@@foreignwarren7361 Unity's (clunky ui editor that constantly requires bandaid solutions in order to make stuff work/interact properly, such as separators, etc), GameMaker's (gotta make most of them from scratch... for reasons), Construct's (same as gamemaker, since the web-based ones don't even interact w normal layers and are a pain to customize), etc
I feel like you could have elaborated more on why the node system is so good. I had a different experience from you when it came to the nodes -- I felt that the system was intuitive right away and probably the only reason I continued to use Godot. The power in the node system is that once you learn the system, you essentially know how to work with any possible object at the highest level. When I learned how to make shaders during a game jam, I only had to watch a tutorial on creating them, but as soon as it was done, I knew exactly how to interface it with other objects in my game because it behaves exactly like every other object in my game. The node system essentially makes it so that all of the learning happens up front and you immediately reap its benefits for the rest of your time using the engine.
I tried teaching a friend to use Godot recently and noticed that the stumbling block is the difference between Scenes and Nodes. Conceptually they are very similar and both allow for reuse as well as a certain degree of inheritance. But sometimes it's a bit arbitrary as to whether you need to use one or the other. I feel like the Scene concept is not really necessary and perhaps the entire system can be Node-based.
im still new to godot but after watching some of GDQuest talking about how node works and its concept now i feels like in home Node system is prety much like what i used to do in my cinema 4d for maing animation and do some rigging stuff
@@EmblemParade scenes are just about encapsulation, you can create an entire game in a single scene, but it will get hard to navigate a big tree and you will end up with a lot of unnecessary redundancies that will be prone to bringing in bugs if you only update some of those redundant nodes and miss others that needed the same changes. Breaking out related nodes into self contained scenes just clears up most of that redundancy, makes it easier to update things in a way that will automatically propagate out to all scenes with a shared origin, and just makes organizing and navigating a fair bit easier.
19 Years ago I chose Game Maker (one of the earliest versions). I've been blown off by this engine these days. It allows you to make game even without single line of code.
Change you're mind! Godot is not a good first engine at all. It is setup completely different than most engines and there is little to no learning material.
With Godot, you could literally DRAW your levels with pencil and paper and put it into your game. I made a tutorial talking about that and showing people that. It's like somebody thought of almost everything when they made Godot and YES, it's only going to get better because more people are discovering it, are happy with it, and there are LOTS of approaches that a person could take to making their game in Godot because it's set up that way.
I have hopped between 3 game engines, Godot is 100% my favorite and I have only been using it for 5 days. I can finally fufil my gamedev dream with godot and make games. I don’t care if the games don’t succeed,I just love making games.
The coolest thing about the AnimationPlayer is that it can animate animations from other AnimationPlayer nodes. That way you can combine multiple animations without needing to make separate animations for it. I also use them a lot to animate AnimationTree properties, to create transitions within things blend spaces. And they're great for doing vfx, by doing things like combining particles with screenshake. The second best node is definitely the Tween node, it can make everything look buttery smooth within a matter of minutes.
I agree about the AnimationPlayer. Heck you actually do full cinemactics with the animation player. It due to the fact you have access to the entire scene. I love it.
The first con of having little learning resources is why I started doing tutorials, I didn't want others to have the same headaches I have and I try do obscure, intermediate tutorials as there are tonnes of resources for beginners. Now godot learning resources is growing seriously fast with many decent channels I'd say its no longer a con now.
One of the strengths of the AnimationPlayer is, that it can animate each and every property of any node and can even call functions with arguments etc. Once you get used to the possibilities it's such a benefit. Secondly the scene system (similar to prefabs in Unity) together with the node system make it so flexible and easy to recycle or assemble features, assets or whole levels. On top, Godot is so small in size (just a few MB, compared to UE or Unity with their GB size). It is open source, there are some specialized versions of the engine from people out there with additional features. And after all there are absolutely no liabilities with respect to the projects you create. I never felt comfortable that Epic wants a cut of the revenue generated with UE games. Godot fits way better for smaller indies valueing their independence.
"Godot fits way better for smaller indies valueing their independence." This rings true today more than ever, considering Unity's recent runtime fee starting Jan 2024. We are switching to Godot tomorrow morning. Bye Unity.
I had to choose between unity and godot, and i'm VERY happy i chose godot. One thing you forgot is that godot is super small and runs on even a potato PC. Thank you for your video's!
2D in godot I must say that it's quite good, but you are right in saying that the 3D lacks improvements, I could see slowdowns, every time I tried a small scene, I hope that Godot 4 improves the 3D approach a lot. But despite everything, it's my favorite engine, I especially love it for its nice language, GDScript
I'm a Game Maker user, but I really am interested in Godot. I tried it sometimes, but I never made a complete game with it, not even flappy bird. You pushed me forward to try it another time, so thanks :)
Ex GMS2 user. I switched to Godot because GMS not doing anything new. Adding "real" objects and functions is great, but it's still lacking in so many ways. Godot is already good and getting even better! :-)
LTS, new multiplayer, SDF font support, Opera.gx, move and collide function, particle editor, and much much more. As it stands, GM is superior, it is just a little behind in terms of features.
Possible Unity refugee here, trying to diversify my skill portfolio a bit after recent events. How much would you say the scene has changed in the two years since you made the video?
Personally, it's pretty similar, I would say the 3d functionality got better. Also, since a lot of people are moving to Godot, there will be more tutorials and resources if that's important. Also, it will get more funding because of more users so it will get better faster
I really like Godot’s lightweight, but every now and then I think about going to unity because it is already a “stablished” engine. Even though I dislike going back and forth between unity and visual studio(pc freezes sometimes)
I'm way more used to c# so trying GD script is kinda wired , it seems like there many short cuts and I don't Understand it as much as c# Anyway c# is my first language , maybe that's why But Godot has such a user friendly interface that's really functional
Yeah, I have done two games in both engines(block breaker and ping pong), and they were both relatively easy to be accomplished with both unity and Godot. I guess you will see bigger differences when the project gets larger
I feel like Unity is my maim tbh. Mostly cuz Unreal seems to be tailored toward 3d, Godot seems to be about 2d more. But Unity seems to do both really well I think
I love how you addressed the "experienced programmers" "yeah, that's how it's supposed to work" ... godot is the only engine that ever really got me hooked long enough that I feel I understand it a bit .. and apparently it's because of how well it does code reuse..
I could even 3D experiment (with cel shading) with Master Chief metal bending against Zuka Zamamee the fire/PLASMA bender as an animation. WOULDN'T THAT BE COOL! If I become a master with this program, I could make whatever I want. Sounds like a fever dream considering I've never had experience with developing nor creating anything. But I just come up with the best ideas that need to be shared and yet, I may never be the person to pull any of them off.
Actually the thing abt godot i like the most, is that the code editor is in the engine. Coming from unity its really ccomfortable not having to wait 20 secs after making aa change to test it out
At the beggining, I wanted to choose Game Maker Studio, but he is pay, so I saw Godot, but I cannot test her because of the old OpenGL version that I had, but now, you inspired me to love and search Godot again! Also I want to make a game with the art style seem like your "Rat Roguelike"
Hey! I'm a Gamemaker dev, but I think I'm starting to get jealous about all those amazing features that Godot have, might consider to try it and maybe even switch to it when I'm done with the game I'm currently making Great video!
