Crazy how much you had to plan this instead of just using video editing. You didn't skip a beat and I learned so much. Great effort for a great videao.
OMG! You have to be kidding me! I had no idea about the default fonts, the rest I kinda knew, though I'm sketchy using control nodes so that helped too. Awesome video, this would have saved me so much time in the past (and it will now going forwards) much appericated my man!
Thank you so much for sharing these tips! I knew about half of these, but the tip about size flags and about setting a default font will save me a lot of time.
The shader one is a good first step toward one of my go-tos. I usually have a shader do hit animations. Animating it is a matter of modifying a property on the shader material. The set up is very similar. You can animate shader params (called uniforms in gdshader scripts). For the flashing on hit (I usually use red, white, or a gradient based on health), the animation will set the value of the uniform and the shader will use it to set the color/albedo. You can then simply call the animation in a callback function when the thing gets hit. This is an easy way to add feedback to prototypes and requires no complex shader code, I love doing it.
In Godot 4, Importing no longer has a 2D Pixel preset. I have to go into project settings, find "Rendering/Textures" in the left bar, and set the "Default Texture Filter" to Nearest. This makes all pixel art textures in the project crisp.
Even if it's mostly 2D stuff, I still liked some of the tips. I've had this one square panel in the top left of my viewport for way too long and I could never figure out how to find it until I saw the remote feature. Turns out one of my auto load scripts for my game settings was creating a tiny rectangle for some reason. I had a hunch it was an autoload script since it was there from the start and between scenes, but I still didn't know why it would make a rectangle. I just put _ready(): self.hide() and that fixed it.
Lip-smackingly good tips! Maybe you should link your sprite stacking tutorial somewhere in the Pixely look part, it looks really nice and people may not know you also have a tutorial on that (as with the textbox one).
Great tips. One thing I ran into recently was with doing the border radius for buttons like you showed. However if you notice, it doesn't fall through to the hover state, etc. When you hovered over the button it went back to squared border. Would be nice if there was a way to globally apply the corner radius without having to override ever state style individually.
Looks like the secret is in the sprite he used; he named that node Stacked Sprite, and I think he has another tutorial vid on how to do a Stacked Sprite? That's most likely it.
For #5 I see you have the test width and test height set. If you were going to publish the game, how would you size up the screen while maintaining the resolution for the nice pixel-y look?
Good question - when using viewport mode and pixel art, the game can look distorted if a person changes the resolution to a size that is not an integer multiple of the base resolution. To fix this, I recommend adding this plugin to your project: github.com/Yukitty/godot-addon-integer_resolution_handler What it will do is add black bars around the edges of the screen when the resolution is not an integer multiple of the base resolution, thus maintaining the integrity of the pixelated look. You can also get it by searching for "Integer Resolution Handler" in the AssetLib within Godot directly. AFAIK, Godot 4.0 is planning to have this included by default so you will no longer need to install any plugin once it's out.
+1 subscriber man, this makes me think unity is overbloated in many ways... This is way smaller and seems to have more functions... Like that custom corner rounded button, we all want that ahahah
Did you make that text box system or is that Dialogic? I'd like to learn by making one if you'd make a tutorial. It's simple to like queue text but doing things like branching dialogue and calling code during a conversation would be great too.
really helped me a lot now that I started in godot so I would like to ask a question if it is not too annoying I have a code that pauses the game when executing a text box but the pause mode does not go away when I finish despite putting the code to do so, what should I do?
the globals: having the text box pre loaded when you change scene it seems that it is persistent...that is changing the scene keeps it loaded and visible..is this the case? I assume yes..unless accessed again by another scrips to hide it or whatever.
If you use a Sprite (blue) node, you don't gain the benefits of control (green) nodes automatically formatting their children. Normally you can use a TextureRect (green) instead of a Sprite (blue) to do things like stick inside a CenterContainer or inside a VBoxContainer. But a TextureRect does not normally support the spritesheet format, so you need to do a bit of a hack to get a single sprite from a spritesheet to show up in a TextureRect
The game I'm making is at a smaller resolution, so I need to shrink the dynamic text I added, but it seems to still get blurry? I'm wondering if there's a way to keep the resolution of the text separate from the game 🤔
Crazy how much you had to plan this instead of just using video editing.
You didn't skip a beat and I learned so much.
Great effort for a great videao.
Thank you for taking the time to make this video!
This tips are absolutely game changing. I wish more of these tips would get attention to help others.
"game changing" quite literally
Dude, I can't thank you enough for the shaders one. That's the one I didn't know about yet, and the one I needed for my project. Thank you so much!
OMG! You have to be kidding me! I had no idea about the default fonts, the rest I kinda knew, though I'm sketchy using control nodes so that helped too. Awesome video, this would have saved me so much time in the past (and it will now going forwards) much appericated my man!
I really needed to know that Autoload, Tween, and default font feature! Thank you
Thank you so much for sharing these tips! I knew about half of these, but the tip about size flags and about setting a default font will save me a lot of time.
The shader one is a good first step toward one of my go-tos. I usually have a shader do hit animations. Animating it is a matter of modifying a property on the shader material.
