I know it's like a month later but I hope to be of use here. The prefabs bit was funny. The thing that nobody expects when going from Unity to Godot is juts how different Godot works from the ground up, what with everything being a scene. Building games in Godot is a practice of building up your little game pieces and collecting them together until you have a game. For the chain explosion thing, I would have gone with using an Area2D node and calling the get_overlapping_bodies (or areas if the enemies are area nodes) function, which gives you an array of Nodes. You could also filter enemies based on colour by assigning them to various groups at runtime (groups are in the node tab in the inspector next to signals, but you can allocate them at runtime like say when the colour of the enemy is chosen), and so when checking through your array of nodes, you call node.is_in_group("group") (the equivalent in C# idk) to check if it's the relevant group. Well done on this project! It's not an easy task making a game in such a short time frame with a different game engine.
I see Godot pretty much on the other end of the spectrum from Unreal, where Godot isn't as powerful (by far) but makes it quick and easy to implement a game idea, and iterate on it until it's good enough for release. Unreal is giving you this huge chest of power tools, where you have to work backward from the promise of perfection to simple game mechanics. Unity, IMO, is somewhere in the middle and trying to catch on to Unreal, because that's what professional developers are using to make money. For all the rest of us who do this as a hobby and want to scratch that developer itch, Godot is the way to go. Maybe a bit polarising and simplified, but after trying all 3, this is my opinion, and as someone who's a programmer more than a game designer, Godot gives me the best confidence that I can release something quickly (and I have - dev time 6 to 8 hours with some experience) without getting bogged down in a myriad of features and settings that I'll likely never use.
I agree. Unity is definitely somewhere between Unreal and Godot. I love Unity exactly for this reason. It's still easy enough to get started with, has enough features, but is not too bloated. Unfortunately, I feel like Unity is becoming slower and more bloated with every update. Hopefully it will get better with time, not worse...
The game starts to lag because too many objects are being created. Perhaps it would be worth uniting the same enemies into stronger ones for optimization or something like that х)
After a bit of testing, we realized that it starts to lag when multiple enemies get spawned on top of each other (probably because of collisions). There are a lot of other things we could improve like adding a maximum amount of enemies or checking if there is already an enemy at the spawn position, but 12 hours are definitely not enough for that :)
If you want more gamedev content, check out how we made Subway Surfers in First Person. You'll be surprised by the results! ruclips.net/video/UbGc5dayBJQ/видео.html
The reason why there's almost no C# documentation, it's because most of the documentation revolves on GDScript, thr built-in programming language of godot, it's easy to pick up and it's very alike to python, anyway, *GDScript is used a lot more than C#* That's why
Haven't decided yet. It would take quite a lot of time to port our game to another engine so we'll probably have to finish it first. For future projects, Godot definitely looks like a better alternative to Unity, especially now that It's getting so many new users. With it being open source I think it will grow a lot in the next few years. Then there's also Unreal which looks like a viable option, but it seems so complicated.
I think it's best to consider all the options. There's probably no perfect replacement and it's important that what you need is there. Unreal's learning curve is probably exaggerated if you just wanna make something simple, it's scary but I wouldn't advise people to hide from it if it's the best option. I love godot but I worry about people getting tunnelvision is all.
no documentation or tutorials BEFORE starting the challenge. It would be almost impossible for us to make a game without the documentation, let alone in 12 hours
godot is a good learning tool, if you want to learn how to sufer... I can't talk about 2d but for 3d... damn, got the engine for free and still want my money back
Haven't tried to make a 3D game yet, but as a 2D engine it's quite nice and easy to use. Supposedly Godot 4 has improved 3D but I haven't tried it yet.
If you're tried to do 3D in GD3.5, I sympathize. You may want to give it another go in GD4.0 , the number of improvements makes it viable. Even for Unity transplants. The biggest issue remaining is asset imports. It's way better in 4, but not as error tolerant as Unity's is. If you try to bring in sloppily made assets, it will punish you.
@@CrimsonBlasphemy Thing is I can't see a reason to use godot over any other engine even more unity, I tried first thinking it would be fast to develop on, but I spent more time finding workarouds to bugs than working on my game. In a week I ported months of work, that now are working with better performance and quality than before. Just being open source is not a relevant feature.
I know it's like a month later but I hope to be of use here.
The prefabs bit was funny. The thing that nobody expects when going from Unity to Godot is juts how different Godot works from the ground up, what with everything being a scene. Building games in Godot is a practice of building up your little game pieces and collecting them together until you have a game.
For the chain explosion thing, I would have gone with using an Area2D node and calling the get_overlapping_bodies (or areas if the enemies are area nodes) function, which gives you an array of Nodes. You could also filter enemies based on colour by assigning them to various groups at runtime (groups are in the node tab in the inspector next to signals, but you can allocate them at runtime like say when the colour of the enemy is chosen), and so when checking through your array of nodes, you call node.is_in_group("group") (the equivalent in C# idk) to check if it's the relevant group.
Well done on this project! It's not an easy task making a game in such a short time frame with a different game engine.
Thank you for the pointers! It's definitely not too late. We'll keep them in mind for when we revisit Godot. Hopefully that will be pretty soon :)
@@Inner-Chaos Now its godots time to shine HAHAHA
0:15 "Godot it's for kids"
Did you just mistake Godot for Scratch?
