Using Godot Debug Mode to Make Game Dev Easier

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  • Опубликовано: 28 дек 2024

Комментарии • 9

  • @superj1e2z6
    @superj1e2z6 Год назад +1

    Is there a reason you are using the input singleton inside the _input func instead of using the event var instead?

    • @brettmakesgames
      @brettmakesgames  Год назад

      That's a mistake, good catch! It should just be the event parameter.

  • @krzyszt0fus
    @krzyszt0fus Год назад

    Wow, more godotypes! Thanks for sharing, looking forward to the driftmania 😁

  • @ericghaugenful
    @ericghaugenful Год назад

    Wow this is a really useful tip! Thank you for sharing!

    • @brettmakesgames
      @brettmakesgames  Год назад

      Glad to hear it helped, Eric! Thanks for watching.

  • @yndajas
    @yndajas Год назад

    Nice! What IDE are you using for Godot? I feel like you might have mentioned Visual Studio Community Edition in a previous video?

    • @brettmakesgames
      @brettmakesgames  Год назад

      I've just been using the built-in script editor in the engine! It comes with some really nice autocomplete and doc integrations. I was worried I'd dislike it, but I've come to enjoy it quite a bit. I'd like to explore using VS Code and Vim with Godot, but so far the built-in meets my needs.

    • @yndajas
      @yndajas Год назад +1

      @@brettmakesgames Ooh interesting - I didn't realise it came with its own script editor!

    • @yndajas
      @yndajas Год назад +1

      Ha, I'm going through a few of your videos while finishing packing for a move, and I literally just got to "Godot 4 Editor Explained & 2D Workflow Basics" 😅 that would've answered it!