You can create 3D Gems by adding a CSG Sphere and setting it's sides and radial_segments to minimum, you can also try play around with the sides and radial segments to create cool looking shapes.
Hi, great vidéo as always ! You might be interested in a plugin I made, you can find it on my youtube channel, it's a text formatting plugin similar to the one you show here but with more font possibilities.
Didn't know you could check if you're in debug mode, that's actually really useful! Great video! Also thanks for featuring my tip, really made my day :D
When using tool scripts and setget, you will probably encounter an error when you try to access a node from within the setter. This is because setgets are usually run before the object is ready. To work around this, add this code to the setter if not is_inside_tree(): yield(self, "ready")
Not sure if you have this one - set the game to always on top (Right-mouse on window tool bar of the game ) then in godot click on pause - then click on remote - Depending on the screen size of your game you should see the remote notes and the inspector - Saw this on pigdev's channel - This is very usefully in debugging
Your videos are so nice to watch and have such good structure. Makes learning really easy, even when not sitting infront of an open gdscript window. Please continue making these videos. May I ask, who makes the artwork for your thumbnails?
- It is possible to make "Components" (like in Unity) by saving singular nodes with an attached script as scenes and compose your characters or objects from them. This is useful if a certain behaviour is a part of multiple different objects. "Scene" can be a misleading name because it can contain something abstract like a behaviour or stats. - It is possible to save your own predefined sets of data by extending a script from Resource, use export variables and create resource files with certain values. This is very useful for storing e.g. stats for items or enemies. It works similar to Unity's Scriptable Objects. - You can create scenes inheriting from others. They will update accordingly when the parent scene is changed but can contain their own nodes and export values of (parent-)scripts. Pretty obvious but I just used it for creating levels with the same general rules but different parameters for them.
i always enjoy these xd also it would be great to make a tutorial for rich text label as they're one of the slightly less documented items in the godot documentation
hello guys I have a question intro the loadDATA((here)) what i do write? for use Input.is_action...: loadData(what write here?) sorry for my inglish I'm new here about dictionary and serialization grettings!
Thank you! It seems to me like there are a lot of different ways to go about this. (The official documentation seems to favor json for some reason) What are the advantages of store_var for you?
@@PlayWithFurcifer yea, the JSON examples in the docs are very old and in need of updating. unless you want to interface with external sources e.g. software other than Godot, JSON should not be used, since Godot offers its own serialization that is just better (designed for Godot). Godot offers three classes to utilize its serialization: File, ResourceSaver, and ConfigFile. ResourceSaver makes it trivial to dump (and later restore) a Resource instance, ConfigFile is suitable for settings that you generally want to keep user-readable, and File is for anything else including savegames. if you want to store a Variant, naturally that's what store_var() is for. store_string(var2str()) is just needless extra steps. though I don't think there's any advantages or disadvantages other than to have somewhat cleaner code. and perhaps that with store_var, you have a bit of additional control as to how deep the serialization should go (should it attempt to serialize Objects or not). var2str() and str2var() are a quick way to serialize anything anywhere on the fly and I am sure there are use-cases for it, too. right now I can't think of a good example though.
that idea of maximizing a window on minimize gave me an idea- what if you made a game where the premise is that the window essentially never goes away- you could interrupt alt-f4 and x arrow attempts, allowing the program to mock you for trying to escape, and i'm pretty sure you could constantly call to bring that window to the front even.. that would be rly cool EDIT: what I would do is make a "platformer game" that's simple and short, with that as final boss EDIT EDIT: has this been done already? surely it has
We now brought you exactly 60 things about Godot - you want more? Leave your own tricks so we can feature them next time!
There's also fmod if you don't like using fposmod.
If you want filled triangle then use CSG Cylinder with sides 3, and change the height and radius to your likings.
You can create 3D Gems by adding a CSG Sphere and setting it's sides and radial_segments to minimum, you can also try play around with the sides and radial segments to create cool looking shapes.
Hi, great vidéo as always !
You might be interested in a plugin I made, you can find it on my youtube channel, it's a text formatting plugin similar to the one you show here but with more font possibilities.
;)
Didn't know you could check if you're in debug mode, that's actually really useful! Great video!
Also thanks for featuring my tip, really made my day :D
Thank you :)
Aww, thats great!
Finally! I've made it to the secret corner of the internet!
Congratulations, you made it!
When using tool scripts and setget, you will probably encounter an error when you try to access a node from within the setter. This is because setgets are usually run before the object is ready. To work around this, add this code to the setter
if not is_inside_tree():
yield(self, "ready")
What a weird interaction...!
You are the best! Making Godot fun af with this series
Aww :)
Thank you so much!
Ok the mouse filter is incredible. I have this problem all the time.
PS: I messaged you a plugin I made under you pinned comment
It took us SO long to figure that out.
We will have a look! :)
As always, a really nice video :) thanks for making it!
Awww :)
Thanks for watching it!
Great sense of humor and great tips. Thank you!
So glad you like it! We were kind of scared to try jokes in english, but it seems like it worked out okay.
@@PlayWithFurcifer not only okay but very funny (in an awesome low profile way)! I didn't expect getting myself laughing that much on a Godot video!
Love the video guys!
I have found the OS functions for debugging so useful, so it's a great tip to share!
Thank you! Glad it was helpful
Great video! I didn't know about the mouse input thing. I can imagine this is really hard to trouble shoot, when you run into the problem suddenly.
