I agree with this, but what "worries" me personally is that I like to develop in 3D. I'm concerned Godot could focus more on 2D games. Of course, I could be completely wrong. But Godot's 3D capabilities have been getting better and better. I'd hate to see that take the back foot against 2D.
@@widearchshark3981 I mean, look at Road to Vostok. The dev went from Unity to Godot, Public Demo 2 just got out, and it's looking pretty damn good. Godot is already capable of really good 3D stuff imo.
@@widearchshark3981 3D is pretty good. Admittedly, I haven't done huge open world projects and I think Godot would struggle, but it's good enough for millions of vertices at 60fps.
@@fireninja8250 thank you. I've been using Godot for over a year now, and there's no question 3D is so much better since 4. Screen space reflections are great! But if it's going to compete with Unity, it mustn't fall behind here!
That and the proper Asset Store getting implemented (soon enough, I hope) will be a great incentive for people to come and try and maybe adopt the engine
It doesn't matter whether it's mainstream or not it's how you learn to use it or create for it i.e. develop new programming functions and variables for it. If you think of something that could help the Godot community then work with a programmer if you aren't one yourself and make it. Depending on others in life to do things for you only deters you from learning those things on your own. Always try and you will fly but if you hold back that's just wack! 😂
I switched fairly recently from Unity, and was pleasantly surprised at what I could still do. Whilst there are a few things I've not been able to replicate in Godot, with the uptick in users, development, and donations, I'm confident it can become a much more powerful and comprehensive tool for all kinds of projects in the future.
The fact that everything is based on nodes makes it feel like if I really wanted to add features to the engine, I'd know how to do so by nature of having made games in it. The engine being built with the engine makes everything make sense to me.
I am ABSOLUTELY sure that godot will reach levels of lts unity versions soon. Hopefully devs can bring new features that can be simple, future proof, and built upon unlike unitys weird text systems and other features that overlap or are just a jumbled mess to deal with.
I enjoy using Godot, and the main draw to get me into it was the controller mapping, I had hell trouble making GM2 read a PS4 controller, whereas Godot just says "hey, controller plugged in" and works, and the integrated code editor,
Also UI! Loads of UI nodes are readily available and features like localization, smart UI navigation on keyboard and controllers, input shortcuts and viewport scaling works natively in Godot whereas in GameMaker you are likely going to spend a lot more time implementing all these UI things.
Its a good news as we will get more tutorials by other devs like u which would be good for beginners and every aspiring game developer. It have a bunch of advantages. The updates are good, and the editor is simple and its improving more over time so no one can beat godot after all 😂.
Hopefully we see more in the direction of official FMOD/Wwise integration. I’m not an audio artist/engineer but during game jams we keep running into problems with audio implementation (most times we have to ditch it all together)
Im so happy I made the switch, actually the new version comes with a pre built FBX converter so no more to worry about assets made for unity only or installing third party plugins.
I am just about to jump into testing Godot myself. I am not sure it is going to be ready for what I want to do, but Godot will be the future eventually. And I am excited for it.
If you hire enough experienced programmers, Godot can surpass all existing engines. I worked in Game Maker for 8 years, starting with Game Maker 7, I worked in Unity, back in one of the first versions, but what attracted me to Godot Engine was that that it tries to be universal for any task, from games and programs to game engines and so on, the only drawback is 3D graphics, but as the Godot Engine develops, and with the arrival of new professional programmers, Godot can surpass other engines!
I've used godot for a few game jams now. It's pretty good, and I think it has a bright future ahead. That said, I just cannot imagine doing a long-term project with it.
For most of my programming journey I have been using Unity, but I have just recently gotten into Godot. There is only 1 thing I would add - events (similar to Unity Events). I think that Godot's script language perhaps isn't able to do that, but it would make my life 2.5 billion times easier, as I love when I can make scripts I can quickly reuse. But other than that, Godot is a simple to use, pretty powerful and easy to learn game engine, and I'm sure I will learn it more closely.
Godot is excellent for game jams or solo devs. But the one thing that needs to happen to skyrocket this engine is job opportunities. Learning Unity, even now, is a pretty safe investment if you are a student for example.
@@sean7221 Unity can burn into the ground but as long as companies are willing to pay you to work on then it doesn't matter. Remember some places to this day use windows xp for better or for worse.
Learning Unity isn't any better. Lots of companies have a propriety engine that you'll have to learn while you're there. If they aren't using Unity or their own engine, they are likely to be using Unreal. Valve is all about Source2 now. Slay the Spire has switched to Godot. Unrailed has switched to Godot. Terraria has sponsored Godot.
Honestly the thing that has won me over (along with the node system) is just the pure speed of application. As my game has gotten bigger I haven't noticed anything slowing down and its wild to me that I can have this massive tree of nodes all over the place and the godot application is still so fast. Using Unity always felt like a chore and you could really feel the bloat.
I think upgrading the UI nodes should be a priority, I've tried some packages which allow you to use css-like styles, but I'd really like something like that out of the box!
