One of the biggest issues I've found with Godot tutorials is that so many were created for Godot 3. The major changes in both the front and backend of the engine between 3 and 4 have made so much of the direct knowledge from those tutorials outdated, and you're usually lucky if somebody leaves a comment on how to adjust the lesson for Godot 4.
Sometimes even between minor updates some parts of the code need to be changed when following tutorials... I think this has to do with Godot 4 kind of being in early access
"tutorial hеII" is something people run into if they dont have a specific application in mind and think that they have to learn everything first before actually *doing* anything when in fact, conversely, you should always have a specific application in mind first and then seek tutorials relevant to that thing you want to make that way you are directly using tutorials to make progress toward a goal rather than aimlessly and slavishly following tutorials that may or may not be relevant to some ultimate application
I 100% agree with this. I’ve never really understood the phrase “tutorial hell”. It isn’t the tutorials (or lack of tutorials) that are the problem. It is the fact that the person is blindly watching tutorials without any reason to implement the thing they are watching. To escape from this, a person needs to start working on a very specific part of a project, then look up documentation, and possibly a video, on a very specific thing that they can’t figure out on their own.
I've never heard that interpretation and am a little skeptical. I don't understand what the motivation to learn the whole theory of the process first would be if the initial motivation is to make your game. At the same time, I feel like I've avoided whatever tutorial hell is for now and maybe that's because I'm working on my game every step of the way. My guess is that it's more to do with the fact that I'm curious to understand how each little part works though rather than just wanting a "make game" button. So really, I have to ask the people in tutorial hell, are you hesitant to work on your game without full understanding, or are you rushing in, just trying to get the thing to work without fully understanding? or is it some other third thing?
No, the reverse is true; specific applications make you stuck in tutorial hell, because then you don't understand the reason why the application uses a feature or a solution
The way to escape from tutorial hell is to make your own tutorial. When someone else gets trapped in your tutorial's hell, you will be released from tutorial hell yourself
@@Gyozamang apply it / muscle memory / internalize it. Do mini projects til you know the object names. Do mini projects til the views make sense. Do projects til you know it enough you can teach it (even if you teach a rubber duck). Its the only way out. Apply what you learn.
Wow this is so true. Recently I watched how to make ledges in 3D and after understanding the BASIC IDEA, I was able to implement it. Took way too long but it was doable! Same with the basis of a 2D beat em up from HotWorlds.
@@Gyozamang I know people said “practice” and that is true, but I urge you to before following how to do stuff, please try to do it! Exercise the brain! After you fail for a while, then see the solution and DO IT, no copy pasting. Rinse and repeat. Of course, if you know nothing at all, then by all means go directly do the solution. But as you build even a little bit of knowledge, then try first, copy after fail.
When you talk about the need to apply what you learned, I'd add that tutorials have an inherent flaw: Their step-by-step nature promotes passivity. It's easy to follow along and feel like you internalized a lot because good tutorials make it easy to reproduce the final result. But the format doesn't push you to think and process every step of the way. You can shut down your mind, follow along, and get a satisfying result. This is especially true with video content. People tend to favor it because it feels more accessible and engaging. But it's also easier to consume it passively. This adds to the fact that a tutorial's purpose is not to teach you how to practice on your own and challenge yourself, which is how you build skills. A tutorial aims to demonstrate a process or workflow, show you how to make something specific, or learn a recipe.
Copy, Customize, Create.....Tutorial Hell is Copy, Copy, Copy with some bit of Customize but not pushing past to the Create Part.....Thank you GDQuest, you courses are awesome!
@@StephenAhdamTech ^^^ This 100% ^^^ Like with long tutorial seies they show you a mechanic, you "learn it" but then you need that spark to actually make a thing. Like "here we are going to work on making platforms and making them move" So you follow a tutorial, they make a block, and then it moves back and forth with some code. You follow along exaclty, matching their code, and then you have to move on to the next part. But with that one video you should be making an entire level! Messing with the code given, just try stuff. I really liked the way little big planet taught game dev with their tools, here's a thing and how it works, use it.
I’m a complete beginner when it comes to coding and game dev. What I’m doing is finding a tutorial series that teaches me how to build a whole rpg, at least the common elements on a small scale. I’m practicing coding, pixel art, y-sorting, etc. I’ll follow the tutorial and get to a certain point. The next day I’ll start from scratch and try to replicate what I did yesterday. It’s a slow process as it should be but this helps me get used to navigating the engine and really hammer in the concepts. I also get the experiment with the features I learned.
Don't bother searching for a whole game tutorial, it doesn't work like that except in rare cases, look up stuff like inventory code for example and work from there, that will give you the results that you want, game tutorials even the basic ones can last for a minimum of 2 hours and despite that they can still skip over or miss important concepts you should be learning. For instance, I love RTS' so what I did was I started searching up box selection code among other things I realise I might come across like I'm nagging, but beginners really need to adopt this workflow instead of thinking they're going to come out with a game just by following along a tutorial.
@@lethn2929 bad wording on my part. I’m using an 8 part series from DevWorm. He doesn’t build the whole game, just the pieces for a common RPG. I’m not expecting to have a complete game. I’m learning the building blocks and adaptions the tutorial to build my own games. It’s okay I know you mean well. Everywhere I look people say don’t follow tutorials. But I’m literally coming in with the most beginner knowledge in Python. The tutorials are just to show me what’s possible with a game engine.
Replication is my favorite technique when learning something. Like Gdquest said, it’s easy to become passive when going through a tutorial. By replicating what you did in the tutorial on your own, you’ll truly learn why you had to do something. You’ll also naturally get stuck in the places where you might have zoned out in the tutorial and have to go back to figure out what you forgot.
The Brackey Tutorial was great (of course). And they had everything they needed for the application part they just didn't have any prompt in the video for it. But they included a couple extra sprites, art assets, and sound assets that weren't used in the tutorial and already taught you everything you needed to do in the tutorial to implement them all in the game. I think just showing a small bit of gameplay with those assets that were left out of the tutorial implemented and prompting the viewer to see if they can implement the same without the handholding would be more than enough to provide an application segment for the viewer.
The message here-about taking knowledge learned from tutorials and putting into practice-is very well stated and super important. It's a lot more effort than simply watching informative videos, but I think it's really key to making progress.
My approach has been that any time I use a tutorial or chatgpt to learn something new I have to understand it enough to go through the entire process in my head before I'm allowed to move on to the next thing. It's nice because it's easier to sort through the current idea than it is to start something new anyway. There's like a natural easing curve as I really start to figure it out as well as a natural rise in interest for the next thing as I get that dopamine spike from solving the mystery
Best tip - repeat a tutorial 7 times for internalization and then making your own tutorial (at min 5:45) I will do that, once I've finished that damn pseudo game I committed myself to (without having the knowledge...) Thank you!
Miniprojects helped me so much, take a tutorial, do it ones, do something a little bit different next time (so you can't just follow along). Make a library out of your miniprojects and look up what you did whenever you need something similiar
I do the best not to skip anything when it comes to code tutorials. You need to make sure every little thing is perfect or you’ll run into bugs. Always better to follow a detailed tutorial better properly and do it right then skip around. And Thanks to you Dev I have been inspired. I love your FPS tutorial playlist and have been following along for weeks now. Once the controller is made I should be able to create the rest of the map and continue 😅
I think the best way to break tutorial hell, and to prevent it from the beginning is a 4 step process. 1) watch the tutorial and follow along 2) watch the tutorial again, but pause and solve the problem before you are shown how. 3) define the problem and solve it without watching the video, then watch it to validate your work. 4) apply it independently to your own project
My Approach: 1. Follow along, fixing any mistakes on the way and make sure to understand every detail that is mentioned before proceeding (using docs mostly) 2. learned and ready to use or 1. Set a goal for a little thing to do 2. Find tutorial 3. 1. of other approach, also adjusting the details that are different 4. sometimes docs or other vids/discord questions, when problems arise
there's a massive amount of content out there - video and written tutorials alike - and that content is growing day over day. the biggest challenges i've had to face have been: 1) understanding how godot/gdscript approaches problems vs. how you might see them tackled elsewhere, and 2) how to tie granular features together within a broader architecture / how to make something other than a simple demo.