Only if you want to make it harder on yourself to make a game lol. Godot has a steeper learning curve and it takes longer to get things up and running. Also the manual is really bad lol.
This looks interesting, I’ll definitely make sure I watch the video as soon as it releases. I just started Godot, maybe this will help me a bit? P.S, love your content!
Thanks for the feedback. I've been using Phaser3 on my current game for the past 3+ years. Once released I'll be looking into Godot after a long rest. 😵
Finally someone else who knows and somewhat understands lua, from your description of gdscript being a mix of it and python, both two languages that I like. Also, AnimationPlayer is the best animator out of any engine I have tried. (being mostly scratch, very laggy and unbearable unity due to my potato pc and game maker in which it didn't really click for me)
It’s really cool that you actually care about your fans and reply to their comments other people don’t want anything to do with their fans and don’t even bother to reply your really nice and awesome 👍
It's such a shame other apps don't have such a flexible animation tool! Here's a tip: AnimationPlayer can call functions! I used this when I made a bullet hell shmup in a rush to animate bullet spawners position and other parameters (with visual gizmos, thanks _draw()!) and just call "shoot()" when I wanted it to shoot! I made every pattern an animation and cycled between them to fill the screen!
Interesting thoughts, I really liked the video. If I may, though, I do disagree about the whole limitations thing regarding game engines. I do abide by that with other things, such as the restrictions given in game jams. However, it is really frustrating when you are looking for a tool that you just don't have, so I disagree with that idea for game engines, at the very least with larger projects. For a game jam, it is obviously good to lean into the strengths of an engine you are used to, it doesn't make much sense to try and learn Unreal if you are more proficient in Godot when you only have 48 hours or so. With larger projects, I think it is a much better idea to use whatever idea you have to determine which engine you should use, not the other way around. (For instance, the expandable nature of the Unity Engine is why I am using it for a large project that I am working on) Also, I am really intrigued by the node based system. As I fall much more on the programming side, you are right when you say that it is important to design things to be reused and recycled, and I take great care in doing that in my game systems, so hearing that Godot does it better than other engines you have used sounds really awesome, so I'm excited to check it out. I've been going back and forth with wanting to learn Godot because I don't have too much time right now, but this video makes me super excited to check it out!
Spoken like a true programmer! haha I don't disagree with you that you want something that will work for your large scale project. Honestly, I think organization is more of an issue with larger scale projects then limitations. And Godot is fantastic with organization. But I think saying that using a tool with limitations is a bad thing is silly, literally every game made from the NES - N64 had to fight major limitations to create. Limitation breeds creativity. Now, I'm not saying making a 3D game in Binary or something crazy like that. All I'm saying is Godot's "restrictions" aren't that big of a deal that could make or break a game. :D
@@Goodgis ahh, that makes a lot of sense! And it’s also good to hear that Godot is good with organization, as I really want to mess with it at one point, and organization is very important to me. Thanks for the response
Godot is also completely open source so if there is something you don't like or that limits you, you can literally go in and change/add it yourself. In that way, Unity is technically more limited than Godot. If you want to add or change core features of Unity, there is nothing you can do about it. Although Unity does give you a head start in 3D of course. Unity has money and several years of development ahead of Godot in that department.
For anyone coming from unity, nodes are similar to components in unity. It basically the inverse of the way unity does it. You add components to build objects in unity. And In godot you add nodes to build objects.
After 2 months of development on my 2d game in godot. I screamed hell ya when yoy brought up Animation Player, all NPCs have the same Animations, just different sprites. On top of that you can animate values! Such as a volume fade, it's crazy
I personally prefer Unity, I like the challenge of C# and I find it really fun! Nodes haven’t ever felt natural or intuitive to me, and I always felt more confident with typed code than any node based system like unreal, godot or scratch
Nodes are just objects, like in any object oriented programming. Same idea as unity GameObjects. You can write a game entirely with code in Godot if you want. But the node system is just a way to visualize what you should be doing anyways in code. Unless you're exclusively a functional programmer.
I left godot, 95% of the reason is having no near enough tutorials, 5% because it always felt messy, gdscript is great, nodes are great, if tutorials do get a big jump, i'm surely coming back
Breh, my thoughts exactly. The irony is is that GODOT would be a really good first game engine if there were more resources for more than just the very basics. But the size of the GODOT community means limited number of tutorials and that could potentially limit the growth of the community. I really want GODOT to grow. I love open source free stuff! I am not sure if that's going to happen. Let's keep our finger's crossed.
@@samuelpope7798 always on the look man but it's getting harder to switch the more i get familiar with unity u know.. godot should do a lot of work but there is potential for sure
I agree that limitations provoke creativity. I disagree that this is a good thing. I think it's an emergent property of a sometimes necessary evil. I can be creative without limitations where as some limitations prevent me from making my creative vision for no reason.
I'm just saying, your engine doesn't need every bell and whistles to produce good games. I know people who jump around game engines looking for the perfect one, and it doesn't exist.
I would like to see more about godot performance, graphics and other technical aspects. So I decided to continue my searching about it. Thanks for the video!
Great video! I come more from the retro-community and your comment is very true: limitations create more creativity. I tried Godot 4.0 today first time. Its an incredible efficient tool for 2d-game developing.
I'm jumping in from javascript engines, so I highly doubt the 3D limitations or performance implications will be an issue lol (especially because I'm making a voxel game)
I'm a novice as far as gamedev goes but I'm not a fan of gdscript's mixture of static and dynamic types. The editor has sometimes trouble figuring out what you're writing (e.g. whether a method actually exists in an object) and that lets some typing bugs slip until they break midgame. Aside from that, I'm just starting with Godot but I'm liking it a lot. I used a lot of prefabs and "prefab variants" in Unity to have hierarchies of functionality, which basically worked as a clunky node system like Godot's. So I'm quite fond of that system. Also, I have just seen a superficial view of the animator but seems to me like it's not so different from Unity's, which also lets your animate any property using keyframes and curves.
I use Unity, and for the most part I'm happy with it. Unfortunately, it has a few problems with lack of support for 2D, and with the Animators, which you are essentially unable to access with script. It seems like it also shares quite a similar animation system with Godot, but I might be wrong.
I feel the Animator is quite modular with the attachable scripts. I feel 2D does have less support than 3D, but I think it is alright. Just my opinion tho.
I played with Unity a few times and Godot and I really liked the way Godot felt compared to Unity, although the lack of tutorials on things was annoying.
I'm still trying to learn Godot. I'm kind of tossed up between Godot and Unreal. One good thing about Godot though, it is forcing me to learn a bit of coding.
I'm mostly trying once again to make a game on Godot to get some practice for programming, because I sure won't be able to finish it without any help. GDscript being similar to Python is good, considering I'm mainly a Python dev...
Whats the difference between unity's Game Object system and Godot's Node system? Also what can Godot's animation tool can do that Unity's animation tool can't?
they're more or less the same in my experience, w the primary difference being that a single GameObject can hold multiple components/scripts while a single node can hold one script / acts as a single component. Godot has a really neat jQuery-like node lookup system where you can get a node by just $"Relative/Absolute Path to Node" The animation tools are more or less the same, with unity having a bit of an advantage in that it has a secondary tool called timeline, which allows you to chain together individual activation, animation, audio, control, and script tracks to make complex sequences like cutscenes etc.