Yeah, I use some of the sidebars like twice a week, and I wish I could close them and just focus on the code rather than the other 19462 responsibilities that I have.
I personally would love to see more engines compete so more indie ones and free open source. This could help the other open source engines, 3d modereler, drawing softwares shine and show to the public they can do a lot with the cheaper-free alternatives. I personally would like to see a revival of old but in my opinion nice game engines.
i would love to see the return of the visual scripting language, in an updated form. im prolly one of the only few people to have used it but id still like to see it as an option.
I'm going to be honest, I really wanted to make a 3D game in Godot, but it's unfortunately not there yet. I've been having issues with the physics, even tried to write my own MoveAndSlide() function in place of the existing one, but it seems there's some fundamental problem with how collisions are being detected. There is no in-built physics interpolation. Also noticed some strange input reading where I hit my spacebar 1 time but the engine occasionally registered it as two "JustPressed" events. It's these inconsistencies they really need to work out. For now sticking to 2D is very much recommended.
Use a different physics engine then. Godot supports jolt for 3d and box2d as well as rapier2d for 2d. And if you're pressing space once but it registers it twice, you either didnt add a debounce or your spacebar is broken
From what i have heard, you should try out the jolt physics engine extension. I haven't tried it myself, but i heard good things from it, including from godot maintainers
@@BanditLeader I did that already. This happens because of collision detection, it's the default implementation of MoveAndSlide() that gets confused whenever you collide with multiple collision shapes at once. So right now I'm not gonna bother with 3D.
I moderate chat for one of the Godot game jam judges. They were very disappointed that there were no plans to do another game jam right as Unity was shooting itself in the foot. It would have been the perfect time too
The main reason I switched to godot was simply because it was much smaller than unity and unreal. I wasn't even able to load unreal and it was very laggy when using unity and for once in my lifetime I am glad that my computer was laggy as I got to experience the wonders of godot nodes and signals and it moved me on the path of using open sourced technology
Thank you, now I have an excuse for waiting for Godot 4.3 instead of working on my game with what we have today (the upcoming features have nothing to do with my project)
Multiplayer is hard, period. Godot's version is open ended but it would be nice to have a more powerful system (more than a max of 32 players etc). Who knows as the engine gets more popular and the demand for multiplayer grows hopefully they will invest more in that direction
Don't really have an engine I'm using right now. I've tried a tiny bit of everything. The last thing I used, and still like is GDevelop because it's primarily a "no-code" engine, and although it's mostly 2D, they've added some 3d elements to it. But I've been keeping an eye out on Godot -- I've still yet to pick an engine for my adventure game, which is essentially going to be a 2d point-n-click however I kind of want to use "3D" backgrounds, and have everything move in 3D space, because I'll have a chance to do some cool parallax (not 2d parallax but actual camera moves, while the characters and objects and things will still generally be 2d sprites, think billboards). Godot seems to be getting more popular, and I like seeing stuff like this. (Hey maybe someone could integrate blender and godot, sort of like the old blender game engine, so you can create levels with blender right in Godot -- we could call it Blendot or to be funny Blendo!)
@@RenderingUser - I wasn't really talking about importing, several engines can for sure. I was merely thinking it would be cool if they were merged - I don't have any skills so I couldn't do it, but it was just something I was thinking of.
@@Uhfgood I think that would be overkill. I don't want one specialised tool mixed with another. Like for example, I personally wouldn't want like a full drawing software inside of godot. These things are also impractical to implement. Like, godot would basically have to do the same work as blender did for its entire development. Specialised software ought to remain in their specialised field as much as possible. That will result in the most well developed and consistent applications. There's a reason blender game engine was abandoned. Everything was too much to handle properly
TileMap in my opinion was the biggest change from Godot3 to Godot4. It's actually really robots now and offers a lot of options however it is the least intuitive part of the engine right now by far. Those who put the time into learning it will be able to harness it's strengths to great effect but that does not change the fact that it makes making games harder than it's previous edition did
@@dev-worm me too. My best advice is to instead of programming Individual tiles, in Godot4 one programs the tiles through the TileMap. That and custom data is a lifesaver
3:04 doesn't godot already use glsl (well, sort of a modified easy to use version of glsl. sort of like how gdscript is like python but with godot specific features)? that ought to be enough for like basically every shader, no? unless you mean we need to add shader nodes? then yea. we absolutely do need it and with enough effort we can actually do it. take a look at material maker. its a node based shader system similar to blender but made using godot.
Hi. I'm studying godot 4.2. Could you make a video where it will be shown so that the enemy can shoot at the player? I don't understand how to do this, it looks complicated to me, I'm very confused here are the options for creating enemy shooting: standard shooting in a straight line, canopy shooting, shooting taking into account obstacles, shooting from several sides, shooting when a projectile explodes creating other flying projectiles around itself, shooting similar to a phased reproduction of a flamethrower as in old players, shooting with the help of an arc and changing one type of shooting to others (conditionally, the enemy fired in a straight line, and abruptly switched to shooting around himself)
Sounds like you are having more issues with enemy behavior AI than bullet shooting. The problem of shooting a bullet will be the same whether it’s a player or enemy shooting it, but to learn how to create fun enemy behavior I would look into finite state machines for Godot. This will answer your question of how the enemy can consider all their various complex options in regards to their environment, and switch between them only as you would want them to.