another big issue is tutorial specific channels. say your channel is just for tutorials. now think of how you could keep making videos to keep getting views? because you would eventually run out of topics to make tutorials about right? why are there soooo many 2d platformer tutorials? shouldnt 1 or 2 be enough? the reason i start this comment off like this is because.... i have a buddy that makes tutorial videos (im not gonna say who) , but when i mentioned this issue (tutorial hell) to him, he explained why youtube tutorials are not good to use. i was surprised cuz this was coming from someone that makes tutorial videos all the time. what he said blew my mind... he said- "i know of some other tutorial channels do this as well but, in order for viewers to KEEP needing to watch my videos, i teach enough in order to help them grasp just enough to have them feel like they understand, but not enough to be able to move on on their own." "i teach a 2d platformer course, on how to make a 2d platformer, and yes after that they can make one on their own, if they remember everything, but i dont teach in a way that they are able to move on by themselves and make more to it by themselves, that a way they NEED to watch more tutorial videos, and then the loop continues, and i can keep making tutorials that will be viewed" even though that right there blew my mind, this right here threw me off my feet. he said- " i understand that most people that watch tutorial videos are VERY impatient, thats why they are choosing to watch a tutorial rather then read something, and want their game to get up and running right away, so i take advantage of that by making tutorials of full games or topics, and teach quickly, and its a win for my channel every time , its just business" this blew my mind cuz hes a very nice guy, and always sounds like he cares. i asked him wouldnt people appreciate it even more if you taught them the tools that they need to actually get better? he said, he tried that before and those videos didnt do good. i also asked then how do some people seem to find tutorials helpful and seem to actually get passed tutorial hell? he just said, some might already have had experience or naturally gifted in development, but mainly its as simple as some people get through it and some people dont, just depends on if they realize what actually will help them or not, but most dont ever think of it... the reason i mention this to you guys is because it just might help someone realize that it may not be your fault, but to realize what you need to do to get past it. good luck on your journey through game dev guys
This is the exact issue. The Tutemic tutorial seems like the single only tutorial out there that aims to teach you in a way that you will remember the information. The rest are so useless.
I'm a seasoned enterprise dev, but a novice game dev. I selected C# because it aligns better with my background and my goals, but it's very dry out there in terms of resources. Godot 4 in C# especially. Excited to be here though and trying to put in the effort to learn the platform. Hoping to see more and better quality content moving forward. This channel has been pretty helpful so far!
Godot is in constant development and it's not mature enough. I'll explain: I make videogame tutorials in Spanish language (Unity, and lately UE5) and I decided to use Godot 4.3 beta for my next tutorials hoping they won't get obsolete soon. They CHANGED UI (the location of "Autoload") from beta1 to beta3 when it's supposed beta versions should focus on bug fixing. Now, my tutorial isn't up to date with Godot 4.3 even made with Goodie 4.3. I don't think I would make more Godot tutorial. They take too much work to make and they get obsolete much more sooner than UE5/Unity ones.
@@NihongoWakannai It's good to know. Thanks. The beta phase accepts minor tweaks, but changing the location of something, even though the changes in code are small, the impact is big.
Lots and lots of good points! I've always liked when I've learned something that the lessons then include additional follow-on challenges. Take what you've built and now make it do X. ok you made it do X, now add on Y. These things force me to go beyond wrote learning and give a structured way to start applying and working with what I've "leanred".
I think the biggest issue people have is thinking that tutorials will solve the problem for them instead of learning from them. You get out what you put in.
For me tutorial hell is that one day tutorial will finish and you have to dive deep yourself😁 From one side it is great, it mean that you learned a lot, you know how to do the most of the things, but from other side your by yourself now, because nobody does high level tutorials , or explain some mechanics. But, actually, this is the part of progression, you open the docs, or reading books and just keep going
I repeat exactly what ppl show in a tutorial, and then i go through the codes, nodes, and signals by parts to understand how it works, i change bits of it to see where every step affects the game itself, like my controller, at the start i had the simple player code provided by the app, now my player has multiple jumps, dash, and is able to get buffs and debuffs by picking stuff up(like speed boost, jump height boost)
Tutorials are one of the most amazing game development resources I wish had in the 90s. So much amazing information and skills to get you started… personally I hate the phrase tutorial hell. But… game making is about repetition, experimentation, making mistakes, re-trying, more repetition, more experimentation, and slowly you learn how things go together.
I started learning Godot recently and even tho good tutorials are pretty scarce, the engine is so much easier to learn than other competitors, i am very impressed by it so far
I just recently got out of Tutorial Hell (i think so xd) and i am having so much confidence in my way of doing things, its not perfect but i have learned so much and this video make me realise that i have evolved. Thats a really nice realisation, so thank you.
There ALREADY is considerable Godot information: BOOKS. - Code Complete 2nd edition, Design Patterns, UML for dummies, etc. - Also: university courses, like Harvard's CS50 and up.
No, they are always terrible, because they are only two types, those with 10,000 pages of graphomania, of which a few paragraphs will be useful, so it is impossible to read and understand, or those that are super ultra technical, which can only be understood if you have 10 years of experience, so it is impossible read and understand. I have never seen a book that would nice and clearly explain something, and all because those who write books, write them with the goal of writing a book, which is creates a lot of problems
"take a computer science course to learn godot" lol. lmao even. You either massively misunderstand the stated problem or you just want an excuse to act condescending.
@@NihongoWakannai, you are arguing that a Godot user cannot benefit from knowledge in computer science, and that this body of knowledge does not already have extensive documentation. That is a mor. onic argument, at best.
Here is the 'tutorial hell' I have been in. I will watch a handful of tutorials on various methods in Godot, and when I go to apply what I took away from the tutorials, nothing will seem to work for me. That for me is frustrating and discouraging. This is great advice and making me want to take my approach in a different manner.
The documentation (in engine and online) I feel are excellent. For tutorials...I'd focus on the concepts of what is being done. The syntax and how are more vocabulary...then you need to form your own sentences (mechanics).
I had this problem for a while, you really have to think things through from first principles otherwise you will never know how to solve problems and all you do is copy other people's disconnected code and you won't know how to make it work with yet other people's code. If you want something to move for example think about what that really means, what's movement? It's a change in position over time, how do you change something over time? You need to add or subtract to that position over time in whatever axis you want to move. Then there's all sorts of things you can layer on to it, but first understand the basic concepts.
The answer here is different for everyone. For me it's lack of time, I'd be lucky to even get through the video, nevermind practice. As the years went by I got so skilled with Unity I could create a pretty solid prototype in a couple of hours using my own knowledge. However moving over to Godot I feel like I'm starting from scratch again and it's taking a long time to get the hang of everything. It would be nice to get a hour to myself even if it was only once a week.
Yes, we only retain information we use. What we don't use, we forget. I think I was never a great learner, but over time my process of learning some new tool evolved into watching a few tutorials to learn the basics, and then getting my hands dirty with something. Questions will come up: how do I do this or that. If I'm really clueless, I'll watch a tutorial or read documentation. If not, I'll try something on my own. Gradually I'll be doing the latter more than the former.
Ohhh, so true. The moment you try to teach something is when you realise your weakneses and lack of expertise in something. You find out right away what you have to check again and practice more. When you can teach something easily is whe you feel you know the subject matter. And if you are able to explained to a child, then you really know what you are talking about.
For me, getting out of tutorial hell was to make a simple game. Trash Collector, searched for some images in png format for the transparency layer. The images were of a trash can, crumpled paper, plastic bottles and so on. I made them spawn at random from a 3 points and I used the built in 2D character controller for the trash can. Then added the point counter and so on. Never really finished it, but that was it
I think a lot of why people end up in a Tutorial loop is because the resources that they are using fail to explain things properly to them. I agree that a part of it is about how that person learns, but there is also a degree of explanation the tutorial instructor should be able to provide that will help that 'student' continue in a way that they can think for themselves. A lot of tutorials teach you a LOT of "How". "Here's how you code [this]" and "Here's how you implement [that]", but oftentimes they don't explain the particulars. For instance, if someone is teaching a movement tutorial, it would be helpful if they introduce the topic, show a demo of the movement, walk through the code, then explain "Here's some of the things you want to consider when creating movement mechanics. Also, here are some ways to expand on these mechanics" and explain that. Because the 'student' may not realize that there are other things they could do. There's "teaching a man to fish" and then there's explaining how the rod, fishing line, hook, bait, and process works and how they could use different rods and bait and where to fish at certain times of the day to achieve what they want and can understand how to move on from there.
This is such an interessing discussion! I think it's a great time for Godot tutorials. I've made a few devlog videos where I just share what I've learned, and want to turn to making actual tutorials. But as you said - who is the audience? So far, I'm aiming at users beyond the basics (who needs another "my first 2D game" tutorial?), with insights and tricks gleaned from making my game projects, focusing on summarizing concepts rather than handholding. Can that be viable? I have no clue! It will be a slow start, trying out something, getting feedback (or not), trying something else. I'd love a "how to make tutorials" tutorial :D
Tutorials for godot truly need to be full and detailed. It is a beginners engine, and a beginners language. Once you have gotten past the beginner stage, you will probably be in a position where you don't need a tutorial at all, or you just need something quick like a 3 minute video. The problem is everyone is making these quick 3 minute Ritalin fueled videos that are easy for the creator, and useless for the beginner. So far, I have seen exactly ONE tutorial that does this properly, and it was a live stream by Tutemic.