This video wasn't a comparison of engines. I was just talking about features I like with Godot. If you like Unity and use Unity, then why does it matter? :D
I frankly ADORE gdscript. Most convenient programing language for game dev I've ever used. Python and Lua are great in a lot of ways, but I feel that they were never really meant to do game development. (With the exception of Lua being great for data driven engines or modding support.) But the sheer amount of convenient features in gdscript is astounding. I especially appreciate the move_and_slide_with_snap() built in function for KinematicBody because it turns many lines of C++/C# into one fully featured platforming movement function (I don't remember if it comes with a built in boolean for coyote time... But that's not too hard to do with a basic delta timer).
Your explanation of Godot's node system reminds me a lot of Unity's prefab (and nested prefab) system. You can create reusable components and compose them to create something totally different.
There's one point I also keep on making for any other Open Source program like Blender, Krita or any major Linux distro - any time you are willing to invest in actually using Open Source software is time that can not be taken away from you by a large company buying your favorite program to let it die or put it behind a subscription wall or whatever. And even in the worst scenario that the program is abandoned some day - the code is still there. You *could* theoretically hire someone to fix it enough for you to use it some more. Also any support you show any open project is a benefit for every user and especially any user without the means to pay for subscription. And hell - Open Source software never comes with any stupid invasive OS blocking licensing DRM software launcher. You want a cutting edge software with the best of the best art - yure: go for unreal. Hands down. Unreal is awesome. And at least currently Epic are also still an awesome company. But if your project and workflow suits it I always make the point for at least giving any Open Source Software a try. That point alone is worth checking Godot out. Not to mention Sonic Colors was released on Godot 3.x (probably heeeavily modified by SEGA) and TESLA are using godot for some of their cars' UIs, apparently. :)
What I like about Godot (as a noob): -Python based language: It's one of the easier yet complete language for me, as a non-programer that still want to add more or less custom scripts. -Open source: well, it's open source. Not gonna expend on that. -Lightweight, portable and perfect for 2D: I like to work on my laptop, it's not a workstatikn and it's definitly nothing comparable to my desktop. And I like 2D graphics, at least as a maybe future indie dev. -The nodes: Pretty intuitive and easy to use for everyday people. -Future: I started godot 1 year ago, and it's evolving rapidly. I'm sure it will keep going on like that and follow Blender's path (my second favorite software after ZBrush, yes, I like some paif stuff too !) What I don't like: -The manual is highly unspecific -Some features are very unintuitive, and I had hard time resolving a lot of jitter problems. -The nodes: I like them but I hate them, there is something very frustrating with the nide structure. It's so easy to build something and end up trapped in your creation, having to build work around to get out of your own traps or completly scrap your node and start from fresh (usually the better idea). It's not that it's harder than "real" programming. Just that the simplicity of it make it easier to come to it for unexperienced users.
godot dont have lod support, but its easy to implement and there are some add'ons that do that for you... well i never tried, but it looks easy to do or to use. one big issue with godot is not having occlusion culling (well godot 3.4 and 4.0 will have it, but at least in the beta of 3.4, you have to do some manual tweaking, its not just "click to enable oclusion culling" you have to specify oclusion areas or something like that. i hope they make an better algorithm by the time they relase the 4.0 version, on the other hand an generic algorith to try to solve any situation may not provide an performance as good as if you manually tweak it to fit your game. another thing to consider is that godot currently dont have an automatic subdivide, so you have to create an model of your assets for each LOD, i think some one is developing it, but i dont expect it to be as good as the one that unreal 5 will have, the automatic subdivide/lod from unreal called nanite may not work for every 3D model, i'm not sure if it can handle complex shapes like an human being or just stuff like rocks, but it should be much better than anything godot will have for the next couple of years. oh, and godot dont have texture streaming afaik, this is an important feature for games that you fast travel on the map, such as racing games.
Game Development Center has a whole, in-depth advanced tutorial series on networking in Godot. I think that's part of the tutorials he was referring to.
I know it's super petty and pretty minor in the grand scheme of things, but honestly my biggest issue with Godot 3D is the fact that it uses Y as the vertical axis instead of Z. If they added an option to change it, that would honestly be great
@@Goodgis Thank you for the reply! It actually varies from program to program; stuff like Blender, Unreal, and Source all use Z up, while Godot, Unity, and other things like Minecraft and most rendering kits like OpenGL use Y up. There are a number of different arguments for and against both styles; the argument you stated, that Y is used for the vertical axis in 2D, is the main argument for that orientation. The main argument for Z up is that it's what mathematics uses (following the right hand rule), though my personal reason for the preference (other than familiarity) is that it groups the two horizontal axes (which act the same) together while having the odd one out at the end. Overall, I'd say a major factor for deciding which way would most suit would be, which axis would be logical to be the "third" added axis for Z to act as? For something based of a sidescroller, such as a platformer, where Y is already acting as the vertical axis and we're adding Z as "depth", Y up makes perfect sense. For something based off of a top-down perspective, such as a first-person game, where Y is normaly acting as a horizontal axis along with X, and we're adding Z as "hight" (still technically depth if we keep the top-down perspective), then, in my opinion, Y up doesn't make a whole lot of sense other than "it's what's used normally!" However, I can totally understand why someone would think differently. As a slight tangent, for a project where each axis is treated equally, such as with six degrees of freedom, I personally would prefer Z up being "default", but could work with either. However, this does bring up an interesting point: currently in Godot 3D, it is impossible (or at least, I haven't figured out how to) to roll (rotate about the axis of depth) the camera, which means that the camera is *always* aligned with Y up. If you could roll the camera, you'd be able to align it with anything acting as "up", which would go a long way to letting you "trick" Godot into letting you act as if it is Z up (or even X up, or Y down (-Y up), or any other arbitrary line being up!). Blender *does* allow this, as well as other things to help aid with modeling with any of the six cardinal axes being "up" (such as changing the default gravity and the grid "floor"), though I do still think it would be nice if they had an option to change it outright for those that want it. Anyways sorry for this massive writeup! It's something that I find interesting, and I'm always in favour of more modularity and user choice. Sadly in this case, I'm not sure how easy it would be to implement building on the current code base; the ability to roll the camera would be a nice start, though.
I kinda just got used to it. Even as someone who uses Blender and Godot. After a few weeks, it's not even a thought anymore. If it bothers you, can't you just change the direction of gravity? In 3D space, that's the only thing that tells you which way is down anyways. Set gravity to be on the Z axis and everything lines up the way you want. The only problem would be not being able to use things like Vector3.UP as a short cut and "view top" will no longer be top but whatever, these things are irrelevant to the game so.
Have you ever considered a custom engine? For small stuff and beginners a game engine is great, however I think gamedev really shines with custom engines(or no engine at all), I would love to hear your take on this topic
@@Goodgis absolutely, and the number of people that finish games at all is small, so that's really something to worry about when considering a custom engine, even though tools like monogame and box2d help a lot with the process
I just started learning Godot and I have a big problem with finding something that will help me understand the GDScript and learn how to use it. P.S. I really like your videos, this style and montage and your comment make them perfect to watch and listen
if you have a nintendo switch, you should use game builder garage! its a very simple node based coding program that has lots of limitations, but I think that makes it a lot more challenging to make things work, so id love to see what you would do with it
Hi Goodgis, do you have any tips for somehow who uses C3 and wants to move to Godot but can't code that much? I have a heavy background in illustration so that's why I use C3. I got used to visual script very quickly and I think I'm doing OK with that. What were your first steps to change the mindset from visual script to actual script?