@@dabsouljaboy The behavior of the enemy is not so difficult to figure out how to get him to shoot all kinds of attacks. If a video about how a player shoots monsters can be found and it is not difficult to reproduce, then when creating shooting mobs at a player, I no longer succeed.
I wouldn't doubt that part of Godot's rising success was because Unity shot itself in the ass with its "Runtime Install Fee," even despite redoing it based upon the immediate backlash since they had greatly eroded consumer trust.
Hello I have a question regarding your video " How to Change Scenes Smoothly in Godot 4" ... I would like to know what I do when I have 2 doors in a room. In this case, each door takes you to a different place. Therefore, when the character enters through door 1, he must be on the side of door 1, and when he enters through door 2, he must be on the side of door 2. I don't know if it's very clear lol. Could you help me with this?
just responded to your comment on the other video!! hope it helps! thanks for reaching out! I hope the information does help! if not then please let me know and maybe I can explain it in a different way!
As a java programmer coming from IntelliJ, the gadot IDE is... sad. So many features I took for granted on IntelliJ..... There is a gadot plugin for intelliJ though, and it is in constant development, so if you are like be, hold fast brother/sister, there's hope in the future
Difference between godot and unity: I hear one man make plugin with "Nanite system" in Unity. But it's just plugin. If this developed in Godot it's can be new official update for godot
1:32 wait doesnt godot already have parallax layer or am i trippin? edit: oh its an update to it lets goooooo you can now set parallax parameters independently for each layer, and you also get the ability to do more than 1 repetition for each layer
Personally I'm either retarded or too lazy to learn coding, so I am stuck in tutorial hell when it comes to it... I just wish there was a way to auto generate the specific code to what I want to do in my games. I always lose the will to continue my projects because I can't go past that coding barrier. I already know how to make good art, assets, stories etc
I'm right there with you, I'm more on the art side of things. It's burned into our brains, that's who we are. I will tell you, there are thousands upon thousands of very talented artists out there, we're the "replaceable" people in the industry. Coders are more valuable because they make things happen, we just make it pretty. We are extremely important but typically the people writing the checks don't feel the same. With all that being said, learn as much as you can become more desirable in terms of the overall experience. I don't like it either but that's the way it is lol
@@randywilliams6248yep, I'm a game artist as well and I too am struggling with coding, cause things keep changing. But if you think about it, AI is learning to code more and more efficiently, while art can be only replicated with existing styles from outsourced mixed media, hence why I think that the creative envelope from said AI is heavily restricted. At the end of the day, only a human artist can tweak and modify even AI "art", cause it cannot do it precisely with just a text prompt.
@ok_listen good point, I have heard of AI being a valuable asset in terms of game design. We will see, it'd be great if it did make things easier for us artists lol. I mean typically, we are the ones who create the world (or a team of artsy people: writers, modelers, animators, etc.). My old teacher used to say to us "it's time to play god" when it came to programming because you're laying the laws out foe the world/game. Back to your point though, I really hope AI doesn't start eliminating jobs in the industry. I know it can't be used for everything but trust me, if they can do things cheaper and utilize AI to do so, they absolutely will. I mean that in terms of big giant game companies that have 200+ people on a project.
For me it's the other way around; I like figuring out the code and making it work but it ends up looking like crap. And don't get me started on creating a UI. I disagree coders are more valuable; how many times have you passed on a Steam game or similar because it looks rubbish. IMO, coding can be taught/learned but drawing/art work not so much. Maybe find a coding buddy and do a game jam?
I was in your position a few years ago. Just keep learning and, most importantly, make stuff. Don't just watch tutorials. You'll learn more by applying your skills in a practical way. It will all just make sense one day.
@@dev-wormshouldn’t be possible since as it’s open source all contributors own copyright to the source engine. Godot isn’t owned by and corporation, it’s a collaboration. If one day for some reason they want to make install fees you can say no and claim that your personal installment is separate and cannot be approved.
1. Default physics? Yes. So use jolt or box2d or rapier2d 2. Objectively wrong. Look at the videos. Read the docs. Optimize your game already instead of writing bad code 3. It's pretty good man, surpassing unity. Look at road to vostok as one of the examples 4. What do you even mean? Ui is subjective and fully customizable
im struggling right now to export a biuld of my game to Andriod. Its not so simple as i thought. Installed Android studio but GoDot dont even see App folder where is SDK
Godot really has to fix some glaring problems before becoming the engine of choice. Some of the problems being physics, rendering, 3d game support, UI things and more. I use Godot very often, and I think its great! But the engine uses custom code that is janky in comparison to other free, opensource alternatives. Maybe in the future the custom ways would be better, but RN some people hate the engine because of this.