@@JasonEllingsworth Good point. Even "beginner" can mean a lot of different stages, though - new at games? at programming? just in godot / gdscript? I guess there is no one-fits-all solution, and hopefully the tutorial landscape will diversify enough. It's going to take time for creators, too, to figure out what works for them AND their prospective audience.
Learning for few days now. It's the nodes and functions and what they do, that I struggle to remember at the moment. I wish there's a learning materials that covers specific group of topic or even a class(and it's functions) one at a time. _(I think I learn better in that way)_ Cuz tutorials are like… how to make this kind of game genre… that kind of game genre and stuffs. Eidt: Checking this channel, there seems to be a good example that only talks about a specific component of UI at a time.
Like many of your viewers I'm a beginner at game dev, but I have managed to avoid tutorial hell. I think where a lot of people get stuck is realising that the coding, the visuals and the sounds are just the tools you use to make a game. The tutorials you (and others) make cover functional pieces of code and components that we can use to learn how to implement the same components or tweak the code to make our own, but I don't think I've seen any tutorials that describe how you could combine those components into your own complete game. The tutorials present us with building blocks to make things work in a game, but we need to be able to glue them together ourselves and this comes from creativity and more conceptual learning.
Here is the revised version: There are important factors regarding the lack of Godot tutorials for more specific reasons: 1- Drastic changes between Godot release versions. For example, Godot 3 is different from Godot 3.3, and Godot 4.3 will be different from Godot 4.0, etc. 2- Some nodes are still in development and may change in the future or be replaced with different functions. 3- The nature of open source and how quickly features are added or changed may result in fewer tutorials, but with more focused content later on, requiring users to adapt and explore more on their own. These factors may lead to fewer tutorials being released occasionally. However, I can guarantee that anyone who sticks to one of the current releases will find that Godot evolves quickly and becomes easier to grasp over time. This situation is similar to Blender in its early days, but with W4 games and more funding, Godot will reach a stable and reliable status very soon.
I think the main problem with tutorials is you will find one that does what you want to do but when following it they are not explaining what each piece of code does and why it does it and what would happen if you didn't have it in especially for heavy math code if you know what i mean, so you can follow it and copy every piece of code but not actually learn much at all so when you finish the tutorial your stuck again.
i think the best way to make high quality tutorials for godot is to do it as a team of specialists rather than an individual. because specialists will have different experiences and will be able to adjust the content to improve it's accuracy and introduce better tips. however, making tutorials is hard also because the engine is lacking. so if the tutorial maker wants to make high quality content, they will either have to not go too far, or give code to the user instead of teaching them. lack of libraries certainly poses a restriction in creating tutorials. a lot of advanced tutorials usually end up depending on addons/features.
The one thing that bothers me the most about tutorials is that most of them show you a way of doing something and then later show you a better way of doing it. Sometimes weeks after you've been practicing the other way. Now I have to unlearn what I spent hours learning and start over. For example, I was following a series where the guy made a very complicated character controller in the first episode. Even with my limited coding knowledge I knew it was weird, so I asked about it in a comment and he replied with something along the lines of "Later in the series we simplify this code". It left me wondering why show such a convoluted way of doing it if there was a simpler way all along. A few years ago I signed up to skillshare (Never again) and signed up for a Unity course. The guy literally used the words "Don't worry about why" so many times! I left an average review saying things should have been explained better. The coach responded and asked where could he improve the course. I said that every time he said "Don't worry about it" should have been explained instead.
Huh, in my experience Godot tutorials were really high quality compared to Unreal for example, and I've been able to use the engine comfortably much faster
The thing people are missing when they are in tutorial hell is mostly their overall understanding need to increase, they should honestly try to read about the documentation on the techniques used and then play around with it and try to use it in different situations and as such learning to use that technique in all scenarios and not only the single scenario. I know because that is exactly my issue - just not with programming xD 3D Designing xD But normally you only get that from schools / educations or by simply self learning and reading alot of documentary, fail alot and alot alot of times and then finally suceed, and it takes time.. but at some point you will start to understand the bricks behind the code, and what you are asking the code to execute, and whent hat happens things starts to speed up heavily. :) Im only starting with Game development, and i have alot of knowledge and understanding of code (C#, PHP, JS) that being said i still find alot of areas that are vastly different from a software perspective. That plus with games you have to be able to design which is my issue. I am currently working on a addon/tool like World Machine but inside godot, honestly just for fun and to learn. It works by combining nodes of effects like a radial in the first step to get an island, then perlin noise to add natural effects to the terrain but as a mask so it only effects the points over 0 already, then terraces to make flat planes on the island and erosion effects to make the island more natural looking. Which is where im at, still need to produce the more coastal erosion effect as a node that can be applied then i should be able to build fully procedural island generated from a pattern that can vary in seed and therefore by infinitely recreateable but with various structures. Also playing around with creating normal maps for it, and also splat maps so random generated areas can be created for placement of folliage, grass etc. And control to add water, which basicly mostly will be for the in editor view. Since i don't think that is easily exportable, tho it is just a mesh at a certain height with a good shader on it and it should be solved. So the important part is more that the height of the water level is the same in the scene as in the creation of the map, since then a splatmap can be created for placement of terrain so it matches up with coasts etc. But ye im still very much learning godot and game dev, programming for me tho is the easy part.. im shit at 3D designing, and really really want to build a city simulation game xD and kinda a perfectionist so my "shitty" houses just aint cutting it yet. Tho for now i will just build this addon, i also build an addon to control 3d objects, placement of them etc. So when this smaller plugin is done i would prob. spend some time optimizing the other plugin and prob. cut some of the unused and useless stuff that got in out as well xD After that hopefully my 3d skills are good enough to use blender to produce 3D objects for a city builder project, like houses, nice roads, nice commercial and industrial buildings, power stations etc. like simcity and cities xD then i atleast have an easy way to make a lot of maps to the city builder following pre defined patterns randomnized through seeds depending on the type of terrain needed. I.e valley, island etc. and the 3D Object addon i've already build could prob. be customized to work ingame so the whole placement process should be easy. :) So i just need to learn how to be good at making game ready 3D objects in blender xD that journey is sooo long tho because it's such a big big area, various of styles, various of ways to do topology etc. I know i can buy sets and just use them, but in 100% of all the scenarios there would always be elements that i would need to make myself, or changes to existing models etc. That plus im quite poor as fuck and only doing this project for fun xD so the cost have to be somewhat low xD
I would make a request to tutorial makers, specially if they are aimed for beginners: try to avoid saying things are "easy" or "simple" or "just in 10 minutes" because it is very discouraging in case someone doesn't get it at first or struggles with some part... makes them feel useless. Also, a written version could be very helpful too.
What I don’t like, people don’t want to spend time. How special of a game you will get if you repeat tutorials and use assets from asset store? There are tutorials about everything in Godot, even how to write cpp extensions and shaders. The only problem is that Godot is changing from 3x to 4x. But still, principles are the same.
I want to start making streams about GDextention and C++. And some 3D, shaders etc. Yes tutorials are hard to creat. May be stream are not so useful, bat its more simpler to create. =) So, do you think it can be useful for others?
First I thought I don't stuck in tutorial hell then after 15 days of watching tutorials and courses still I can't make a game without seeing a tutorial it's really frustrating
Learning something as complex as game development, coding, etc...15 days is a drop of water in a bucket. This is a life long pursuit of learning! So don't feel frustrated! People who make games for a living still have to look stuff up.
@@stayathomedev I have already learning unity for 2 years but i can't fully understand coding related to game development but I can understand coding concepts
If you want really good Godot tutorials i can't stress how incredibly wellcrafted 'Clear Code' tutorials are for begginers (here on RUclips). Edit: Apart from this channel obviously hshshs but if you're reading this i suppose you've already checked it out
There are much Tutorials for Godot! But sadly the most are for Godot 3, not 4, where lot's have changed and there is few how to convert Godot from 3 to 4. Did not test scripts/'AI' that helps with it, anyone more experince with it around? Can you make a Vid if thoses are useful @StayAtHomeDev ?
You're mainly dealing with syntax changes...and in some cases features that have been overhauled. The general way things work is the same. But changing syntax or wording is frustrating. The documentation does well with switching between versions to see updates.
Well thats the thing, tutorials teach alot, but the one thing they cannot teach nomatter how many videos say it, is problem solving. Programming inherently is about problem solving. And by just watching a tutorial, you arent actually going through the difficult part and problem solving, all your doing is learning the solution from someone else that did problem solve to come to that solution. Thing is im not saying to not watch tutorials. But if you are gonna watch tutorials then use the tutorial, dont rely on it. Relying on a tutorial would be to follow it 1:1, you arent actually applying it and so you think you are learning but you really arent. Using a tutorial would be to use the tutorial only to figure out a concept, or how to do "something", but you arent relying on it.