The secret is, I used to properly program before I started using Construct. But honestly, I would recommend watching some Python videos to get you started. :D
I'm waiting for UE5, wich will come with the most revolutionary features for rendering, Lumin (wich is the standalone ray tracing through the engine) and Nanite (wich will hide the polygons you could ever notice on 3D). If Godot gets to surpass it next to the rest of features, even plus stepping ahead Ubisoft with its project IK RIG (pretty smart character physics), it's just a matter of better guides (including video tutorials) to make the competition eat the dust!
6:40 Maybe you just used it for terrain with simple collisions or something like that. For my 2D platformer, it's been such a disaster I just postponed them until I switch to 4.0. - SO UNINTUITIVE. I must make a tile, then select the size, then delete it and start doing things properly? Come on. So many things like this. - SO SLOW. I have to spend 5 minutes manually adding collision to every single tile in my 3x3 minimal setup? Also, everything unselects. Also, another 5 minutes to add occlusion - Because it's one body, I need to use 4 tilemaps for things in different physics layers. - Limitations. - When I did try to set it up despite all its flaws, I basically discovered a new tilemap bug every day. No kidding. Edit 2 days later: Wow, I zipped my game to move it to a different device and the tilemap resource just so happens to be the only thing that got corrupted.
So far I like godot. It good engine. It doesn't have all the feature which I want but I can always grab the source code and add it. Like adding in GL4 and D3D11 renders. I'm thinking of doing it because they offer a nice way to handle LOD dynamically using tesslation. However, there could be a way with the gles* versions of GL. I think it probably static LOD. This means you either you either create lower poly models or automating by removing vertices from the mesh. Also scene cull. This can be achieved by test the camera fustrum vs the scene collision shapes. Yeah I'm going to look at the source code and take some notes. Love it so far though.
I have encountered a lot of bugs and issues in Godot, like my script not working with other objects, animations not playing properly, i thought GDScript was bugged so I even used C++ in Godot but that too didn't solve. So I finally decided to make my own engine using C++ and OpenGL
GDScript uses a python like syntax and I have never been a big fan of python that might be the issue. One more thing is that every script you make in GDScript is not a class which causes messed up code
Is it possible to design models and textures inside of Godot. I just had to stop using it after playing with it for an hour and a half just pissing my self of tying to make a background. Do you really have to download a different program just to make a blue wall.
You forgot to mention the incredibly superior UI components of Godot. Probably one of (if not) the strongest aspects of it
How did I totally forget to talk about that! XD
@@Goodgis Because designing UIs in godot feels so natural you forget it was even ever an issue elsewhere.
IKR? Vertical align with CSS was pretty hard for me, yet Godot does it effortlessly :p
Superior to what?
@@foreignwarren7361 Unity's (clunky ui editor that constantly requires bandaid solutions in order to make stuff work/interact properly, such as separators, etc), GameMaker's (gotta make most of them from scratch... for reasons), Construct's (same as gamemaker, since the web-based ones don't even interact w normal layers and are a pain to customize), etc
Okay, my thoughts on Godot are simple..
*i love Godot more than I love myself*
Okay, don't do that haha but I feel ya.
That's not saying much...
I feel like you could have elaborated more on why the node system is so good. I had a different experience from you when it came to the nodes -- I felt that the system was intuitive right away and probably the only reason I continued to use Godot. The power in the node system is that once you learn the system, you essentially know how to work with any possible object at the highest level. When I learned how to make shaders during a game jam, I only had to watch a tutorial on creating them, but as soon as it was done, I knew exactly how to interface it with other objects in my game because it behaves exactly like every other object in my game. The node system essentially makes it so that all of the learning happens up front and you immediately reap its benefits for the rest of your time using the engine.
I agree, it's hard to explain it well in a 9 minute video haha. Thanks for sharing though.
I tried teaching a friend to use Godot recently and noticed that the stumbling block is the difference between Scenes and Nodes. Conceptually they are very similar and both allow for reuse as well as a certain degree of inheritance. But sometimes it's a bit arbitrary as to whether you need to use one or the other. I feel like the Scene concept is not really necessary and perhaps the entire system can be Node-based.
The node system is not very efficient though. It's a serious performance bottleneck having too many nodes in the tree.
im still new to godot
but after watching some of GDQuest talking about how node works and its concept now i feels like in home
Node system is prety much like what i used to do in my cinema 4d for maing animation and do some rigging stuff
@@EmblemParade scenes are just about encapsulation, you can create an entire game in a single scene, but it will get hard to navigate a big tree and you will end up with a lot of unnecessary redundancies that will be prone to bringing in bugs if you only update some of those redundant nodes and miss others that needed the same changes.
Breaking out related nodes into self contained scenes just clears up most of that redundancy, makes it easier to update things in a way that will automatically propagate out to all scenes with a shared origin, and just makes organizing and navigating a fair bit easier.
I am new to game development, and your channel has inspired me to choose Godot as my first engine. Thank you, Goodgis + team!
Super glad to hear it! :D Thanks so much.
I make godot tutorials for beginners. If you are interested, you can visit my channel.
Smash
19 Years ago I chose Game Maker (one of the earliest versions). I've been blown off by this engine these days. It allows you to make game even without single line of code.
Change you're mind! Godot is not a good first engine at all. It is setup completely different than most engines and there is little to no learning material.
For me, I tend to make 2d 8/16-bit style games so almost all the problems with Godot are non-existent so it is the perfect engine for me! :D
Yeah, even with 3D I've never really run into issues.
Any reason not using Game Maker Studio 2?
@@RealFableFox One of the reason would be budget, Godot is 100% free
@@JinggaSonaArchives Same. And I dont think gms has linux support.
@@yuri0568 it does but you have to pay 100$ for a desktop version and i see "ubuntu" but im guessing it can run on all debian versions
my favorite thing in godot is the input manager, its so easy and quick to setup !
Heck yeah!
Oh yeah
With Godot, you could literally DRAW your levels with pencil and paper and put it into your game. I made a tutorial talking about that and showing people that. It's like somebody thought of almost everything when they made Godot and YES, it's only going to get better because more people are discovering it, are happy with it, and there are LOTS of approaches that a person could take to making their game in Godot because it's set up that way.
Thanks for sharing! :D
Wait really can i ask how?
Yeah how does it work?
I have hopped between 3 game engines, Godot is 100% my favorite and I have only been using it for 5 days. I can finally fufil my gamedev dream with godot and make games. I don’t care if the games don’t succeed,I just love making games.
Glad to hear it!
The coolest thing about the AnimationPlayer is that it can animate animations from other AnimationPlayer nodes. That way you can combine multiple animations without needing to make separate animations for it. I also use them a lot to animate AnimationTree properties, to create transitions within things blend spaces. And they're great for doing vfx, by doing things like combining particles with screenshake.
The second best node is definitely the Tween node, it can make everything look buttery smooth within a matter of minutes.