i understand the others but... UI? ive found godot to be very capable on that front. ive sometimes even enjoyed making ui more than the actual game and also, all the non game software made with godot (Eg: pixelorama, material maker, rpg in a box etc...) are probably a testament to godot's ui capabilities
Physics: jolt, box2d, rapier2d Rendering: what are you even complaining about 3d game support: sonic colours ultimate, buckshot roulette, road to vostok, unrailed 2, minecraft clones, etc etc Ui things: subjective and fully customizable And more: getting better and better every day
Hey i love your videos u make everything so easy to understand. I am creating a 2d top down infinite procedural generating sandbox game like Minecraft but top down 2d for android i have run into three major issue saving the procedural generating world , performance issue and inventory system issue. I am asking this one more time can u please make a video about how to use this inventory plugin the documentation is quite hard to understand my whole life is depended on my game but i have stopped development the plugin name is expressobits inventory system the latest version. i cannot send any links because my comments are disappearing. i am not getting any help from anyone this might be my last hope to continue on developing my game
okay i have just added it to my notes! I'll go look into it right now and see what I can find, sorry that you are having trouble with it, I'll do my best to help!
@@nattsurfaren It's not very popular in indie devs at least. Not very appealing to new game devs, because everyone says it's difficult. and It's just overkill for most indie game projects. Basically, it's for 'A' games 😅
the new slay the spire game is using godot right? should shed a huge amount of light on godot.
I agree with this, but what "worries" me personally is that I like to develop in 3D. I'm concerned Godot could focus more on 2D games.
Of course, I could be completely wrong. But Godot's 3D capabilities have been getting better and better. I'd hate to see that take the back foot against 2D.
Sonic colours was made in godot. I think that would be capable right.@@widearchshark3981
@@widearchshark3981 I mean, look at Road to Vostok. The dev went from Unity to Godot, Public Demo 2 just got out, and it's looking pretty damn good. Godot is already capable of really good 3D stuff imo.
@@widearchshark3981 3D is pretty good. Admittedly, I haven't done huge open world projects and I think Godot would struggle, but it's good enough for millions of vertices at 60fps.
@@fireninja8250 thank you. I've been using Godot for over a year now, and there's no question 3D is so much better since 4. Screen space reflections are great! But if it's going to compete with Unity, it mustn't fall behind here!
I hope it gets more mainstream. This would mean there would be more tutorials and people to work with.
Same
That and the proper Asset Store getting implemented (soon enough, I hope) will be a great incentive for people to come and try and maybe adopt the engine
Hopefully more devs contribute and add more features for NPC AI, dynamic audio, increased visual fidelity/post processing, etc
completely agree!
It doesn't matter whether it's mainstream or not it's how you learn to use it or create for it i.e. develop new programming functions and variables for it.
If you think of something that could help the Godot community then work with a programmer if you aren't one yourself and make it.
Depending on others in life to do things for you only deters you from learning those things on your own.
Always try and you will fly but if you hold back that's just wack! 😂
I switched fairly recently from Unity, and was pleasantly surprised at what I could still do. Whilst there are a few things I've not been able to replicate in Godot, with the uptick in users, development, and donations, I'm confident it can become a much more powerful and comprehensive tool for all kinds of projects in the future.
The release of 4.3 will be a game changer
completely agree! I'm so happy you found Godot useful! I believe the future is going to just make this engine better
The fact that everything is based on nodes makes it feel like if I really wanted to add features to the engine, I'd know how to do so by nature of having made games in it. The engine being built with the engine makes everything make sense to me.
I think it really is the future of game development.
at least on an indie level
yes for sure! it has so much potential.. I believe in about 5 years time it'll be the #1 engine for solo or small team development
Love the cult-like nature of godot community. It really helped me whenever i needed it. The engine itself also just keep improving over time.
Cult is interchangeable with the word Passion.
I love it so much! the community here within Godot is perfect! and the Team is amazing as well! so excited for the future of this engine!
Open source is the future! Funny how nobody feels left out (except cranky industrialists) when everyone shares.
godot == -good- best engine
I am ABSOLUTELY sure that godot will reach levels of lts unity versions soon. Hopefully devs can bring new features that can be simple, future proof, and built upon unlike unitys weird text systems and other features that overlap or are just a jumbled mess to deal with.
I enjoy using Godot, and the main draw to get me into it was the controller mapping,
I had hell trouble making GM2 read a PS4 controller, whereas Godot just says "hey, controller plugged in" and works, and the integrated code editor,
Also UI! Loads of UI nodes are readily available and features like localization, smart UI navigation on keyboard and controllers, input shortcuts and viewport scaling works natively in Godot whereas in GameMaker you are likely going to spend a lot more time implementing all these UI things.
Its a good news as we will get more tutorials by other devs like u which would be good for beginners and every aspiring game developer. It have a bunch of advantages. The updates are good, and the editor is simple and its improving more over time so no one can beat godot after all 😂.
haha they really cant can they!! but really Im so excited to see what the Godot team does with this engine in the next couple years!
I love the potential of Godot and I have had fun learning the engine.
so amazing to hear!
This year's GMTK data says that 37% of all submissions were made in Godot
We are getting there
Oooo that’s from all the unity outrage i bet!