My problem is I’m getting mixed results from following tutorials. Can I just point out how ridiculous adding collision onto surfaces is and how unclear the instructions get with multiple different ways to do it with different nodes? Why isn’t there a dictated floor/wall node 😂 would literally clear up so much time building environments and demos. Ps the real big problem is tutorial people assume a first time godot user will know all the lingo and move far too fast. Like how do you learn all this to begin with?
Yeah godot is for beginner game dev, and is going through so many changes and has limitations. People with skill moved on to other engines. So why are people making these quick tutorials for godot that don't explain anything in detail?
I know my two cents are worthless here but I'll throw them here for anyone who might find it beneficial. First off, if you are just going off of tutorials, following along with the developer who made the tutorial of some RPG while you're making an RPG, chances are, that you will end up with a mirror image of what was made in that tutorial. In short, you will not be able to figure things out on your own, make mistakes learn from it but make the same mistakes others have made, there will be no imagination which is a key aspect of game dev, and you will forever be enslaved to tutorials to make games. The way I see it, Godot already has enough documentation to go on and make an end to end game, and there are tutorials who cover almost everything about Godot engine, there is not much needed. Unreal is overkill for indie game devs, there are in-depth documentation and tutorials for Unreal because it has been out for even longer than unity. In fact, I remember we used to buy a box of Unreal tournament game for PC, that had an application called Unreal Engine which was used to make custom maps for Unreal tournament. Now Epic is making enough to not have to spend much on their PR and promote their engine, unlike Unity. I think the reason Unity is the first choice for every indie game dev is because it is enforced upon the game devs and new game devs who don't know any better.
Don't start with tutorial. You learn to do X, but you don't have any plan to do X. Now what? You jump to the next tutorials? Be goal oriented. Find something you want to do, break it down to what need to be done and how to do it. Then search for the solution to do it. It could be from tutorial or from another adds on, doesn't matter.
man why is it so difficult to learn game development there should be an online school for godot engine tought by professionals accessible for all , self learning for youtube tutorials is really hell. its not like we cant learn it its just that there is no right order so its so confusing
if you want advice, you dont need to know everything, just learn what you need as you go. how to make a character -> how to make the character move -> how to make a camera -> and so on, just take it one step at a time, no one learned everything about the engine then decided to make a game, practice makes perfect, i couldnt figure out how to code picking up a key and using the key to unlock a door even following a tutorial, now i can do it easily by myself, keep consistency and see where you are in a year, you can make an insane amount of progress, and also many small games is way better than one big game, use the small simple games to improve so you can make that big game
The best way to get out of tutorial hell is to search the most *generic* tutorials ever; tutorials that cover general ideas and don't tell yoi anything specific. If you search incredibly specific tutorials you are harming your progress, because you are given the solution on a plate, instead of thinking on your own
people make fake tutorials for views as well i found 4 that simply don't do what they claim in the displayed version and there big channels with millions of fake comments from people that never touched the engine
I just have 1 problem, when I get to coding, I know what I want to do, and how it should act etc. I just can't translate it to code - I just get a white noise in my brain and get stuck. How to overcome that?
I think that comes from fundamentals of coding, where you learn to think and solve problems with code. Like what types of variables and logic to use for each situation. It doesn't need to be language specific. I bumbled through learning this on unity making a simple game with visual scripting. Visual scripting might be where you have to start, so you can make those connections in your brain and translate it to code.
@@JasonEllingsworth Thanks, I'll check out Visual scripting. I hope it will get better and better over time, I just keep telling myself that nobody was born a developer and over time with consistency I'll get into it :)
@@neolix9562 Godot has one that you can install as an add-on. I believe it is called Orchestrator. I have considered trying it out myself. As a construction worker, I have always learned visually, and replicated. It is difficult for me to learn through text. VS helped bridge the gap.
@@neolix9562 oh and the reason why this worked for me, was I found it less intimidating to play around and experiment with boxes and seeing how they work, compared to trying to type it out and not knowing if my issue was purely syntax, or if it was the way I was trying to use the code.
@@neolix9562 Weirdly, my comments did not post. The addon for Godot is Orchestrator. The reason visual scripting worked for me, is I am a visual learner, and I need something "tangible" to move around, click on and experiment with to see how it works. This is something you can't really do with code, due to not knowing if the issue is syntax, or the way you are trying to use it. VS lets you make connections similar to making connections in your brain, and from there you can transition to doing it with code because at that point, you just need to learn syntax.
Even from the comments here what this tells me is that there are too many people who are heavily reliant on tutorials, yes they can definitely help with specific things, I found a tutorial on saving main menu data in the config file which was absolutely necessary as the documentation was severely lacking. I also found awhile back a 3D RTS selection box tutorial but it was very out of date and I had to reverse engineer the code a bit to make it all work in Godot 4, so I do get the argument about there not being very many tutorials out there for certain stuff. It's just a case of, this is how new Godot is, especially Godot 4, weirdly enough though I don't know what other people are searching for that they're complaining about as I've been able to find most tutorials for what I'm looking for, the rest is all down to experimenting. This is why I've advised here in the past that people should be looking at making game mechanics rather than 'games' because it helps you be way more flexible and modular in your setup. I've done that and I can now pretty much make any game that I want which gives me infinite possibilities. People also definitely need to be looking up code because if they're relying too much on tutorials for everything then it seems likely to me that they don't know enough about coding generally and the beginner concepts. This means yes, you study things like C# and Python, the knowledge you gain from that crosses over into Godot very easily, if you won't do that, then you were never that interested in game dev.
If you’re watching more videos about crying how hard it is to learn how to code instead of actually learning to code. I’ll say it right now, give up. :/
The biggest issue I have with godot tutorials is they are made by kids who don't know how to teach. They speak fast, glaze over things without explaining them, mouse cursor all over the place clicking things without saying what they are clicking. It is awful. Stop taking Ritalin, slow down and explain what you're doing. Godot is a beginners engine, a beginners programming language, and needs to be taught like you teach to beginners.
In my opinion, Godot's tutorials are terrible. It gives the necessary information, but you need to make a special effort to understand it. If there are people who do not understand what I mean, they can look at the tutorials of the defold game engine. Both the normal tutorials are good and it is nice that they show the examples live directly on the web.
This is because I suspect they perhaps incorrectly assume that the people going into Godot already have some knowledge of coding practices, they should be regarded a little above beginner.
While I personally believe fewer is grammatically preferable in this instance, less doesn't mean inferior; you're thinking of lesser. A good way to think of when to use less or fewer is: if the individual units are reasonably countable, use fewer. If the units aren't, less is appropriate. You wouldn't say "use fewer sugar," for instance. An argument could easily be made that a user base is as amorphous as sugar, so... "less users" is fine.
I would disagree, as a beginner. It doesn't offend me at all, that I would be considered "lesser" than a Unity user. I started on Unity. It is complex and many things are deprecated and broken. Learning C# is harder than gdscript. There are far more little buttons, drop down menu's, etc in Unity, than the simple way Godot uses nodes. Godot has significant performance limitations, meaning you will be limited in the scope of games you can create vs the other engines. Godot is very much a beginner engine, that seasoned developers can migrate to and make quality games very quickly. This is the root of the problem with these tutorials, in that all these seasoned developers only know how to teach to other seasoned developers.
I have watched many Godot tutorials, and so far it feels like I have learned nothing. But I know that can't be the case, because most of the time when I am learning something new I only know it when I have learned ALL of it.
@@stayathomedev No, it's more like puzzle pieces dropping onto a table one by one but they are all blank, and only when the very last piece lands on the table does the image on each piece become visible. Then you know exactly what the image is and where all the pieces are meant to go.
One of the biggest issues I've found with Godot tutorials is that so many were created for Godot 3. The major changes in both the front and backend of the engine between 3 and 4 have made so much of the direct knowledge from those tutorials outdated, and you're usually lucky if somebody leaves a comment on how to adjust the lesson for Godot 4.
I encountered this problem a lot with chatgpt support. Some of the codes I wanted were left over from Godot 3.
@@GenelOlarak1 you shouldn't be using chatgpt anyways
99% of the time the comments point out the differences
Sometimes even between minor updates some parts of the code need to be changed when following tutorials... I think this has to do with Godot 4 kind of being in early access
@@GenelOlarak1 Thank you for info, seems 'AI' is again not the solution. 😶
"tutorial hеII" is something people run into if they dont have a specific application in mind and think that they have to learn everything first before actually *doing* anything
when in fact, conversely, you should always have a specific application in mind first and then seek tutorials relevant to that thing you want to make
that way you are directly using tutorials to make progress toward a goal rather than aimlessly and slavishly following tutorials that may or may not be relevant to some ultimate application
I 100% agree with this. I’ve never really understood the phrase “tutorial hell”. It isn’t the tutorials (or lack of tutorials) that are the problem. It is the fact that the person is blindly watching tutorials without any reason to implement the thing they are watching. To escape from this, a person needs to start working on a very specific part of a project, then look up documentation, and possibly a video, on a very specific thing that they can’t figure out on their own.