Thanks for sharing!
I agree about the AnimationPlayer. Heck you actually do full cinemactics with the animation player. It due to the fact you have access to the entire scene. I love it.
The first con of having little learning resources is why I started doing tutorials, I didn't want others to have the same headaches I have and I try do obscure, intermediate tutorials as there are tonnes of resources for beginners.
Now godot learning resources is growing seriously fast with many decent channels I'd say its no longer a con now.
That's awesome! Thanks for the help.
One of the strengths of the AnimationPlayer is, that it can animate each and every property of any node and can even call functions with arguments etc. Once you get used to the possibilities it's such a benefit.
Secondly the scene system (similar to prefabs in Unity) together with the node system make it so flexible and easy to recycle or assemble features, assets or whole levels.
On top, Godot is so small in size (just a few MB, compared to UE or Unity with their GB size).
It is open source, there are some specialized versions of the engine from people out there with additional features.
And after all there are absolutely no liabilities with respect to the projects you create. I never felt comfortable that Epic wants a cut of the revenue generated with UE games. Godot fits way better for smaller indies valueing their independence.
Heck yeah, I love it!
"Godot fits way better for smaller indies valueing their independence."
This rings true today more than ever, considering Unity's recent runtime fee starting Jan 2024. We are switching to Godot tomorrow morning. Bye Unity.
I had to choose between unity and godot, and i'm VERY happy i chose godot. One thing you forgot is that godot is super small and runs on even a potato PC. Thank you for your video's!
:D Glad to hear it!
Yes bro I too ran on my potatoe pc
Unexpected
Meanwhile I'm still waiting for my unreal project from last year to finish compiling
Sure as long as you don't plan on developing a graphic intensive game
2D in godot I must say that it's quite good, but you are right in saying that the 3D lacks improvements, I could see slowdowns, every time I tried a small scene, I hope that Godot 4 improves the 3D approach a lot.
But despite everything, it's my favorite engine, I especially love it for its nice language, GDScript
I've never really had any issues with 3D though, I never made anything that crazy. Honestly, it could be how your implementing it as well.
Nice! I know this is off topic, but I’ve finally switched off of scratch and am trying to learn C#! Looking forward to this video!
That's awesome! :D
Tbh I have a lot of respect for people who manage to do stuff in scratch
@@scarfyoid8192 well TBF scratch does allow you to make stuff THICC
@@scarfyoid8192 ikr they're magicians!
Scratch is pretty good, I made a simple room engine with it that I used in projects I never published
I'm working on my own Engine... I just watch these comparisons for fun! I find them entertaining!
Woah, that's awesome! What language are you using to built it?
I started with godot 5 months ago, and I never looked back! Love GDSCRIPT, and the animation player is amazing! I wanna dip my toes in 3d very soon
Heck yeah, that's what I love to hear!
I had to read your first sentence twice. Thought you were from the future there (Godot 5.0)
@@yosuanicolaus haha oh man godot 5.0 geez 😅
I'm a Game Maker user, but I really am interested in Godot. I tried it sometimes, but I never made a complete game with it, not even flappy bird. You pushed me forward to try it another time, so thanks :)
Go for it! :D
Ex GMS2 user.
I switched to Godot because GMS not doing anything new. Adding "real" objects and functions is great, but it's still lacking in so many ways.
Godot is already good and getting even better! :-)
LTS, new multiplayer, SDF font support, Opera.gx, move and collide function, particle editor, and much much more.
As it stands, GM is superior, it is just a little behind in terms of features.
Possible Unity refugee here, trying to diversify my skill portfolio a bit after recent events. How much would you say the scene has changed in the two years since you made the video?
Personally, it's pretty similar, I would say the 3d functionality got better. Also, since a lot of people are moving to Godot, there will be more tutorials and resources if that's important. Also, it will get more funding because of more users so it will get better faster
Thank you for this video I decided to start my game development and so far I like this engine the most
I really like Godot’s lightweight, but every now and then I think about going to unity because it is already a “stablished” engine. Even though I dislike going back and forth between unity and visual studio(pc freezes sometimes)
I'm way more used to c# so trying GD script is kinda wired , it seems like there many short cuts and I don't Understand it as much as c#
Anyway c# is my first language , maybe that's why
But Godot has such a user friendly interface that's really functional
Yeah, I have done two games in both engines(block breaker and ping pong), and they were both relatively easy to be accomplished with both unity and Godot. I guess you will see bigger differences when the project gets larger
@@jaymhlurbaloyi7813 you can use c# in godot, if i recall correctly
Yeah, Visual Studio made my computer fans fly away. XD
I feel like Unity is my maim tbh. Mostly cuz Unreal seems to be tailored toward 3d, Godot seems to be about 2d more. But Unity seems to do both really well I think
I recently started learning Godot after using Unity for a year and I can definitely notice some of the Pros and cons you highlighted.
That's awesome! :D
I love how you addressed the "experienced programmers" "yeah, that's how it's supposed to work" ...
godot is the only engine that ever really got me hooked long enough that I feel I understand it a bit .. and apparently it's because of how well it does code reuse..
Godot's animation player node is basically the unidentical twin brother of Blender's keyframing system
Heck yeah!
@@Goodgis :)
I could even 3D experiment (with cel shading) with Master Chief metal bending against Zuka Zamamee the fire/PLASMA bender as an animation. WOULDN'T THAT BE COOL! If I become a master with this program, I could make whatever I want. Sounds like a fever dream considering I've never had experience with developing nor creating anything. But I just come up with the best ideas that need to be shared and yet, I may never be the person to pull any of them off.
Yesss the animation player node is goated, you can really animate pretty much anything, whatever node property or call methods with it.
Actually the thing abt godot i like the most, is that the code editor is in the engine. Coming from unity its really ccomfortable not having to wait 20 secs after making aa change to test it out
Heck yeah!
At the beggining, I wanted to choose Game Maker Studio, but he is pay, so I saw Godot, but I cannot test her because of the old OpenGL version that I had, but now, you inspired me to love and search Godot again! Also I want to make a game with the art style seem like your "Rat Roguelike"
Glad to hear it. :D
I dunno what it is about your videos but you're the only RUclipsr I come back to and watch old videos for inspiration.
Hey!
I'm a Gamemaker dev, but I think I'm starting to get jealous about all those amazing features that Godot have, might consider to try it and maybe even switch to it when I'm done with the game I'm currently making
Great video!
As a former game maker dev for over 9 years, I can say it's worth the change. :D
I’m also a former GM8 user! Maybe there’s a bit of the same 2D DNA running between Game Maker and Godot.
Only if you want to make it harder on yourself to make a game lol. Godot has a steeper learning curve and it takes longer to get things up and running. Also the manual is really bad lol.
This looks interesting, I’ll definitely make sure I watch the video as soon as it releases.
I just started Godot, maybe this will help me a bit?
P.S, love your content!
Thanks so much! :D
Thanks for the feedback. I've been using Phaser3 on my current game for the past 3+ years. Once released I'll be looking into Godot after a long rest. 😵
Game Development center helped me finally understand damage and HP like i was stuck on that for sooo long ._.