Hopefully we see more in the direction of official FMOD/Wwise integration. I’m not an audio artist/engineer but during game jams we keep running into problems with audio implementation (most times we have to ditch it all together)
FMod and WWise have a long, long list of problems associated with them especially on memory-constrained platforms
Im so happy I made the switch, actually the new version comes with a pre built FBX converter so no more to worry about assets made for unity only or installing third party plugins.
so true! glad you made the switch and found it to be amazing!
godot: OUR assets
Newcomer to Godot, Go godot
Go Godot!! welcome to the community! I know you'll love it
Bro what kind of math is that...
Godot share going from 13% to 19% is like almost 50% increase in growth.
true
but he was just talking about it in terms of total percentage
but hes definitely wrong about the change being minor
yes your right!! I shouldve worded that different
I´m currently migrating from Unity to Godot, and i´m loving how the engine works!
I decided to stop using Unity for months already and even though I didn't started yet, I really look forward using Godot!
I think you'll have an amazing time in the Godot engine!! Once you start using it let me know what you think of it!
@@dev-worm Yes 🗿😎
I am just about to jump into testing Godot myself. I am not sure it is going to be ready for what I want to do, but Godot will be the future eventually. And I am excited for it.
I'm very excited!! Goodluck in Godot!
If you hire enough experienced programmers, Godot can surpass all existing engines. I worked in Game Maker for 8 years, starting with Game Maker 7, I worked in Unity, back in one of the first versions, but what attracted me to Godot Engine was that that it tries to be universal for any task, from games and programs to game engines and so on, the only drawback is 3D graphics, but as the Godot Engine develops, and with the arrival of new professional programmers, Godot can surpass other engines!
agree so much!! thanks for sharing that information! and I'm so excited to see where this engine goes!
It will probably never surpass unreal engine in terms of graphics.
In both the GMTK 2021 and GMTK 2023 game jam I was a part of the unity statistics. NowI am officially part of team Godot and I love it here!
haha amazing to hear!! welcome to the Godot community!
I've used godot for a few game jams now. It's pretty good, and I think it has a bright future ahead.
That said, I just cannot imagine doing a long-term project with it.
really? why is that?
For most of my programming journey I have been using Unity, but I have just recently gotten into Godot. There is only 1 thing I would add - events (similar to Unity Events). I think that Godot's script language perhaps isn't able to do that, but it would make my life 2.5 billion times easier, as I love when I can make scripts I can quickly reuse. But other than that, Godot is a simple to use, pretty powerful and easy to learn game engine, and I'm sure I will learn it more closely.
I hope Godot treats you well! Goodluck in the engine!! I agree with you on that for sure!
Godot is excellent for game jams or solo devs. But the one thing that needs to happen to skyrocket this engine is job opportunities. Learning Unity, even now, is a pretty safe investment if you are a student for example.
Unity is anything but a safe investment, it's on a downward trend and losing market share at a rapid rate.
yes this is such a good point!! something that I would of never really thought about
@@sean7221 Unity can burn into the ground but as long as companies are willing to pay you to work on then it doesn't matter.
Remember some places to this day use windows xp for better or for worse.
Learning Unity isn't any better. Lots of companies have a propriety engine that you'll have to learn while you're there. If they aren't using Unity or their own engine, they are likely to be using Unreal. Valve is all about Source2 now. Slay the Spire has switched to Godot. Unrailed has switched to Godot. Terraria has sponsored Godot.
Honestly the thing that has won me over (along with the node system) is just the pure speed of application. As my game has gotten bigger I haven't noticed anything slowing down and its wild to me that I can have this massive tree of nodes all over the place and the godot application is still so fast. Using Unity always felt like a chore and you could really feel the bloat.
i agree so much!! it's crazy how lightweight the engine is but how it still has the ability to do all it does so smoothly
I moved from Godot to Golang but still happy its improving :)
I think upgrading the UI nodes should be a priority, I've tried some packages which allow you to use css-like styles, but I'd really like something like that out of the box!
Yeah, I use some of the sidebars like twice a week, and I wish I could close them and just focus on the code rather than the other 19462 responsibilities that I have.
i agree with that for sure!
I personally would love to see more engines compete so more indie ones and free open source. This could help the other open source engines, 3d modereler, drawing softwares shine and show to the public they can do a lot with the cheaper-free alternatives. I personally would like to see a revival of old but in my opinion nice game engines.
that is such a good point.. I'd love to see that too
i would love to see the return of the visual scripting language, in an updated form. im prolly one of the only few people to have used it but id still like to see it as an option.
I'm going to be honest, I really wanted to make a 3D game in Godot, but it's unfortunately not there yet. I've been having issues with the physics, even tried to write my own MoveAndSlide() function in place of the existing one, but it seems there's some fundamental problem with how collisions are being detected. There is no in-built physics interpolation. Also noticed some strange input reading where I hit my spacebar 1 time but the engine occasionally registered it as two "JustPressed" events. It's these inconsistencies they really need to work out.
For now sticking to 2D is very much recommended.