I've never heard that interpretation and am a little skeptical. I don't understand what the motivation to learn the whole theory of the process first would be if the initial motivation is to make your game. At the same time, I feel like I've avoided whatever tutorial hell is for now and maybe that's because I'm working on my game every step of the way. My guess is that it's more to do with the fact that I'm curious to understand how each little part works though rather than just wanting a "make game" button. So really, I have to ask the people in tutorial hell, are you hesitant to work on your game without full understanding, or are you rushing in, just trying to get the thing to work without fully understanding? or is it some other third thing?
No, the reverse is true; specific applications make you stuck in tutorial hell, because then you don't understand the reason why the application uses a feature or a solution
The way to escape from tutorial hell is to make your own tutorial. When someone else gets trapped in your tutorial's hell, you will be released from tutorial hell yourself
Great game idea
@@stayathomedev isnt that what you do?
You'll get stuck when you watch tutorial for the codes, not for how something is done.
true
So what’s the way out of that ?
@@Gyozamang apply it / muscle memory / internalize it. Do mini projects til you know the object names. Do mini projects til the views make sense. Do projects til you know it enough you can teach it (even if you teach a rubber duck). Its the only way out. Apply what you learn.
Wow this is so true. Recently I watched how to make ledges in 3D and after understanding the BASIC IDEA, I was able to implement it. Took way too long but it was doable! Same with the basis of a 2D beat em up from HotWorlds.
@@Gyozamang I know people said “practice” and that is true, but I urge you to before following how to do stuff, please try to do it! Exercise the brain! After you fail for a while, then see the solution and DO IT, no copy pasting.
Rinse and repeat. Of course, if you know nothing at all, then by all means go directly do the solution. But as you build even a little bit of knowledge, then try first, copy after fail.
When you talk about the need to apply what you learned, I'd add that tutorials have an inherent flaw: Their step-by-step nature promotes passivity. It's easy to follow along and feel like you internalized a lot because good tutorials make it easy to reproduce the final result. But the format doesn't push you to think and process every step of the way. You can shut down your mind, follow along, and get a satisfying result.
This is especially true with video content. People tend to favor it because it feels more accessible and engaging. But it's also easier to consume it passively.
This adds to the fact that a tutorial's purpose is not to teach you how to practice on your own and challenge yourself, which is how you build skills. A tutorial aims to demonstrate a process or workflow, show you how to make something specific, or learn a recipe.
Why did i read this in nathan's voice?😂
Copy, Customize, Create.....Tutorial Hell is Copy, Copy, Copy with some bit of Customize but not pushing past to the Create Part.....Thank you GDQuest, you courses are awesome!
@@StephenAhdamTech
^^^ This 100% ^^^
Like with long tutorial seies they show you a mechanic, you "learn it" but then you need that spark to actually make a thing. Like "here we are going to work on making platforms and making them move"
So you follow a tutorial, they make a block, and then it moves back and forth with some code.
You follow along exaclty, matching their code, and then you have to move on to the next part. But with that one video you should be making an entire level! Messing with the code given, just try stuff.
I really liked the way little big planet taught game dev with their tools, here's a thing and how it works, use it.
I’m a complete beginner when it comes to coding and game dev. What I’m doing is finding a tutorial series that teaches me how to build a whole rpg, at least the common elements on a small scale.
I’m practicing coding, pixel art, y-sorting, etc. I’ll follow the tutorial and get to a certain point. The next day I’ll start from scratch and try to replicate what I did yesterday.
It’s a slow process as it should be but this helps me get used to navigating the engine and really hammer in the concepts. I also get the experiment with the features I learned.
Don't bother searching for a whole game tutorial, it doesn't work like that except in rare cases, look up stuff like inventory code for example and work from there, that will give you the results that you want, game tutorials even the basic ones can last for a minimum of 2 hours and despite that they can still skip over or miss important concepts you should be learning. For instance, I love RTS' so what I did was I started searching up box selection code among other things I realise I might come across like I'm nagging, but beginners really need to adopt this workflow instead of thinking they're going to come out with a game just by following along a tutorial.
@@lethn2929 bad wording on my part. I’m using an 8 part series from DevWorm. He doesn’t build the whole game, just the pieces for a common RPG.
I’m not expecting to have a complete game. I’m learning the building blocks and adaptions the tutorial to build my own games.
It’s okay I know you mean well. Everywhere I look people say don’t follow tutorials. But I’m literally coming in with the most beginner knowledge in Python.
The tutorials are just to show me what’s possible with a game engine.
Replication is my favorite technique when learning something. Like Gdquest said, it’s easy to become passive when going through a tutorial. By replicating what you did in the tutorial on your own, you’ll truly learn why you had to do something. You’ll also naturally get stuck in the places where you might have zoned out in the tutorial and have to go back to figure out what you forgot.
The Brackey Tutorial was great (of course). And they had everything they needed for the application part they just didn't have any prompt in the video for it. But they included a couple extra sprites, art assets, and sound assets that weren't used in the tutorial and already taught you everything you needed to do in the tutorial to implement them all in the game. I think just showing a small bit of gameplay with those assets that were left out of the tutorial implemented and prompting the viewer to see if they can implement the same without the handholding would be more than enough to provide an application segment for the viewer.
I love everything you do in regards to Godot! I wish you great success, and thank you for your hard work!
Absolutely agree: You have to apply what you learn. Follow the tutorial, then try to do it without guidance, alter the code and play with it.
The message here-about taking knowledge learned from tutorials and putting into practice-is very well stated and super important. It's a lot more effort than simply watching informative videos, but I think it's really key to making progress.
My approach has been that any time I use a tutorial or chatgpt to learn something new I have to understand it enough to go through the entire process in my head before I'm allowed to move on to the next thing. It's nice because it's easier to sort through the current idea than it is to start something new anyway. There's like a natural easing curve as I really start to figure it out as well as a natural rise in interest for the next thing as I get that dopamine spike from solving the mystery
Excellent advice, especially the "do a tutorial seven times for the knowledge", will do. Thanks.
Best tip - repeat a tutorial 7 times for internalization and then making your own tutorial (at min 5:45) I will do that, once I've finished that damn pseudo game I committed myself to (without having the knowledge...)
Thank you!
😂
Miniprojects helped me so much, take a tutorial, do it ones, do something a little bit different next time (so you can't just follow along). Make a library out of your miniprojects and look up what you did whenever you need something similiar
I do the best not to skip anything when it comes to code tutorials. You need to make sure every little thing is perfect or you’ll run into bugs. Always better to follow a detailed tutorial better properly and do it right then skip around.
And Thanks to you Dev I have been inspired. I love your FPS tutorial playlist and have been following along for weeks now. Once the controller is made I should be able to create the rest of the map and continue 😅
I think the best way to break tutorial hell, and to prevent it from the beginning is a 4 step process.
1) watch the tutorial and follow along
2) watch the tutorial again, but pause and solve the problem before you are shown how.
3) define the problem and solve it without watching the video, then watch it to validate your work.
4) apply it independently to your own project
My Approach:
1. Follow along, fixing any mistakes on the way and make sure to understand every detail that is mentioned before proceeding (using docs mostly)
2. learned and ready to use
or
1. Set a goal for a little thing to do
2. Find tutorial
3. 1. of other approach, also adjusting the details that are different
4. sometimes docs or other vids/discord questions, when problems arise
there's a massive amount of content out there - video and written tutorials alike - and that content is growing day over day. the biggest challenges i've had to face have been: 1) understanding how godot/gdscript approaches problems vs. how you might see them tackled elsewhere, and 2) how to tie granular features together within a broader architecture / how to make something other than a simple demo.
another big issue is tutorial specific channels.
say your channel is just for tutorials. now think of how you could keep making videos to keep getting views? because you would eventually run out of topics to make tutorials about right?
why are there soooo many 2d platformer tutorials? shouldnt 1 or 2 be enough? the reason i start this comment off like this is because....
i have a buddy that makes tutorial videos (im not gonna say who) , but when i mentioned this issue (tutorial hell) to him, he explained why youtube tutorials are not good to use.
i was surprised cuz this was coming from someone that makes tutorial videos all the time. what he said blew my mind...
he said-
"i know of some other tutorial channels do this as well but, in order for viewers to KEEP needing to watch my videos, i teach enough in order to help them grasp just enough to have them feel like they understand, but not enough to be able to move on on their own."