Heck yeah! :D
Finally someone else who knows and somewhat understands lua, from your description of gdscript being a mix of it and python, both two languages that I like. Also, AnimationPlayer is the best animator out of any engine I have tried. (being mostly scratch, very laggy and unbearable unity due to my potato pc and game maker in which it didn't really click for me)
It’s really cool that you actually care about your fans and reply to their comments other people don’t want anything to do with their fans and don’t even bother to reply your really nice and awesome 👍
Without you guys, I wouldn't be doing what I'm doing. Plus, I love talking with and interacting with everyone. You guys rock!
I tried Godot a year ago and it was really fun programming and making stuff. I'm really exiting to return in v4.
:D
It's such a shame other apps don't have such a flexible animation tool! Here's a tip: AnimationPlayer can call functions! I used this when I made a bullet hell shmup in a rush to animate bullet spawners position and other parameters (with visual gizmos, thanks _draw()!) and just call "shoot()" when I wanted it to shoot! I made every pattern an animation and cycled between them to fill the screen!
Thanks for sharing! :D
I really like gdnative. It allows you to script your game in whatever language you want as long as there are bindings for it
Heck yeah!
Interesting thoughts, I really liked the video. If I may, though, I do disagree about the whole limitations thing regarding game engines. I do abide by that with other things, such as the restrictions given in game jams. However, it is really frustrating when you are looking for a tool that you just don't have, so I disagree with that idea for game engines, at the very least with larger projects. For a game jam, it is obviously good to lean into the strengths of an engine you are used to, it doesn't make much sense to try and learn Unreal if you are more proficient in Godot when you only have 48 hours or so. With larger projects, I think it is a much better idea to use whatever idea you have to determine which engine you should use, not the other way around. (For instance, the expandable nature of the Unity Engine is why I am using it for a large project that I am working on)
Also, I am really intrigued by the node based system. As I fall much more on the programming side, you are right when you say that it is important to design things to be reused and recycled, and I take great care in doing that in my game systems, so hearing that Godot does it better than other engines you have used sounds really awesome, so I'm excited to check it out. I've been going back and forth with wanting to learn Godot because I don't have too much time right now, but this video makes me super excited to check it out!
Spoken like a true programmer! haha I don't disagree with you that you want something that will work for your large scale project. Honestly, I think organization is more of an issue with larger scale projects then limitations. And Godot is fantastic with organization. But I think saying that using a tool with limitations is a bad thing is silly, literally every game made from the NES - N64 had to fight major limitations to create. Limitation breeds creativity. Now, I'm not saying making a 3D game in Binary or something crazy like that. All I'm saying is Godot's "restrictions" aren't that big of a deal that could make or break a game. :D
@@Goodgis ahh, that makes a lot of sense! And it’s also good to hear that Godot is good with organization, as I really want to mess with it at one point, and organization is very important to me. Thanks for the response
Godot is also completely open source so if there is something you don't like or that limits you, you can literally go in and change/add it yourself. In that way, Unity is technically more limited than Godot. If you want to add or change core features of Unity, there is nothing you can do about it.
Although Unity does give you a head start in 3D of course. Unity has money and several years of development ahead of Godot in that department.
For anyone coming from unity, nodes are similar to components in unity. It basically the inverse of the way unity does it. You add components to build objects in unity. And In godot you add nodes to build objects.
:D
just stumbled over your channel and i love your videos already. the background musics fits perfectly
Glad you like them!
After 2 months of development on my 2d game in godot. I screamed hell ya when yoy brought up Animation Player, all NPCs have the same Animations, just different sprites. On top of that you can animate values! Such as a volume fade, it's crazy
Heck yeah!
I personally prefer Unity, I like the challenge of C# and I find it really fun! Nodes haven’t ever felt natural or intuitive to me, and I always felt more confident with typed code than any node based system like unreal, godot or scratch
Thanks for sharing!
Nodes are just objects, like in any object oriented programming. Same idea as unity GameObjects.
You can write a game entirely with code in Godot if you want. But the node system is just a way to visualize what you should be doing anyways in code. Unless you're exclusively a functional programmer.
> or scratch
wat.jpg
@@stephenharperisgay can you give me some analogies to how I can think a object oriented programming language?
You're Doin Good you're channel has grown alot! Subbed
Thanks so much! :D
@@Goodgis you"re just so inspiring :)
I left godot, 95% of the reason is having no near enough tutorials, 5% because it always felt messy, gdscript is great, nodes are great, if tutorials do get a big jump, i'm surely coming back
Don’t worry! :D We are getting more and more tutorials everydayx
Breh, my thoughts exactly. The irony is is that GODOT would be a really good first game engine if there were more resources for more than just the very basics. But the size of the GODOT community means limited number of tutorials and that could potentially limit the growth of the community. I really want GODOT to grow. I love open source free stuff! I am not sure if that's going to happen. Let's keep our finger's crossed.
@@samuelpope7798 always on the look man but it's getting harder to switch the more i get familiar with unity u know.. godot should do a lot of work but there is potential for sure
I agree that limitations provoke creativity.
I disagree that this is a good thing. I think it's an emergent property of a sometimes necessary evil.
I can be creative without limitations where as some limitations prevent me from making my creative vision for no reason.
I'm just saying, your engine doesn't need every bell and whistles to produce good games. I know people who jump around game engines looking for the perfect one, and it doesn't exist.
Me vibing to the video 🤗
Me seeing dynamic typing 😱
I would like to see more about godot performance, graphics and other technical aspects. So I decided to continue my searching about it. Thanks for the video!
Great video! I come more from the retro-community and your comment is very true: limitations create more creativity. I tried Godot 4.0 today first time. Its an incredible efficient tool for 2d-game developing.
I wonder is godot good for making a retro game similar to psx or n64?
I'm jumping in from javascript engines, so I highly doubt the 3D limitations or performance implications will be an issue lol (especially because I'm making a voxel game)
Yeah haha
"limitations fosters more creativity" - Amen, Brother!!
This is true!
I'm a novice as far as gamedev goes but I'm not a fan of gdscript's mixture of static and dynamic types. The editor has sometimes trouble figuring out what you're writing (e.g. whether a method actually exists in an object) and that lets some typing bugs slip until they break midgame. Aside from that, I'm just starting with Godot but I'm liking it a lot.
I used a lot of prefabs and "prefab variants" in Unity to have hierarchies of functionality, which basically worked as a clunky node system like Godot's. So I'm quite fond of that system.
Also, I have just seen a superficial view of the animator but seems to me like it's not so different from Unity's, which also lets your animate any property using keyframes and curves.
Thanks for sharing! :D
I use Unity, and for the most part I'm happy with it. Unfortunately, it has a few problems with lack of support for 2D, and with the Animators, which you are essentially unable to access with script. It seems like it also shares quite a similar animation system with Godot, but I might be wrong.
I feel the Animator is quite modular with the attachable scripts. I feel 2D does have less support than 3D, but I think it is alright. Just my opinion tho.
I honestly have never used Unity animator to compare them.
I played with Unity a few times and Godot and I really liked the way Godot felt compared to Unity, although the lack of tutorials on things was annoying.
Agreed!
c# is easy to read and it's string interpolation is awesome. like:
int number = 9;
print($"The number is {number}");
C# is terrible, I just think gdscript is better and easier. (And that's coming from someone who knows C++)
@@Goodgis C# is great.