Use a different physics engine then. Godot supports jolt for 3d and box2d as well as rapier2d for 2d. And if you're pressing space once but it registers it twice, you either didnt add a debounce or your spacebar is broken
From what i have heard, you should try out the jolt physics engine extension. I haven't tried it myself, but i heard good things from it, including from godot maintainers
@@BanditLeader I did use jolt. Still, I'm getting really unpleasent jitter.
@@Bananenbauer123 if you're getting jitter then read the godot docs
@@BanditLeader I did that already. This happens because of collision detection, it's the default implementation of MoveAndSlide() that gets confused whenever you collide with multiple collision shapes at once. So right now I'm not gonna bother with 3D.
It REALLY needs a debug scene viewer, so you can see state of scene and objects at run time. Once Godot has that, I can switch over.
I moderate chat for one of the Godot game jam judges. They were very disappointed that there were no plans to do another game jam right as Unity was shooting itself in the foot. It would have been the perfect time too
The main reason I switched to godot was simply because it was much smaller than unity and unreal. I wasn't even able to load unreal and it was very laggy when using unity and for once in my lifetime I am glad that my computer was laggy as I got to experience the wonders of godot nodes and signals and it moved me on the path of using open sourced technology
so happy to hear! glad Godot proved to be so beneficial! But Godot being lightweight and smooth and advanced at the same time is just a huge win
Thank you, now I have an excuse for waiting for Godot 4.3 instead of working on my game with what we have today (the upcoming features have nothing to do with my project)
haha! open Godot and get to work then!!
Will they fix the horizontal scroll zooms in? That's the only future I ask for.
Great video man, and I can't find the answer is it possible in godot to have 2 or more people working simultaneously on one project?
technically no, but there are work arounds using other tools outside of Godot
GitHub is one way to facilitate multiple people working remotely on the same project
Multiplayer is hard, period. Godot's version is open ended but it would be nice to have a more powerful system (more than a max of 32 players etc). Who knows as the engine gets more popular and the demand for multiplayer grows hopefully they will invest more in that direction
Me after seeing the thumbnail:
The future of godot is not blue but purple.
maybe in the future it'll be purple... anything could happen lol
Don't really have an engine I'm using right now. I've tried a tiny bit of everything. The last thing I used, and still like is GDevelop because it's primarily a "no-code" engine, and although it's mostly 2D, they've added some 3d elements to it. But I've been keeping an eye out on Godot -- I've still yet to pick an engine for my adventure game, which is essentially going to be a 2d point-n-click however I kind of want to use "3D" backgrounds, and have everything move in 3D space, because I'll have a chance to do some cool parallax (not 2d parallax but actual camera moves, while the characters and objects and things will still generally be 2d sprites, think billboards). Godot seems to be getting more popular, and I like seeing stuff like this. (Hey maybe someone could integrate blender and godot, sort of like the old blender game engine, so you can create levels with blender right in Godot -- we could call it Blendot or to be funny Blendo!)
pretty sure godot can already import .blend files
@@RenderingUser - I wasn't really talking about importing, several engines can for sure. I was merely thinking it would be cool if they were merged - I don't have any skills so I couldn't do it, but it was just something I was thinking of.
@@Uhfgood I think that would be overkill. I don't want one specialised tool mixed with another. Like for example, I personally wouldn't want like a full drawing software inside of godot. These things are also impractical to implement. Like, godot would basically have to do the same work as blender did for its entire development. Specialised software ought to remain in their specialised field as much as possible. That will result in the most well developed and consistent applications. There's a reason blender game engine was abandoned. Everything was too much to handle properly
yeah good video as always!
thank you so much I really appreciate that!!
Yes!!
TileMap in my opinion was the biggest change from Godot3 to Godot4. It's actually really robots now and offers a lot of options however it is the least intuitive part of the engine right now by far.
Those who put the time into learning it will be able to harness it's strengths to great effect but that does not change the fact that it makes making games harder than it's previous edition did
that is very true, goodpoint!! I find the tilemap so much more complex.. Im still learning new things about it too this day lol
@@dev-worm me too. My best advice is to instead of programming Individual tiles, in Godot4 one programs the tiles through the TileMap. That and custom data is a lifesaver
3:04 doesn't godot already use glsl (well, sort of a modified easy to use version of glsl. sort of like how gdscript is like python but with godot specific features)?
that ought to be enough for like basically every shader, no?
unless you mean we need to add shader nodes?
then yea. we absolutely do need it
and with enough effort we can actually do it. take a look at material maker. its a node based shader system similar to blender but made using godot.
yes I was more on about shader nodes.. itll make things easier for sure
In simple terms, it's a virtuous cycle.
indeed
Hi. I'm studying godot 4.2. Could you make a video where it will be shown so that the enemy can shoot at the player? I don't understand how to do this, it looks complicated to me, I'm very confused here are the options for creating enemy shooting: standard shooting in a straight line, canopy shooting, shooting taking into account obstacles, shooting from several sides, shooting when a projectile explodes creating other flying projectiles around itself, shooting similar to a phased reproduction of a flamethrower as in old players, shooting with the help of an arc and changing one type of shooting to others (conditionally, the enemy fired in a straight line, and abruptly switched to shooting around himself)
Sounds like you are having more issues with enemy behavior AI than bullet shooting. The problem of shooting a bullet will be the same whether it’s a player or enemy shooting it, but to learn how to create fun enemy behavior I would look into finite state machines for Godot. This will answer your question of how the enemy can consider all their various complex options in regards to their environment, and switch between them only as you would want them to.