"i teach a 2d platformer course, on how to make a 2d platformer, and yes after that they can make one on their own, if they remember everything, but i dont teach in a way that they are able to move on by themselves and make more to it by themselves, that a way they NEED to watch more tutorial videos, and then the loop continues, and i can keep making tutorials that will be viewed"
even though that right there blew my mind, this right here threw me off my feet.
he said-
" i understand that most people that watch tutorial videos are VERY impatient, thats why they are choosing to watch a tutorial rather then read something, and want their game to get up and running right away, so i take advantage of that by making tutorials of full games or topics, and teach quickly, and its a win for my channel every time , its just business"
this blew my mind cuz hes a very nice guy, and always sounds like he cares.
i asked him wouldnt people appreciate it even more if you taught them the tools that they need to actually get better?
he said, he tried that before and those videos didnt do good.
i also asked then how do some people seem to find tutorials helpful and seem to actually get passed tutorial hell?
he just said, some might already have had experience or naturally gifted in development, but mainly its as simple as some people get through it and some people dont, just depends on if they realize what actually will help them or not, but most dont ever think of it...
the reason i mention this to you guys is because it just might help someone realize that it may not be your fault, but to realize what you need to do to get past it.
good luck on your journey through game dev guys
This is the exact issue. The Tutemic tutorial seems like the single only tutorial out there that aims to teach you in a way that you will remember the information. The rest are so useless.
I'm a seasoned enterprise dev, but a novice game dev. I selected C# because it aligns better with my background and my goals, but it's very dry out there in terms of resources. Godot 4 in C# especially. Excited to be here though and trying to put in the effort to learn the platform. Hoping to see more and better quality content moving forward. This channel has been pretty helpful so far!
Godot is in constant development and it's not mature enough. I'll explain: I make videogame tutorials in Spanish language (Unity, and lately UE5) and I decided to use Godot 4.3 beta for my next tutorials hoping they won't get obsolete soon. They CHANGED UI (the location of "Autoload") from beta1 to beta3 when it's supposed beta versions should focus on bug fixing. Now, my tutorial isn't up to date with Godot 4.3 even made with Goodie 4.3. I don't think I would make more Godot tutorial. They take too much work to make and they get obsolete much more sooner than UE5/Unity ones.
for godot, the "just bug fixing" ones are call "release candidate"
@@NihongoWakannai It's good to know. Thanks. The beta phase accepts minor tweaks, but changing the location of something, even though the changes in code are small, the impact is big.
Lots and lots of good points!
I've always liked when I've learned something that the lessons then include additional follow-on challenges. Take what you've built and now make it do X. ok you made it do X, now add on Y. These things force me to go beyond wrote learning and give a structured way to start applying and working with what I've "leanred".
Thinking in steps is a great way to learn!
I think the biggest issue people have is thinking that tutorials will solve the problem for them instead of learning from them. You get out what you put in.
For me tutorial hell is that one day tutorial will finish and you have to dive deep yourself😁 From one side it is great, it mean that you learned a lot, you know how to do the most of the things, but from other side your by yourself now, because nobody does high level tutorials , or explain some mechanics. But, actually, this is the part of progression, you open the docs, or reading books and just keep going
I repeat exactly what ppl show in a tutorial, and then i go through the codes, nodes, and signals by parts to understand how it works, i change bits of it to see where every step affects the game itself, like my controller, at the start i had the simple player code provided by the app, now my player has multiple jumps, dash, and is able to get buffs and debuffs by picking stuff up(like speed boost, jump height boost)
Tutorials are one of the most amazing game development resources I wish had in the 90s. So much amazing information and skills to get you started… personally I hate the phrase tutorial hell. But… game making is about repetition, experimentation, making mistakes, re-trying, more repetition, more experimentation, and slowly you learn how things go together.
I started learning Godot recently and even tho good tutorials are pretty scarce, the engine is so much easier to learn than other competitors, i am very impressed by it so far
I just recently got out of Tutorial Hell (i think so xd) and i am having so much confidence in my way of doing things, its not perfect but i have learned so much and this video make me realise that i have evolved. Thats a really nice realisation, so thank you.
That's awesome! Congrats!
I agree. We need to do some 'output' to real learn
There ALREADY is considerable Godot information: BOOKS.
- Code Complete 2nd edition, Design Patterns, UML for dummies, etc.
- Also: university courses, like Harvard's CS50 and up.
No, they are always terrible, because they are only two types, those with 10,000 pages of graphomania, of which a few paragraphs will be useful, so it is impossible to read and understand, or those that are super ultra technical, which can only be understood if you have 10 years of experience, so it is impossible read and understand. I have never seen a book that would nice and clearly explain something, and all because those who write books, write them with the goal of writing a book, which is creates a lot of problems
@@redna_menimoh, you suck at choosing books, my friend. That's a "you" problem.
"take a computer science course to learn godot" lol. lmao even. You either massively misunderstand the stated problem or you just want an excuse to act condescending.
@@NihongoWakannai, you are arguing that a Godot user cannot benefit from knowledge in computer science, and that this body of knowledge does not already have extensive documentation. That is a mor. onic argument, at best.
@@themore-you-know I never said any of those things lmao, do you even know how to read? You're calling others moronic when you're illiterate.
Here is the 'tutorial hell' I have been in. I will watch a handful of tutorials on various methods in Godot, and when I go to apply what I took away from the tutorials, nothing will seem to work for me. That for me is frustrating and discouraging. This is great advice and making me want to take my approach in a different manner.
Have you tried complementing your tuturial watching with reading the documentation?
The documentation (in engine and online) I feel are excellent. For tutorials...I'd focus on the concepts of what is being done. The syntax and how are more vocabulary...then you need to form your own sentences (mechanics).
I had this problem for a while, you really have to think things through from first principles otherwise you will never know how to solve problems and all you do is copy other people's disconnected code and you won't know how to make it work with yet other people's code. If you want something to move for example think about what that really means, what's movement? It's a change in position over time, how do you change something over time? You need to add or subtract to that position over time in whatever axis you want to move. Then there's all sorts of things you can layer on to it, but first understand the basic concepts.
Isolating the actual problem helps a lot
@@stayathomedev It sure does.
The answer here is different for everyone. For me it's lack of time, I'd be lucky to even get through the video, nevermind practice.
As the years went by I got so skilled with Unity I could create a pretty solid prototype in a couple of hours using my own knowledge. However moving over to Godot I feel like I'm starting from scratch again and it's taking a long time to get the hang of everything.
It would be nice to get a hour to myself even if it was only once a week.
Yes, we only retain information we use. What we don't use, we forget. I think I was never a great learner, but over time my process of learning some new tool evolved into watching a few tutorials to learn the basics, and then getting my hands dirty with something. Questions will come up: how do I do this or that. If I'm really clueless, I'll watch a tutorial or read documentation. If not, I'll try something on my own. Gradually I'll be doing the latter more than the former.
Ohhh, so true. The moment you try to teach something is when you realise your weakneses and lack of expertise in something. You find out right away what you have to check again and practice more. When you can teach something easily is whe you feel you know the subject matter. And if you are able to explained to a child, then you really know what you are talking about.
For me, getting out of tutorial hell was to make a simple game.
Trash Collector, searched for some images in png format for the transparency layer. The images were of a trash can, crumpled paper, plastic bottles and so on. I made them spawn at random from a 3 points and I used the built in 2D character controller for the trash can.
Then added the point counter and so on. Never really finished it, but that was it
Starting small is a great way to progress!
I think a lot of why people end up in a Tutorial loop is because the resources that they are using fail to explain things properly to them. I agree that a part of it is about how that person learns, but there is also a degree of explanation the tutorial instructor should be able to provide that will help that 'student' continue in a way that they can think for themselves. A lot of tutorials teach you a LOT of "How". "Here's how you code [this]" and "Here's how you implement [that]", but oftentimes they don't explain the particulars.
For instance, if someone is teaching a movement tutorial, it would be helpful if they introduce the topic, show a demo of the movement, walk through the code, then explain "Here's some of the things you want to consider when creating movement mechanics. Also, here are some ways to expand on these mechanics" and explain that. Because the 'student' may not realize that there are other things they could do. There's "teaching a man to fish" and then there's explaining how the rod, fishing line, hook, bait, and process works and how they could use different rods and bait and where to fish at certain times of the day to achieve what they want and can understand how to move on from there.
This is such an interessing discussion! I think it's a great time for Godot tutorials. I've made a few devlog videos where I just share what I've learned, and want to turn to making actual tutorials. But as you said - who is the audience? So far, I'm aiming at users beyond the basics (who needs another "my first 2D game" tutorial?), with insights and tricks gleaned from making my game projects, focusing on summarizing concepts rather than handholding. Can that be viable? I have no clue! It will be a slow start, trying out something, getting feedback (or not), trying something else. I'd love a "how to make tutorials" tutorial :D
Tutorials for godot truly need to be full and detailed. It is a beginners engine, and a beginners language. Once you have gotten past the beginner stage, you will probably be in a position where you don't need a tutorial at all, or you just need something quick like a 3 minute video. The problem is everyone is making these quick 3 minute Ritalin fueled videos that are easy for the creator, and useless for the beginner. So far, I have seen exactly ONE tutorial that does this properly, and it was a live stream by Tutemic.