@@Goodgis I don't like GDScript because I hate dynamically typed language haha, I like both C# and C++
I'm still trying to learn Godot. I'm kind of tossed up between Godot and Unreal. One good thing about Godot though, it is forcing me to learn a bit of coding.
That's a great point. :D
Unreal has a much higher learning curve, I'd say.
I'm mostly trying once again to make a game on Godot to get some practice for programming, because I sure won't be able to finish it without any help. GDscript being similar to Python is good, considering I'm mainly a Python dev...
Nope, we are the managers. :D
I love this music, very fun! Lol. I like your content, very high quality. Why don't you have more subscribers? I'm subbing.
Thank you so much! :D
Whats the difference between unity's Game Object system and Godot's Node system? Also what can Godot's animation tool can do that Unity's animation tool can't?
they're more or less the same in my experience, w the primary difference being that a single GameObject can hold multiple components/scripts while a single node can hold one script / acts as a single component.
Godot has a really neat jQuery-like node lookup system where you can get a node by just
$"Relative/Absolute Path to Node"
The animation tools are more or less the same, with unity having a bit of an advantage in that it has a secondary tool called timeline, which allows you to chain together individual activation, animation, audio, control, and script tracks to make complex sequences like cutscenes etc.
This video wasn't a comparison of engines. I was just talking about features I like with Godot. If you like Unity and use Unity, then why does it matter? :D
GD script is a mix of python and lua
Me who knows both lua and python: happy smiling noises
ME happy noises too
who uses roblox studio
:D
I frankly ADORE gdscript. Most convenient programing language for game dev I've ever used. Python and Lua are great in a lot of ways, but I feel that they were never really meant to do game development. (With the exception of Lua being great for data driven engines or modding support.) But the sheer amount of convenient features in gdscript is astounding. I especially appreciate the move_and_slide_with_snap() built in function for KinematicBody because it turns many lines of C++/C# into one fully featured platforming movement function (I don't remember if it comes with a built in boolean for coyote time... But that's not too hard to do with a basic delta timer).
It's honestly fantastic!
Your explanation of Godot's node system reminds me a lot of Unity's prefab (and nested prefab) system. You can create reusable components and compose them to create something totally different.
It's like prefabs but actually usable. XD
@@Goodgis Maaan, that's too much salt! :'). I get your point, sometimes I want to murder the guy who invented prefab overrides in scenes!
There's one point I also keep on making for any other Open Source program like Blender, Krita or any major Linux distro - any time you are willing to invest in actually using Open Source software is time that can not be taken away from you by a large company buying your favorite program to let it die or put it behind a subscription wall or whatever. And even in the worst scenario that the program is abandoned some day - the code is still there. You *could* theoretically hire someone to fix it enough for you to use it some more.
Also any support you show any open project is a benefit for every user and especially any user without the means to pay for subscription. And hell - Open Source software never comes with any stupid invasive OS blocking licensing DRM software launcher.
You want a cutting edge software with the best of the best art - yure: go for unreal. Hands down. Unreal is awesome. And at least currently Epic are also still an awesome company. But if your project and workflow suits it I always make the point for at least giving any Open Source Software a try.
That point alone is worth checking Godot out.
Not to mention Sonic Colors was released on Godot 3.x (probably heeeavily modified by SEGA) and TESLA are using godot for some of their cars' UIs, apparently. :)
Thanks for sharing! :D
YES ANNOTHER VIDEOOOOOOOO
:D
What I like about Godot (as a noob):
-Python based language: It's one of the easier yet complete language for me, as a non-programer that still want to add more or less custom scripts.
-Open source: well, it's open source. Not gonna expend on that.
-Lightweight, portable and perfect for 2D: I like to work on my laptop, it's not a workstatikn and it's definitly nothing comparable to my desktop. And I like 2D graphics, at least as a maybe future indie dev.
-The nodes: Pretty intuitive and easy to use for everyday people.
-Future: I started godot 1 year ago, and it's evolving rapidly. I'm sure it will keep going on like that and follow Blender's path (my second favorite software after ZBrush, yes, I like some paif stuff too !)
What I don't like:
-The manual is highly unspecific
-Some features are very unintuitive, and I had hard time resolving a lot of jitter problems.
-The nodes: I like them but I hate them, there is something very frustrating with the nide structure. It's so easy to build something and end up trapped in your creation, having to build work around to get out of your own traps or completly scrap your node and start from fresh (usually the better idea). It's not that it's harder than "real" programming. Just that the simplicity of it make it easier to come to it for unexperienced users.
Thanks for sharing! :D
I want to develop a game in Godot what I’ve thinking is osu crossed with an rpg
Go for it! :D
godot dont have lod support, but its easy to implement and there are some add'ons that do that for you...
well i never tried, but it looks easy to do or to use.
one big issue with godot is not having occlusion culling (well godot 3.4 and 4.0 will have it, but at least in the beta of 3.4, you have to do some manual tweaking, its not just "click to enable oclusion culling" you have to specify oclusion areas or something like that.
i hope they make an better algorithm by the time they relase the 4.0 version, on the other hand an generic algorith to try to solve any situation may not provide an performance as good as if you manually tweak it to fit your game.
another thing to consider is that godot currently dont have an automatic subdivide, so you have to create an model of your assets for each LOD, i think some one is developing it, but i dont expect it to be as good as the one that unreal 5 will have, the automatic subdivide/lod from unreal called nanite may not work for every 3D model, i'm not sure if it can handle complex shapes like an human being or just stuff like rocks, but it should be much better than anything godot will have for the next couple of years.
oh, and godot dont have texture streaming afaik, this is an important feature for games that you fast travel on the map, such as racing games.
Yeah, the 3D is definitely lacking in a few areas. :D
I've been learning gamemaker but I don't think that it's completely right for me. I'm now gonna switch to godot and see if it works.
Go for it!
hi
Bye
Yo!
I’m new to Godoy but I love watching videos like yours,I’m just wondering what was the series you watched that helped you make networking in Godot?
Game Development Center has a whole, in-depth advanced tutorial series on networking in Godot. I think that's part of the tutorials he was referring to.
@@pangotango5207 thank you!!!
Heart Beast Action RPG series!
@@Goodgis Thank you for replying, I love your videos!
POGGERS!!!!!!!!!! a new vid!
:D
4:23 Python and TypeScript
I know it's super petty and pretty minor in the grand scheme of things, but honestly my biggest issue with Godot 3D is the fact that it uses Y as the vertical axis instead of Z. If they added an option to change it, that would honestly be great
Isn't that how it's suppose to be? Y is always vertical, even in 2D.
@@Goodgis Thank you for the reply! It actually varies from program to program; stuff like Blender, Unreal, and Source all use Z up, while Godot, Unity, and other things like Minecraft and most rendering kits like OpenGL use Y up.
There are a number of different arguments for and against both styles; the argument you stated, that Y is used for the vertical axis in 2D, is the main argument for that orientation. The main argument for Z up is that it's what mathematics uses (following the right hand rule), though my personal reason for the preference (other than familiarity) is that it groups the two horizontal axes (which act the same) together while having the odd one out at the end.
