The root node script should extend the DialogicPortrait class and overwrite some of its methods. Thank you.
I see you are also trying to learn how to use the plugin, once you refine your skills with dialogic, would you sell a course on Udemy?
I think I generally see this when I dont set the character in the timeline when you have characters defined. otherwise its something else. I would put the bug on the github repo if you couldnt get past it.
I don't think I would create a paid course for Dialogic. My goal is to help people make awesome games. I do intend to make courses eventually but I want those courses to be awesome.
exactly what i needed thanks you. so many specific addons without tutorials.
Glad I could help