@@JasonEllingsworth Good point. Even "beginner" can mean a lot of different stages, though - new at games? at programming? just in godot / gdscript? I guess there is no one-fits-all solution, and hopefully the tutorial landscape will diversify enough. It's going to take time for creators, too, to figure out what works for them AND their prospective audience.
Learning for few days now.
It's the nodes and functions and what they do, that I struggle to remember at the moment.
I wish there's a learning materials that covers specific group of topic or even a class(and it's functions) one at a time.
_(I think I learn better in that way)_
Cuz tutorials are like… how to make this kind of game genre… that kind of game genre and stuffs.
Eidt: Checking this channel, there seems to be a good example that only talks about a specific component of UI at a time.
Like many of your viewers I'm a beginner at game dev, but I have managed to avoid tutorial hell. I think where a lot of people get stuck is realising that the coding, the visuals and the sounds are just the tools you use to make a game.
The tutorials you (and others) make cover functional pieces of code and components that we can use to learn how to implement the same components or tweak the code to make our own, but I don't think I've seen any tutorials that describe how you could combine those components into your own complete game.
The tutorials present us with building blocks to make things work in a game, but we need to be able to glue them together ourselves and this comes from creativity and more conceptual learning.
I agree...there are the components but then combining everything into a workable game is a different step. Working on it :)
Here is the revised version:
There are important factors regarding the lack of Godot tutorials for more specific reasons:
1- Drastic changes between Godot release versions. For example, Godot 3 is different from Godot 3.3, and Godot 4.3 will be different from Godot 4.0, etc.
2- Some nodes are still in development and may change in the future or be replaced with different functions.
3- The nature of open source and how quickly features are added or changed may result in fewer tutorials, but with more focused content later on, requiring users to adapt and explore more on their own.
These factors may lead to fewer tutorials being released occasionally. However, I can guarantee that anyone who sticks to one of the current releases will find that Godot evolves quickly and becomes easier to grasp over time.
This situation is similar to Blender in its early days, but with W4 games and more funding, Godot will reach a stable and reliable status very soon.
I think the main problem with tutorials is you will find one that does what you want to do but when following it they are not explaining what each piece of code does and why it does it and what would happen if you didn't have it in especially for heavy math code if you know what i mean, so you can follow it and copy every piece of code but not actually learn much at all so when you finish the tutorial your stuck again.
i think the best way to make high quality tutorials for godot is to do it as a team of specialists rather than an individual. because specialists will have different experiences and will be able to adjust the content to improve it's accuracy and introduce better tips.
however, making tutorials is hard also because the engine is lacking. so if the tutorial maker wants to make high quality content, they will either have to not go too far, or give code to the user instead of teaching them.
lack of libraries certainly poses a restriction in creating tutorials. a lot of advanced tutorials usually end up depending on addons/features.
The one thing that bothers me the most about tutorials is that most of them show you a way of doing something and then later show you a better way of doing it. Sometimes weeks after you've been practicing the other way. Now I have to unlearn what I spent hours learning and start over.
For example, I was following a series where the guy made a very complicated character controller in the first episode. Even with my limited coding knowledge I knew it was weird, so I asked about it in a comment and he replied with something along the lines of "Later in the series we simplify this code". It left me wondering why show such a convoluted way of doing it if there was a simpler way all along.
A few years ago I signed up to skillshare (Never again) and signed up for a Unity course. The guy literally used the words "Don't worry about why" so many times! I left an average review saying things should have been explained better. The coach responded and asked where could he improve the course. I said that every time he said "Don't worry about it" should have been explained instead.
Ugh....such a long answer. SKIP!
I'm kidding! Thanks for doing this video.
this is not hell, this is purgatory
When making tutorials. Balancing between entertainment and information is so hard 😩.
man this made me realize i need to start making me second tutorial D:
Was looking for a tutorial for godot and just found it.
Me: sesrch up a tutorial to fix something
*It for godot 3*
Me: -_-
Huh, in my experience Godot tutorials were really high quality compared to Unreal for example, and I've been able to use the engine comfortably much faster
The thing people are missing when they are in tutorial hell is mostly their overall understanding need to increase, they should honestly try to read about the documentation on the techniques used and then play around with it and try to use it in different situations and as such learning to use that technique in all scenarios and not only the single scenario. I know because that is exactly my issue - just not with programming xD 3D Designing xD
But normally you only get that from schools / educations or by simply self learning and reading alot of documentary, fail alot and alot alot of times and then finally suceed, and it takes time.. but at some point you will start to understand the bricks behind the code, and what you are asking the code to execute, and whent hat happens things starts to speed up heavily. :)
Im only starting with Game development, and i have alot of knowledge and understanding of code (C#, PHP, JS) that being said i still find alot of areas that are vastly different from a software perspective. That plus with games you have to be able to design which is my issue.
I am currently working on a addon/tool like World Machine but inside godot, honestly just for fun and to learn. It works by combining nodes of effects like a radial in the first step to get an island, then perlin noise to add natural effects to the terrain but as a mask so it only effects the points over 0 already, then terraces to make flat planes on the island and erosion effects to make the island more natural looking.
Which is where im at, still need to produce the more coastal erosion effect as a node that can be applied then i should be able to build fully procedural island generated from a pattern that can vary in seed and therefore by infinitely recreateable but with various structures.
Also playing around with creating normal maps for it, and also splat maps so random generated areas can be created for placement of folliage, grass etc.
And control to add water, which basicly mostly will be for the in editor view. Since i don't think that is easily exportable, tho it is just a mesh at a certain height with a good shader on it and it should be solved. So the important part is more that the height of the water level is the same in the scene as in the creation of the map, since then a splatmap can be created for placement of terrain so it matches up with coasts etc.
But ye im still very much learning godot and game dev, programming for me tho is the easy part.. im shit at 3D designing, and really really want to build a city simulation game xD and kinda a perfectionist so my "shitty" houses just aint cutting it yet.
Tho for now i will just build this addon, i also build an addon to control 3d objects, placement of them etc. So when this smaller plugin is done i would prob. spend some time optimizing the other plugin and prob. cut some of the unused and useless stuff that got in out as well xD
After that hopefully my 3d skills are good enough to use blender to produce 3D objects for a city builder project, like houses, nice roads, nice commercial and industrial buildings, power stations etc. like simcity and cities xD then i atleast have an easy way to make a lot of maps to the city builder following pre defined patterns randomnized through seeds depending on the type of terrain needed. I.e valley, island etc.
and the 3D Object addon i've already build could prob. be customized to work ingame so the whole placement process should be easy. :) So i just need to learn how to be good at making game ready 3D objects in blender xD that journey is sooo long tho because it's such a big big area, various of styles, various of ways to do topology etc.
I know i can buy sets and just use them, but in 100% of all the scenarios there would always be elements that i would need to make myself, or changes to existing models etc. That plus im quite poor as fuck and only doing this project for fun xD so the cost have to be somewhat low xD
thank you
I would make a request to tutorial makers, specially if they are aimed for beginners: try to avoid saying things are "easy" or "simple" or "just in 10 minutes" because it is very discouraging in case someone doesn't get it at first or struggles with some part... makes them feel useless. Also, a written version could be very helpful too.
of course i still in tutorial hell
What I don’t like, people don’t want to spend time. How special of a game you will get if you repeat tutorials and use assets from asset store?
There are tutorials about everything in Godot, even how to write cpp extensions and shaders. The only problem is that Godot is changing from 3x to 4x. But still, principles are the same.
I want to start making streams about GDextention and C++. And some 3D, shaders etc. Yes tutorials are hard to creat. May be stream are not so useful, bat its more simpler to create. =)
So, do you think it can be useful for others?
First I thought I don't stuck in tutorial hell then after 15 days of watching tutorials and courses still I can't make a game without seeing a tutorial it's really frustrating
Learning something as complex as game development, coding, etc...15 days is a drop of water in a bucket. This is a life long pursuit of learning! So don't feel frustrated! People who make games for a living still have to look stuff up.
@@stayathomedev I have already learning unity for 2 years but i can't fully understand coding related to game development but I can understand coding concepts
If you want really good Godot tutorials i can't stress how incredibly wellcrafted 'Clear Code' tutorials are for begginers (here on RUclips).
Edit: Apart from this channel obviously hshshs but if you're reading this i suppose you've already checked it out
😉
I start but lack Consistency . How to get over it ?
Purposeful practice. Take a half hour and have a goal for what you want to accomplish
For me the most important tip is: Repeat, repeat, repeat, ... this might take time, but noone ever learned anything from trying it once! 👍
There are much Tutorials for Godot! But sadly the most are for Godot 3, not 4, where lot's have changed and there is few how to convert Godot from 3 to 4.
Did not test scripts/'AI' that helps with it, anyone more experince with it around? Can you make a Vid if thoses are useful @StayAtHomeDev ?