Overall, I'd say a major factor for deciding which way would most suit would be, which axis would be logical to be the "third" added axis for Z to act as? For something based of a sidescroller, such as a platformer, where Y is already acting as the vertical axis and we're adding Z as "depth", Y up makes perfect sense. For something based off of a top-down perspective, such as a first-person game, where Y is normaly acting as a horizontal axis along with X, and we're adding Z as "hight" (still technically depth if we keep the top-down perspective), then, in my opinion, Y up doesn't make a whole lot of sense other than "it's what's used normally!" However, I can totally understand why someone would think differently.
As a slight tangent, for a project where each axis is treated equally, such as with six degrees of freedom, I personally would prefer Z up being "default", but could work with either. However, this does bring up an interesting point: currently in Godot 3D, it is impossible (or at least, I haven't figured out how to) to roll (rotate about the axis of depth) the camera, which means that the camera is *always* aligned with Y up. If you could roll the camera, you'd be able to align it with anything acting as "up", which would go a long way to letting you "trick" Godot into letting you act as if it is Z up (or even X up, or Y down (-Y up), or any other arbitrary line being up!). Blender *does* allow this, as well as other things to help aid with modeling with any of the six cardinal axes being "up" (such as changing the default gravity and the grid "floor"), though I do still think it would be nice if they had an option to change it outright for those that want it.
Anyways sorry for this massive writeup! It's something that I find interesting, and I'm always in favour of more modularity and user choice. Sadly in this case, I'm not sure how easy it would be to implement building on the current code base; the ability to roll the camera would be a nice start, though.
I kinda just got used to it. Even as someone who uses Blender and Godot. After a few weeks, it's not even a thought anymore.
If it bothers you, can't you just change the direction of gravity? In 3D space, that's the only thing that tells you which way is down anyways. Set gravity to be on the Z axis and everything lines up the way you want. The only problem would be not being able to use things like Vector3.UP as a short cut and "view top" will no longer be top but whatever, these things are irrelevant to the game so.
Really great video. This channel inspired me to pick up Godot.
Glad to hear it!
Have you ever considered a custom engine? For small stuff and beginners a game engine is great, however I think gamedev really shines with custom engines(or no engine at all), I would love to hear your take on this topic
Definitely! Though I think most people who use custom engines rarely finish their games and become more focused on their engines. haha
@@Goodgis absolutely, and the number of people that finish games at all is small, so that's really something to worry about when considering a custom engine, even though tools like monogame and box2d help a lot with the process
Is it possible to have a voxel isometric game in godot and make it look as good as Minecraft Dungeons?
Have you seen sonic colours ultimate seems to be the first major godot engine showcase
Yeah, that's super exciting!
I just started learning Godot and I have a big problem with finding something that will help me understand the GDScript and learn how to use it.
P.S. I really like your videos, this style and montage and your comment make them perfect to watch and listen
Thanks so much! Just watch a video on Python, it's basically the same thing.
Here is a complete GD script tutorial series. I still go back and watch some of these. ruclips.net/video/itKLmCwGeNs/видео.html
Great video. It's great to hear what people think of it.
Thanks for watching!
if you have a nintendo switch, you should use game builder garage! its a very simple node based coding program that has lots of limitations, but I think that makes it a lot more challenging to make things work, so id love to see what you would do with it
I'll check it out! :D
Great video! :)
Thanks!
Personally, I like the autoload system. I know unity has something similar, but it lets you have nodes available in every scene.
Same!
In a video about Godot, there isn't a link to the game engine in the description...
I just figured people could easily search for it. :)
Hi Goodgis, do you have any tips for somehow who uses C3 and wants to move to Godot but can't code that much? I have a heavy background in illustration so that's why I use C3. I got used to visual script very quickly and I think I'm doing OK with that. What were your first steps to change the mindset from visual script to actual script?
The secret is, I used to properly program before I started using Construct. But honestly, I would recommend watching some Python videos to get you started. :D
Why don't you make a Godot-C# tutorial series, please :)
I would love godot a lot more if I knew how to use it.
I'm waiting for UE5, wich will come with the most revolutionary features for rendering, Lumin (wich is the standalone ray tracing through the engine) and Nanite (wich will hide the polygons you could ever notice on 3D).
If Godot gets to surpass it next to the rest of features, even plus stepping ahead Ubisoft with its project IK RIG (pretty smart character physics), it's just a matter of better guides (including video tutorials) to make the competition eat the dust!
You're comparing a million dollar company to a free open source project. :p It's gonna take some time.
well godot 4 has sdfgi(global illumination technique) and auto lod.
Well since we all know your favorite game engine, what is your least favorite game engine?
Probably Unreal.
6:40 Maybe you just used it for terrain with simple collisions or something like that. For my 2D platformer, it's been such a disaster I just postponed them until I switch to 4.0.
- SO UNINTUITIVE. I must make a tile, then select the size, then delete it and start doing things properly? Come on. So many things like this.
- SO SLOW. I have to spend 5 minutes manually adding collision to every single tile in my 3x3 minimal setup? Also, everything unselects. Also, another 5 minutes to add occlusion
- Because it's one body, I need to use 4 tilemaps for things in different physics layers.
- Limitations.
- When I did try to set it up despite all its flaws, I basically discovered a new tilemap bug every day. No kidding.
Edit 2 days later: Wow, I zipped my game to move it to a different device and the tilemap resource just so happens to be the only thing that got corrupted.
Interesting. Like I definitely know where you're coming from but it just hasn't been that bad for me.
I guess you really hate the tilemap system that the tilemap itself corrupts
for me Godot is WAY easier to make 2d games than unity so, yeah, also i got further with Godot than with gamemaker AND unity combined lol
can't wait for Godot 4.0
Same here!
So far I like godot. It good engine. It doesn't have all the feature which I want but I can always grab the source code and add it. Like adding in GL4 and D3D11 renders. I'm thinking of doing it because they offer a nice way to handle LOD dynamically using tesslation. However, there could be a way with the gles* versions of GL. I think it probably static LOD. This means you either you either create lower poly models or automating by removing vertices from the mesh. Also scene cull. This can be achieved by test the camera fustrum vs the scene collision shapes. Yeah I'm going to look at the source code and take some notes. Love it so far though.
:D
That will be good that if you can contribute your result to Godot :D
I have encountered a lot of bugs and issues in Godot, like my script not working with other objects, animations not playing properly, i thought GDScript was bugged so I even used C++ in Godot but that too didn't solve. So I finally decided to make my own engine using C++ and OpenGL
That sounds like you weren't coding correctly then. I've never encounter a single bug using Godot.
GDScript uses a python like syntax and I have never been a big fan of python that might be the issue. One more thing is that every script you make in GDScript is not a class which causes messed up code
thank you
You're welcome
Another banger from goodgis as always.
Thanks so much! :D
you left some cons: Very hard to implement Network Functionalities and only third part analytics and Ads tools are available
No no no, networking functions are fantastic!
Better editor integration for other languages (e.g., C#, Rust, etc.) would be good, at the same level as GDScript is today.
;)
Is it possible to design models and textures inside of Godot. I just had to stop using it after playing with it for an hour and a half just pissing my self of tying to make a background. Do you really have to download a different program just to make a blue wall.
I don't think so, I just use blender. :D
I’m a beginner game dev and I love Godot I tried out unity but i prefer godot
That's awesome! :D
yes
yes!
6:04 vibin' :D
;)