@@dabsouljaboy The behavior of the enemy is not so difficult to figure out how to get him to shoot all kinds of attacks. If a video about how a player shoots monsters can be found and it is not difficult to reproduce, then when creating shooting mobs at a player, I no longer succeed.
0:19 My GMTK winning game RAGDOLF was actually made with Godot 😎
that is truly wonderful to hear! goodjob!!
I wouldn't doubt that part of Godot's rising success was because Unity shot itself in the ass with its "Runtime Install Fee," even despite redoing it based upon the immediate backlash since they had greatly eroded consumer trust.
oh no doubt most of it was from the Unity thing.. that was for sure a huge factor.. but maybe that was the little boost Godot needed?
Hello
I have a question regarding your video " How to Change Scenes Smoothly in Godot 4" ...
I would like to know what I do when I have 2 doors in a room. In this case, each door takes you to a different place. Therefore, when the character enters through door 1, he must be on the side of door 1, and when he enters through door 2, he must be on the side of door 2. I don't know if it's very clear lol.
Could you help me with this?
just responded to your comment on the other video!! hope it helps! thanks for reaching out! I hope the information does help! if not then please let me know and maybe I can explain it in a different way!
Make a video about O3DE game engine as well.
As a java programmer coming from IntelliJ, the gadot IDE is... sad. So many features I took for granted on IntelliJ.....
There is a gadot plugin for intelliJ though, and it is in constant development, so if you are like be, hold fast brother/sister, there's hope in the future
Difference between godot and unity:
I hear one man make plugin with "Nanite system" in Unity. But it's just plugin. If this developed in Godot it's can be new official update for godot
👍
2:22 positive feedback loop
1:32 wait
doesnt godot already have parallax layer or am i trippin?
edit: oh its an update to it
lets goooooo
you can now set parallax parameters independently for each layer, and you also get the ability to do more than 1 repetition for each layer
Personally I'm either retarded or too lazy to learn coding, so I am stuck in tutorial hell when it comes to it... I just wish there was a way to auto generate the specific code to what I want to do in my games.
I always lose the will to continue my projects because I can't go past that coding barrier. I already know how to make good art, assets, stories etc
I'm right there with you, I'm more on the art side of things. It's burned into our brains, that's who we are. I will tell you, there are thousands upon thousands of very talented artists out there, we're the "replaceable" people in the industry. Coders are more valuable because they make things happen, we just make it pretty. We are extremely important but typically the people writing the checks don't feel the same.
With all that being said, learn as much as you can become more desirable in terms of the overall experience. I don't like it either but that's the way it is lol
@@randywilliams6248yep, I'm a game artist as well and I too am struggling with coding, cause things keep changing.
But if you think about it, AI is learning to code more and more efficiently, while art can be only replicated with existing styles from outsourced mixed media, hence why I think that the creative envelope from said AI is heavily restricted. At the end of the day, only a human artist can tweak and modify even AI "art", cause it cannot do it precisely with just a text prompt.
@ok_listen good point, I have heard of AI being a valuable asset in terms of game design. We will see, it'd be great if it did make things easier for us artists lol. I mean typically, we are the ones who create the world (or a team of artsy people: writers, modelers, animators, etc.). My old teacher used to say to us "it's time to play god" when it came to programming because you're laying the laws out foe the world/game.
Back to your point though, I really hope AI doesn't start eliminating jobs in the industry. I know it can't be used for everything but trust me, if they can do things cheaper and utilize AI to do so, they absolutely will. I mean that in terms of big giant game companies that have 200+ people on a project.
For me it's the other way around; I like figuring out the code and making it work but it ends up looking like crap. And don't get me started on creating a UI. I disagree coders are more valuable; how many times have you passed on a Steam game or similar because it looks rubbish. IMO, coding can be taught/learned but drawing/art work not so much.
Maybe find a coding buddy and do a game jam?
I was in your position a few years ago. Just keep learning and, most importantly, make stuff. Don't just watch tutorials.
You'll learn more by applying your skills in a practical way.
It will all just make sense one day.
Can you make a tutorial on 2D procedural animation. Can't find it anywhere for Godot 4
Ill start looking into it, thanks for letting me know!
@@dev-wormthanks!
Long time no see
Bec I have exams next month 😊😢
Good to see you @jeremiahaemile2008, ahh exams!! Goodluck brother on your exams!! study hard and ace those test!
If Unity make again a big mistake I would no hesitate to go to godot
God, I hope Godot won't fall down the same fate like how Unity and Unreal Engine did in the future.