Unity bros not immediately dissing on Godot? the world has gone mad.
What a time to be alive!😅
...then several months later, the world gets mad ... at Unity.
I see Godot pretty much on the other end of the spectrum from Unreal, where Godot isn't as powerful (by far) but makes it quick and easy to implement a game idea, and iterate on it until it's good enough for release. Unreal is giving you this huge chest of power tools, where you have to work backward from the promise of perfection to simple game mechanics. Unity, IMO, is somewhere in the middle and trying to catch on to Unreal, because that's what professional developers are using to make money. For all the rest of us who do this as a hobby and want to scratch that developer itch, Godot is the way to go. Maybe a bit polarising and simplified, but after trying all 3, this is my opinion, and as someone who's a programmer more than a game designer, Godot gives me the best confidence that I can release something quickly (and I have - dev time 6 to 8 hours with some experience) without getting bogged down in a myriad of features and settings that I'll likely never use.
I agree. Unity is definitely somewhere between Unreal and Godot. I love Unity exactly for this reason. It's still easy enough to get started with, has enough features, but is not too bloated. Unfortunately, I feel like Unity is becoming slower and more bloated with every update. Hopefully it will get better with time, not worse...
@@Inner-Chaos you'll get a crack out of where the name Godot came from. Look it up :)
LMAO, good one!
1:52 You're essentially making Bust-a-move with a moving character.
The game starts to lag because too many objects are being created.
Perhaps it would be worth uniting the same enemies into stronger ones for optimization or something like that х)
After a bit of testing, we realized that it starts to lag when multiple enemies get spawned on top of each other (probably because of collisions). There are a lot of other things we could improve like adding a maximum amount of enemies or checking if there is already an enemy at the spawn position, but 12 hours are definitely not enough for that :)
If you want more gamedev content, check out how we made Subway Surfers in First Person. You'll be surprised by the results!
ruclips.net/video/UbGc5dayBJQ/видео.html
haha i laughed when you did the weapon look at mouse, as i had the same issue when i first tried godot xD
As you can see, we are totally deterministic when writing code. We are definitely not trying until we get it right :))
I didn't know there was a tile option for progress bars. That's Kool.
The reason why there's almost no C# documentation, it's because most of the documentation revolves on GDScript, thr built-in programming language of godot, it's easy to pick up and it's very alike to python, anyway, *GDScript is used a lot more than C#*
That's why
I feel the same pain as a programmer
where does "godot is for little kids" come from? is it because it has a mascot character?
It's just a little joke, as in: we were expecting Godot to be very easy since we already know Unity, but it wasn't.
Sooooo, after what happened with the whole Unity Game Engine Fee, are you guys going to go back to Godot?
Haven't decided yet. It would take quite a lot of time to port our game to another engine so we'll probably have to finish it first.
For future projects, Godot definitely looks like a better alternative to Unity, especially now that It's getting so many new users. With it being open source I think it will grow a lot in the next few years.
Then there's also Unreal which looks like a viable option, but it seems so complicated.
I think it's best to consider all the options. There's probably no perfect replacement and it's important that what you need is there. Unreal's learning curve is probably exaggerated if you just wanna make something simple, it's scary but I wouldn't advise people to hide from it if it's the best option. I love godot but I worry about people getting tunnelvision is all.
my RTX card started dying 20 seconds in. but the prior 20 seconds were fun!
Hmm, I tried it multiple times and usually it doesn't break that fast. Are you sure you have hardware acceleration enabled in browser?
0:07 no documentation or tutorials also them throughout the video 3:00 3:08 3:46
no documentation or tutorials BEFORE starting the challenge. It would be almost impossible for us to make a game without the documentation, let alone in 12 hours
watch at 2x for the fukk crack experience xD
Underrated
If u made something and later want to change it into a scene then select the root node right click and press merge into a scene
Very good vid 🎉
me when editing with davinci
Nice video
Underrated why😢😢
4:00 lmfao
Kinda reminds me of dani
let's just say that's not a complete coincidence :)
Cool vid
😂
godot is a good learning tool, if you want to learn how to sufer... I can't talk about 2d but for 3d... damn, got the engine for free and still want my money back
Haven't tried to make a 3D game yet, but as a 2D engine it's quite nice and easy to use. Supposedly Godot 4 has improved 3D but I haven't tried it yet.
I actually got further with 3D than 2D
If you're tried to do 3D in GD3.5, I sympathize. You may want to give it another go in GD4.0 , the number of improvements makes it viable. Even for Unity transplants.
The biggest issue remaining is asset imports. It's way better in 4, but not as error tolerant as Unity's is. If you try to bring in sloppily made assets, it will punish you.
@@CrimsonBlasphemy Thing is I can't see a reason to use godot over any other engine even more unity, I tried first thinking it would be fast to develop on, but I spent more time finding workarouds to bugs than working on my game. In a week I ported months of work, that now are working with better performance and quality than before.
Just being open source is not a relevant feature.
@@eduardomoura2813 I am a Unity transplant, I'm coming out of Unity 2021 LTS and porting to Godot 4. Sorry you had problems.