Setting defaults for variables is done in the Inspector and because you're in distraction free mode, that's why you didn't see how to set the default value and type of the variable. Swapping from the distraction free mode, selecting the variable, it should update the inspector so you can avoid the init-method logic you did.
Hi @Code_It_All, thank you for showcasing our Godot plugin in your video. We enjoyed watching the journey in which you took and were pleased to hear you had an enjoyable experience.
Visual scripting is how I wanted to learn to code but it is too cumbersome because often there's not as much support, and things don't translate from text based coding so its hard for coders to help you.
I think like a coder, so visual approaches always seem harder. Then, the visual representations take so much more space, so its hard to get an overview of your code logic. In GameMaker, even if you choose to use GML (coding), there's still event-action notes it creates, taking up a bunch of space. This is multiplied by the number of objects in your scene. Pretty soon, you spend your time panning the pane to try to find and follow this mess.
As a full-time programmer who used to hate visual scripting, I finally see the value in it for simple interactions, especially bespoke level logic. I'm glad that Orchestrator worked out for you, I'll have to check it out!
Great video and thanks for showing Orchestrator addon which seems cool, i might try it. I wanted to add something to the discontinuing of the visual scripting since i think the general idea of the discontinuing is quite an interesting topic. I feel like discontinuing the visual scripting was a good choice. Dont get me wrong, i really like the possibility of different ways you can create the game. But i can imagine there are a lot of other people that will probably never touch the visual scripting when programmer. And you might think, "well, what does that 1 feature that not a lot of people use matter?" But if this is the case, then where do you stop, what features do you implement and what not. Godot engine something like 100mb, if all these features where there, it would grow in size, and it would take longer to start up the engine to load all the features that you are not going to use. At that point you get to engines like Unity or even worse, Unreal. They take a while to start / set up a project. Meanwhile Godot does that in 1 blink of an eye. Godot has chosen to only include neccessairy stuff, and the rest can be included as addons for people who actually want it. (and sidenote, that is just the AssetLib button at the top, no need to externally download it) And I feel like that was the best choice, as specially in combination with the amazing comunity around Godot, or even better, the amazing people who make these kind of addons.
It seems like visual scripting (in Godot specifically) isn't a great alternative to the other languages available. However it certainly has some uses, such as for programmers who want to make tools for game designers on their team.
the visual scripting wanst relly "discontinued" per say, they aid they remove it because they didnt like the current iteration, and that they do plan to remake it down the line
@@Code_It_All I discovered you by being interested once again in Godot or even if he didn't have a new video on Orchestrator other than the GameFromScratch video. I have already tried Godot's visual scripting and I much prefer the visual scripting of my game engine that I use, which is OpenSpace3D (so I am the only one to make games on it, no other game studio makes games on it above). It would be good if you made a video on OpenSpace3D because it's a game engine that deserves to be known. It is close to Unity (even if it does not have all the functionalities of Unity and it is still missing certain functionalities such as procedural generation) and OpenSpace3D was designed in Scol language (Standard Cryo Online Language) a language of programming with basics of C# and C++.
Orchestrator is similar to Unreal Visual Script. In Unreal you need to chain action like this too. At the first glance, I think why they do that, but when I thought about it, it make sense.
Visual Scripting is the main thing which prevents me from learning Unreal Engine. I cannot wrap my head around Blueprints at all. They're not intuitive and create extra friction for me.
I've been coding for decades and also professionally. The only visual scripting that I can mentally tolerate is "event sheets" which is a top to bottom workflow like coding. Some examples are Construct, GDevelop, and loosely GameMaker. Visual scripting seems useful in theory but when used in practice it feels more tedious and cluttered to coding. But could be due to my stubbornness of fully using it.
In my case, it worked the other way around. I was interested in coding and making games before, but since I couldn't figure out the logic of writing code, I would just watch a few tutorial videos and leave it. Then I started using unreal engine and started making a real game. I had to deal with writing so many confusing algorithms that after a while it became very, very easy to learn ordinary written coding languages, even though I was using blueprint. It took me 15 minutes to learn how to use python from scratch. I learned to code thanks to blueprint.
In my opinion, the VisualScript method is more understandable and readable than codding so i don't understand why they removed it I also would like someone to make tutorials about VisualSky shaders only, due to the huge chunk of the industry using blender, it would make the process easier and more flexible than just codding...
I tried to do a node based shader lately and I have to say, it's not for me. Some simple math, that would be a oneliner becomes a jumbled unreadable mess with nodes. (Also Godot's node editor is quite clunky.) It seems to work for the Unreal folks, though.