I really hope for the same
@@dev-wormshouldn’t be possible since as it’s open source all contributors own copyright to the source engine. Godot isn’t owned by and corporation, it’s a collaboration. If one day for some reason they want to make install fees you can say no and claim that your personal installment is separate and cannot be approved.
i've recently learned that Godot 4 console is a richtext label, meaning you can use bbcode in your error messages :D, have fun with that knowledge
Ooo really?? I had no idea.. I'm gonna go play around right now lol
Godot is probably the onoy decent game engine on mobile even if its bugs are annyoing
My opinion
Godot has serious problems in these
1- physics 2d and 3d
2- performance in general
3- weak 3d
4- game gui
Best regards
Opinion noted and filed.
I can agree with all 4 of these problems as of current Godot
1. Default physics? Yes. So use jolt or box2d or rapier2d
2. Objectively wrong. Look at the videos. Read the docs. Optimize your game already instead of writing bad code
3. It's pretty good man, surpassing unity. Look at road to vostok as one of the examples
4. What do you even mean? Ui is subjective and fully customizable
How about a video about your $$$ numbers in godot 👀
You know Godot is becoming mainstream when DevWorm finally pronounces it properly as "Guh-Doh" instead of "Go-Dot". Just trolling.. love your videos!
haha!! thanks! love you bro!
As a game maker user, i am so jalous of godot's parallax
im struggling right now to export a biuld of my game to Andriod. Its not so simple as i thought. Installed Android studio but GoDot dont even see App folder where is SDK
Im sorry to hear that.. I wish I could help I just dont know anything about exporting to android, Im sorry. I hope you can figure it out soon!
Read the official godot documents, it has all the details
@@dev-worm ok solved. The Appdata"" folder went with hidden proporties by Windows, I had to make it visible
nope cannot create keystore debug file even after i have rad troubleshhoting
Still a long way to go if more people adopt godot
Not as long as you think.
agreed!
what are your dream game? and why? AND how cool do you want it to be?
Half Life 3 on Godot?
The future is open source!
I hope it stays that way lol
i will never go back to using unit.
is Godot treating you well so far?
They just really have to fix the physics
2D included
completely agree! that has to be one of there main priority's hopefully
Use jolt
@@reduxmod4044 isn't that exclusive to 3D?
how to make ball in godot 4?????
"simpler" or "better" ?
or both?
for sure both
this low change in engine usage really surprises me with the disaster of unity
"Deez numbers"
Godot really has to fix some glaring problems before becoming the engine of choice. Some of the problems being physics, rendering, 3d game support, UI things and more. I use Godot very often, and I think its great! But the engine uses custom code that is janky in comparison to other free, opensource alternatives. Maybe in the future the custom ways would be better, but RN some people hate the engine because of this.
i understand the others but... UI?
ive found godot to be very capable on that front.
ive sometimes even enjoyed making ui more than the actual game
and also, all the non game software made with godot (Eg: pixelorama, material maker, rpg in a box etc...) are probably a testament to godot's ui capabilities
@@RenderingUser What about physics? I think they can remove old and take jolt, that would be better at newer versions.
@@reduxmod4044 I'm pretty sure they already started to do that
Physics: jolt, box2d, rapier2d
Rendering: what are you even complaining about
3d game support: sonic colours ultimate, buckshot roulette, road to vostok, unrailed 2, minecraft clones, etc etc
Ui things: subjective and fully customizable
And more: getting better and better every day
I am hoping i can scrounge togehter some money so that I can get a tutor in programming and the such so I can learn Godot.
I am wishing the best of luck for you and your game dev journey! you seem determined and that is such an amazing trait to have! so Goodluck!
2d hack n slash when :(
soon!
@@dev-worm :D
Pls multi-thread tuto
Hey i love your videos u make everything so easy to understand.
I am creating a 2d top down infinite procedural generating sandbox game like Minecraft but top down 2d for android i have run into three major issue saving the procedural generating world , performance issue and inventory system issue.
I am asking this one more time can u please make a video about how to use this inventory plugin the documentation is quite hard to understand my whole life is depended on my game but i have stopped development
the plugin name is expressobits inventory system the latest version. i cannot send any links because my comments are disappearing. i am not getting any help from anyone this might be my last hope to continue on developing my game
okay i have just added it to my notes! I'll go look into it right now and see what I can find, sorry that you are having trouble with it, I'll do my best to help!
@@dev-worm Thank you
Better shaders, puh-LEASE. It's so convoluted.
Are you really sure you're using the debugger to it's fullest?
I thought I was.. but maybe I need to watch a tutorial on it myself
0:17 *devs :)
ah thanks!! how'd that sneaky apostrophe get in there lol
Unreal Engine?
unreal is great in my opinion, I just think unreal is better for bigger teams of developers
@@dev-worm I was just confused why you left it out. How popular is it compared to other platforms?
@@nattsurfaren
It's not very popular in indie devs at least.
Not very appealing to new game devs, because everyone says it's difficult.
and
It's just overkill for most indie game projects.
Basically, it's for 'A' games 😅
also, 1000st. like
thanks!! it means the world!
unity too many mofo errors when i made games