Not sure if you have this one - set the game to always on top (Right-mouse on window tool bar of the game ) then in godot click on pause - then click on remote - Depending on the screen size of your game you should see the remote notes and the inspector - Saw this on pigdev's channel - This is very usefully in debugging
Your videos are so nice to watch and have such good structure. Makes learning really easy, even when not sitting infront of an open gdscript window. Please continue making these videos.
May I ask, who makes the artwork for your thumbnails?
Thank you very much :)
We will of course!
Dorothea makes the thumbnails and made the Godette
- It is possible to make "Components" (like in Unity) by saving singular nodes with an attached script as scenes and compose your characters or objects from them. This is useful if a certain behaviour is a part of multiple different objects. "Scene" can be a misleading name because it can contain something abstract like a behaviour or stats.
- It is possible to save your own predefined sets of data by extending a script from Resource, use export variables and create resource files with certain values. This is very useful for storing e.g. stats for items or enemies. It works similar to Unity's Scriptable Objects.
- You can create scenes inheriting from others. They will update accordingly when the parent scene is changed but can contain their own nodes and export values of (parent-)scripts. Pretty obvious but I just used it for creating levels with the same general rules but different parameters for them.
Really cool, thanks!
This is the type of stuff I want more learning resources for in Godot. Thanks for sharing.
I just found You, and this channel is one of the channels I wish I knew earlier. :D
Aww! Thank you :)
Keep up the great work! There is always something new to learn :)
We will! Glad you liked it :)
Awesome, love learning details like these, thank you
Glad you enjoyed it!
*Godot Engine is my fave tool.* A understandable video and nice for any noob speaking spanish. Regards from argentina.
Glad you liked it! :)
Nice vídeo! The first tip was my favourite, really cool!
Glad you liked it, you can do some really neat stuff what that one :)
i always enjoy these xd
also it would be great to make a tutorial for rich text label as they're one of the slightly less documented items in the godot documentation
That is great to hear!
Pretty cool idea, we will think about that.
Sometimes you just need a rectange in your life. Ah yes the rectangle
You need it sometimes. ▭
wow these are amazing! Thanks guys
Our pleasure!
Nette deutsche Aussprache. Und natürlich danke für den Inhalt des Videos.
Neat tricks. Some of them I use all the time, others are new to me.
Glad you found some new ones! :)
FileAccess also has put_var and get_var to serialize variants, no need for the intermediate call to serialize
You mean store_var, right? We missed that one, it is really convenient!
great tutorial!
Thank you :)
Chello my geerman friiinds 😊 nice to have some german devs doing videos
Thanks very useful!!!!!!!!!!!
You are welcome!
Very helpfull - Number 10 is helpful to me - thx
Great to hear!
"This video is over". I laughed.
:D
Helpful.
Glad you think so!
nice ;D
Thanks!
Thank youu
You're welcome!
Wow you can touch grass without even going outside, that's next level.
Mowduhloooooo :D
Its pronounced mod - juh - low but i like your way better
Damn those Germans and their goodlookingness
hello guys I have a question intro the loadDATA((here)) what i do write? for use Input.is_action...: loadData(what write here?) sorry for my inglish I'm new here about dictionary and serialization grettings!
Maybe one of these links can help:
kidscancode.org/godot_recipes/basics/file_io/
docs.godotengine.org/en/stable/tutorials/io/saving_games.html
@@PlayWithFurcifer sorry for the far time jeje thanks !
great video!
though: 2:00 I don't think this is good advice as in the scenario shown, one should just use store_var of File rather than str2var.
Thank you!
It seems to me like there are a lot of different ways to go about this. (The official documentation seems to favor json for some reason)
What are the advantages of store_var for you?
@@PlayWithFurcifer one less line of code to write. :)
@@PlayWithFurcifer yea, the JSON examples in the docs are very old and in need of updating.
unless you want to interface with external sources e.g. software other than Godot, JSON should not be used, since Godot offers its own serialization that is just better (designed for Godot).
Godot offers three classes to utilize its serialization: File, ResourceSaver, and ConfigFile.
ResourceSaver makes it trivial to dump (and later restore) a Resource instance, ConfigFile is suitable for settings that you generally want to keep user-readable, and File is for anything else including savegames.
if you want to store a Variant, naturally that's what store_var() is for. store_string(var2str()) is just needless extra steps. though I don't think there's any advantages or disadvantages other than to have somewhat cleaner code. and perhaps that with store_var, you have a bit of additional control as to how deep the serialization should go (should it attempt to serialize Objects or not).
var2str() and str2var() are a quick way to serialize anything anywhere on the fly and I am sure there are use-cases for it, too. right now I can't think of a good example though.
Love German humour XD
And German humor loves you!
that idea of maximizing a window on minimize gave me an idea- what if you made a game where the premise is that the window essentially never goes away- you could interrupt alt-f4 and x arrow attempts, allowing the program to mock you for trying to escape, and i'm pretty sure you could constantly call to bring that window to the front even.. that would be rly cool
EDIT: what I would do is make a "platformer game" that's simple and short, with that as final boss
EDIT EDIT: has this been done already? surely it has
I think i might have seen something like that before. Reminds me a bit of that old virus that opened more and more windows x)
What is her number?
What number?
;)
U German ain't you?
Yes we are, where are you from?
@@PlayWithFurcifer Sitze in Berlin. :D