If programming in Godot show similar to python then can somebody please make an add-on that works like logic bricks and blender ? Bricks was so easy and fun and godot users already know blender.
Can anyone help me? After I install the "orchestrator" plug-in, create a script and run it, the debugger always prompts the following error "_gdvirtual__get_language_call: Required virtual method ScriptExtension::_get_language must be overridden before calling."
I want to develop core functionality in GDScript/C++ and later export these systems into visual scripting. In Unreal u can export c++ method to blueprints using macro UFUNCTION(BlueprintCallable), is it possible to achive similar thing in that plugin? For example I've made GDScript class called class_name A and that class has method Foo(), so i want to inherit from class A with method Foo by using visual script, my question is, will Foo() method be visible in that visual scripting context?
how did you make it work, Godot returns an error when i copy paste the addon core/extension/gdextension.cpp:688 - GDExtension library not found: Failed loading resource: res://plugin/orchestrator/orchestrator.gdextension. Make sure resources have been imported by opening the project in the editor at least once. nevermind i fixed it i was importing it in a folder i created instead of the godot res directory where it should have been
So I figured this out just downloading it there’s an option at the top when reconfirming the download and make sure to uncheck the box that mentions asset root
Setting defaults for variables is done in the Inspector and because you're in distraction free mode, that's why you didn't see how to set the default value and type of the variable. Swapping from the distraction free mode, selecting the variable, it should update the inspector so you can avoid the init-method logic you did.
Hi @Code_It_All, thank you for showcasing our Godot plugin in your video. We enjoyed watching the journey in which you took and were pleased to hear you had an enjoyable experience.
Visual scripting is how I wanted to learn to code but it is too cumbersome because often there's not as much support, and things don't translate from text based coding so its hard for coders to help you.
I think like a coder, so visual approaches always seem harder. Then, the visual representations take so much more space, so its hard to get an overview of your code logic. In GameMaker, even if you choose to use GML (coding), there's still event-action notes it creates, taking up a bunch of space. This is multiplied by the number of objects in your scene. Pretty soon, you spend your time panning the pane to try to find and follow this mess.
As a full-time programmer who used to hate visual scripting, I finally see the value in it for simple interactions, especially bespoke level logic. I'm glad that Orchestrator worked out for you, I'll have to check it out!
Great video and thanks for showing Orchestrator addon which seems cool, i might try it.
I wanted to add something to the discontinuing of the visual scripting since i think the general idea of the discontinuing is quite an interesting topic.
I feel like discontinuing the visual scripting was a good choice. Dont get me wrong, i really like the possibility of different ways you can create the game.
But i can imagine there are a lot of other people that will probably never touch the visual scripting when programmer.
And you might think, "well, what does that 1 feature that not a lot of people use matter?"
But if this is the case, then where do you stop, what features do you implement and what not.
Godot engine something like 100mb, if all these features where there, it would grow in size, and it would take longer to start up the engine to load all the features that you are not going to use.
At that point you get to engines like Unity or even worse, Unreal. They take a while to start / set up a project. Meanwhile Godot does that in 1 blink of an eye.
Godot has chosen to only include neccessairy stuff, and the rest can be included as addons for people who actually want it. (and sidenote, that is just the AssetLib button at the top, no need to externally download it)
And I feel like that was the best choice, as specially in combination with the amazing comunity around Godot, or even better, the amazing people who make these kind of addons.
It seems like visual scripting (in Godot specifically) isn't a great alternative to the other languages available. However it certainly has some uses, such as for programmers who want to make tools for game designers on their team.
I didn't know this tool, thanks for sharing it. I just tried Block Coding and I think it's an interesting addon to go back to Visual Script in Godot.
Looks like ACE(action, condition, event) in construct 3
the visual scripting wanst relly "discontinued" per say, they aid they remove it because they didnt like the current iteration, and that they do plan to remake it down the line
3:13 You mean exactly like overriding the func _process(): in GDrscript???
This guy just doesn't understand what he does.
Could you compare the mirror godot based game engine's visual scripting system With orchestrator
Could you make a tutorial of Orchestrator next? It seems like there aren't any tutorial and the documentation still quite confusing me
I might in the future
@@Code_It_Allit would be something worth paying for.
Ni siquiera hay en Español 😂 traduciría tu video si eres el primero. En verdad ayudarías hasta los hispanohablantes. Buen video
There is also another visual scripting add-on called Block Coding, which is similar to scratch.