You're mainly dealing with syntax changes...and in some cases features that have been overhauled. The general way things work is the same. But changing syntax or wording is frustrating. The documentation does well with switching between versions to see updates.
Well thats the thing, tutorials teach alot, but the one thing they cannot teach nomatter how many videos say it, is problem solving. Programming inherently is about problem solving. And by just watching a tutorial, you arent actually going through the difficult part and problem solving, all your doing is learning the solution from someone else that did problem solve to come to that solution.
Thing is im not saying to not watch tutorials. But if you are gonna watch tutorials then use the tutorial, dont rely on it. Relying on a tutorial would be to follow it 1:1, you arent actually applying it and so you think you are learning but you really arent.
Using a tutorial would be to use the tutorial only to figure out a concept, or how to do "something", but you arent relying on it.
maybe i should make tuts 🤔
My problem is I’m getting mixed results from following tutorials. Can I just point out how ridiculous adding collision onto surfaces is and how unclear the instructions get with multiple different ways to do it with different nodes? Why isn’t there a dictated floor/wall node 😂 would literally clear up so much time building environments and demos.
Ps the real big problem is tutorial people assume a first time godot user will know all the lingo and move far too fast. Like how do you learn all this to begin with?
Yeah godot is for beginner game dev, and is going through so many changes and has limitations. People with skill moved on to other engines. So why are people making these quick tutorials for godot that don't explain anything in detail?
I know my two cents are worthless here but I'll throw them here for anyone who might find it beneficial. First off, if you are just going off of tutorials, following along with the developer who made the tutorial of some RPG while you're making an RPG, chances are, that you will end up with a mirror image of what was made in that tutorial. In short, you will not be able to figure things out on your own, make mistakes learn from it but make the same mistakes others have made, there will be no imagination which is a key aspect of game dev, and you will forever be enslaved to tutorials to make games. The way I see it, Godot already has enough documentation to go on and make an end to end game, and there are tutorials who cover almost everything about Godot engine, there is not much needed. Unreal is overkill for indie game devs, there are in-depth documentation and tutorials for Unreal because it has been out for even longer than unity. In fact, I remember we used to buy a box of Unreal tournament game for PC, that had an application called Unreal Engine which was used to make custom maps for Unreal tournament. Now Epic is making enough to not have to spend much on their PR and promote their engine, unlike Unity.
I think the reason Unity is the first choice for every indie game dev is because it is enforced upon the game devs and new game devs who don't know any better.
Don't start with tutorial. You learn to do X, but you don't have any plan to do X. Now what? You jump to the next tutorials?
Be goal oriented. Find something you want to do, break it down to what need to be done and how to do it. Then search for the solution to do it. It could be from tutorial or from another adds on, doesn't matter.
man why is it so difficult to learn game development there should be an online school for godot engine tought by professionals accessible for all , self learning for youtube tutorials is really hell. its not like we cant learn it its just that there is no right order so its so confusing
if you want advice, you dont need to know everything, just learn what you need as you go. how to make a character -> how to make the character move -> how to make a camera -> and so on, just take it one step at a time, no one learned everything about the engine then decided to make a game, practice makes perfect, i couldnt figure out how to code picking up a key and using the key to unlock a door even following a tutorial, now i can do it easily by myself, keep consistency and see where you are in a year, you can make an insane amount of progress, and also many small games is way better than one big game, use the small simple games to improve so you can make that big game
The best way to get out of tutorial hell is to search the most *generic* tutorials ever; tutorials that cover general ideas and don't tell yoi anything specific. If you search incredibly specific tutorials you are harming your progress, because you are given the solution on a plate, instead of thinking on your own
people make fake tutorials for views as well i found 4 that simply don't do what they claim in the displayed version and there big channels with millions of fake comments from people that never touched the engine
I just have 1 problem, when I get to coding, I know what I want to do, and how it should act etc. I just can't translate it to code - I just get a white noise in my brain and get stuck. How to overcome that?
I think that comes from fundamentals of coding, where you learn to think and solve problems with code. Like what types of variables and logic to use for each situation. It doesn't need to be language specific. I bumbled through learning this on unity making a simple game with visual scripting. Visual scripting might be where you have to start, so you can make those connections in your brain and translate it to code.
@@JasonEllingsworth Thanks, I'll check out Visual scripting. I hope it will get better and better over time, I just keep telling myself that nobody was born a developer and over time with consistency I'll get into it :)
@@neolix9562 Godot has one that you can install as an add-on. I believe it is called Orchestrator. I have considered trying it out myself. As a construction worker, I have always learned visually, and replicated. It is difficult for me to learn through text. VS helped bridge the gap.
@@neolix9562 oh and the reason why this worked for me, was I found it less intimidating to play around and experiment with boxes and seeing how they work, compared to trying to type it out and not knowing if my issue was purely syntax, or if it was the way I was trying to use the code.
@@neolix9562 Weirdly, my comments did not post. The addon for Godot is Orchestrator. The reason visual scripting worked for me, is I am a visual learner, and I need something "tangible" to move around, click on and experiment with to see how it works. This is something you can't really do with code, due to not knowing if the issue is syntax, or the way you are trying to use it. VS lets you make connections similar to making connections in your brain, and from there you can transition to doing it with code because at that point, you just need to learn syntax.
Don't worry about the correct way of doing things and dont fear the API documentation.
Even from the comments here what this tells me is that there are too many people who are heavily reliant on tutorials, yes they can definitely help with specific things, I found a tutorial on saving main menu data in the config file which was absolutely necessary as the documentation was severely lacking. I also found awhile back a 3D RTS selection box tutorial but it was very out of date and I had to reverse engineer the code a bit to make it all work in Godot 4, so I do get the argument about there not being very many tutorials out there for certain stuff.
It's just a case of, this is how new Godot is, especially Godot 4, weirdly enough though I don't know what other people are searching for that they're complaining about as I've been able to find most tutorials for what I'm looking for, the rest is all down to experimenting. This is why I've advised here in the past that people should be looking at making game mechanics rather than 'games' because it helps you be way more flexible and modular in your setup. I've done that and I can now pretty much make any game that I want which gives me infinite possibilities.
People also definitely need to be looking up code because if they're relying too much on tutorials for everything then it seems likely to me that they don't know enough about coding generally and the beginner concepts. This means yes, you study things like C# and Python, the knowledge you gain from that crosses over into Godot very easily, if you won't do that, then you were never that interested in game dev.
If you’re watching more videos about crying how hard it is to learn how to code instead of actually learning to code.
I’ll say it right now, give up. :/
You seem like you want to be a strong leader. I'll tell you right now....give up.
Your videos are mid you should give up
The biggest issue I have with godot tutorials is they are made by kids who don't know how to teach. They speak fast, glaze over things without explaining them, mouse cursor all over the place clicking things without saying what they are clicking. It is awful. Stop taking Ritalin, slow down and explain what you're doing. Godot is a beginners engine, a beginners programming language, and needs to be taught like you teach to beginners.
zeroth
First
In my opinion, Godot's tutorials are terrible. It gives the necessary information, but you need to make a special effort to understand it.
If there are people who do not understand what I mean, they can look at the tutorials of the defold game engine. Both the normal tutorials are good and it is nice that they show the examples live directly on the web.
This is because I suspect they perhaps incorrectly assume that the people going into Godot already have some knowledge of coding practices, they should be regarded a little above beginner.
thirth
Fewer users, not less users. The users of Godot are not inferior to Unity users.
While I personally believe fewer is grammatically preferable in this instance, less doesn't mean inferior; you're thinking of lesser.
A good way to think of when to use less or fewer is: if the individual units are reasonably countable, use fewer. If the units aren't, less is appropriate.
You wouldn't say "use fewer sugar," for instance. An argument could easily be made that a user base is as amorphous as sugar, so... "less users" is fine.
I would disagree, as a beginner. It doesn't offend me at all, that I would be considered "lesser" than a Unity user. I started on Unity. It is complex and many things are deprecated and broken. Learning C# is harder than gdscript. There are far more little buttons, drop down menu's, etc in Unity, than the simple way Godot uses nodes. Godot has significant performance limitations, meaning you will be limited in the scope of games you can create vs the other engines. Godot is very much a beginner engine, that seasoned developers can migrate to and make quality games very quickly. This is the root of the problem with these tutorials, in that all these seasoned developers only know how to teach to other seasoned developers.
I have watched many Godot tutorials, and so far it feels like I have learned nothing. But I know that can't be the case, because most of the time when I am learning something new I only know it when I have learned ALL of it.
It's like walking a new path...it takes a lot before you start to see the trail appear.
@@stayathomedev No, it's more like puzzle pieces dropping onto a table one by one but they are all blank, and only when the very last piece lands on the table does the image on each piece become visible. Then you know exactly what the image is and where all the pieces are meant to go.