Yeah but Block Coding only have the simple stuff so you cant make almost anything
the "if so" is really nice lol
😂
@@Code_It_All I discovered you by being interested once again in Godot or even if he didn't have a new video on Orchestrator other than the GameFromScratch video. I have already tried Godot's visual scripting and I much prefer the visual scripting of my game engine that I use, which is OpenSpace3D (so I am the only one to make games on it, no other game studio makes games on it above). It would be good if you made a video on OpenSpace3D because it's a game engine that deserves to be known. It is close to Unity (even if it does not have all the functionalities of Unity and it is still missing certain functionalities such as procedural generation) and OpenSpace3D was designed in Scol language (Standard Cryo Online Language) a language of programming with basics of C# and C++.
Orchestrator is similar to Unreal Visual Script. In Unreal you need to chain action like this too. At the first glance, I think why they do that, but when I thought about it, it make sense.
Visual Scripting is the main thing which prevents me from learning Unreal Engine. I cannot wrap my head around Blueprints at all. They're not intuitive and create extra friction for me.
I've been coding for decades and also professionally. The only visual scripting that I can mentally tolerate is "event sheets" which is a top to bottom workflow like coding. Some examples are Construct, GDevelop, and loosely GameMaker. Visual scripting seems useful in theory but when used in practice it feels more tedious and cluttered to coding. But could be due to my stubbornness of fully using it.
Also C++ and blueprints are the major things keeping me from using Unreal also. Wish it had a more middle ground solution such as C# or GDScript.
In my case, it worked the other way around. I was interested in coding and making games before, but since I couldn't figure out the logic of writing code, I would just watch a few tutorial videos and leave it. Then I started using unreal engine and started making a real game. I had to deal with writing so many confusing algorithms that after a while it became very, very easy to learn ordinary written coding languages, even though I was using blueprint. It took me 15 minutes to learn how to use python from scratch.
I learned to code thanks to blueprint.
In my opinion, the VisualScript method is more understandable and readable than codding so i don't understand why they removed it
I also would like someone to make tutorials about VisualSky shaders only, due to the huge chunk of the industry using blender, it would make the process easier and more flexible than just codding...
If I knew how to program I would try to make a fork of Godot for mobile where the focus would be the visual script but it's just an idea 😔
Code will always rule.
it's a nice advice, i subs u. but still for me, programming is the best practices.
I wish they would make a visual programming language that had a 1:1 code equivalent text based language
Wouldn't that just be coding normally with extra steps?
How I cam Rotate camera with mouse and add gravity ?
I tried to do a node based shader lately and I have to say, it's not for me. Some simple math, that would be a oneliner becomes a jumbled unreadable mess with nodes. (Also Godot's node editor is quite clunky.) It seems to work for the Unreal folks, though.
Works for Unreal folks because unlike Godot’s node editor, it’s not a steaming pile of shit
It remind me of the unreal engine visual script since those color are similar.
Can you make a game with Orchestractor only, without using GDScript?
If programming in Godot show similar to python then can somebody please make an add-on that works like logic bricks and blender ? Bricks was so easy and fun and godot users already know blender.
this is just like game builder garauge except i can have infinite nodes instead of 512
Can anyone help me? After I install the "orchestrator" plug-in, create a script and run it, the debugger always prompts the following error "_gdvirtual__get_language_call: Required virtual method ScriptExtension::_get_language must be overridden before calling."
I got this error, when I had an uninitialized variable, so maybe see if your variables are set in the inspector tab ?
So, is it possible to create ur own visual nodes by GDScript or c++ ?
Hey, you can make functions that would later act as your "custom node" but I may not be understanding your question
I want to develop core functionality in GDScript/C++ and later export these systems into visual scripting. In Unreal u can export c++ method to blueprints using macro UFUNCTION(BlueprintCallable), is it possible to achive similar thing in that plugin? For example I've made GDScript class called class_name A and that class has method Foo(), so i want to inherit from class A with method Foo by using visual script, my question is, will Foo() method be visible in that visual scripting context?
Uhhh yea im still using 3.5
sad that unitys visual scripting is absolute garbage
how did you make it work, Godot returns an error
when i copy paste the addon
core/extension/gdextension.cpp:688 - GDExtension library not found:
Failed loading resource: res://plugin/orchestrator/orchestrator.gdextension. Make sure resources have been imported by opening the project in the editor at least once.
nevermind i fixed it
i was importing it in a folder i created instead of the godot res directory where it should have been
What version of godot were you using ?
So I figured this out just downloading it there’s an option at the top when reconfirming the download and make sure to uncheck the box that mentions asset root