The set up is very similar. You can animate shader params (called uniforms in gdshader scripts). For the flashing on hit (I usually use red, white, or a gradient based on health), the animation will set the value of the uniform and the shader will use it to set the color/albedo. You can then simply call the animation in a callback function when the thing gets hit.
This is an easy way to add feedback to prototypes and requires no complex shader code, I love doing it.
That font trick was gold lol... Also like the theme... I'll be changing that tomorrow lol
These were fantastic, thank you, pls do more!
Default font changed my life. Worth watching to the end for this alone
I like getting recommended videos about software because it makes me branch out more in terms of creativity and versatility
Simple things but very powerful! I didn't know most of these and the shaders look interesting
This was really nice ! Thanks for this.
This is great :o
very helpful!
literally in the first 30 seconds of this video you gave a precious advice that saved my game quality. The video is awesome, THANK YOU!
In Godot 4, Importing no longer has a 2D Pixel preset. I have to go into project settings, find "Rendering/Textures" in the left bar, and set the "Default Texture Filter" to Nearest.
This makes all pixel art textures in the project crisp.
lifesaver
Even if it's mostly 2D stuff, I still liked some of the tips. I've had this one square panel in the top left of my viewport for way too long and I could never figure out how to find it until I saw the remote feature. Turns out one of my auto load scripts for my game settings was creating a tiny rectangle for some reason. I had a hunch it was an autoload script since it was there from the start and between scenes, but I still didn't know why it would make a rectangle. I just put _ready(): self.hide() and that fixed it.
yt just recommended this to me as i was just editing my first game, really helpfull
feels good knowing a lot of these, still a super useful video!
Great insight, Love the tips! I look forward to more of your content
Lip-smackingly good tips!
Maybe you should link your sprite stacking tutorial somewhere in the Pixely look part, it looks really nice and people may not know you also have a tutorial on that (as with the textbox one).
I recently jumped into Godot. Thank you for a great video!
Superb! Thanks for this
The one with the atlas textures is wild :D
Great list, I learned quite a few new tricks. Thanks
Great stuff, thank you very much!
DAAAAMN, I'm saving this video for later. Ty
This was really useful. Thanks!!!
Thanks for the helpful tips!
Great tips. One thing I ran into recently was with doing the border radius for buttons like you showed. However if you notice, it doesn't fall through to the hover state, etc. When you hovered over the button it went back to squared border. Would be nice if there was a way to globally apply the corner radius without having to override ever state style individually.
Cubic and default font are really useful thanks
Great video!
Amazing video as usual!
Totally been asking about the Texture Rect sprite sheet thing for Years!
Thanks man! Great video
Thank you so much!!
The autoloaded scenes include the node structures btw.
great tips man even for godot 4 this is still useful
Hi I have a question how did you make the car a 3D object in 2D because I can't figure it out
Looks like the secret is in the sprite he used; he named that node Stacked Sprite, and I think he has another tutorial vid on how to do a Stacked Sprite? That's most likely it.
I didn't know about setting the default font, thanks :)
Ooh the custom shaders is cool. I'm guessing that you could do a hue-shift on the texture in it (something that modulate is lacking)
Super useful, thank you
Thanks!
Thanks for sharing.
Thank you
I'd love to know how that lil car works in 2D
Here you go: ruclips.net/video/_Z5eg9UvLRw/видео.html
For #5 I see you have the test width and test height set. If you were going to publish the game, how would you size up the screen while maintaining the resolution for the nice pixel-y look?
Good question - when using viewport mode and pixel art, the game can look distorted if a person changes the resolution to a size that is not an integer multiple of the base resolution.
To fix this, I recommend adding this plugin to your project: github.com/Yukitty/godot-addon-integer_resolution_handler
What it will do is add black bars around the edges of the screen when the resolution is not an integer multiple of the base resolution, thus maintaining the integrity of the pixelated look. You can also get it by searching for "Integer Resolution Handler" in the AssetLib within Godot directly. AFAIK, Godot 4.0 is planning to have this included by default so you will no longer need to install any plugin once it's out.
+1 subscriber man, this makes me think unity is overbloated in many ways... This is way smaller and seems to have more functions... Like that custom corner rounded button, we all want that ahahah
how does your car look like a 3d car at 4:42?
It's a technique called sprite stacking and I made a video about it here: ruclips.net/video/_Z5eg9UvLRw/видео.html
@@jontopielski6227 thanks
Thanks a lot
no matter what i tried, the viewport thing always either resized my window or zoomed in 😞
Did you make that text box system or is that Dialogic? I'd like to learn by making one if you'd make a tutorial. It's simple to like queue text but doing things like branching dialogue and calling code during a conversation would be great too.
I actually have a textbox tutorial already! ruclips.net/video/QEHOiORnXIk/видео.html
@@jontopielski6227 I'm such a baby. Thanks!
잘 보고 갑니다.
really helped me a lot now that I started in godot so I would like to ask a question if it is not too annoying
I have a code that pauses the game when executing a text box but the pause mode does not go away when I finish despite putting the code to do so, what should I do?
Hi, make sure the code that unpauses is able to run while paused, aka it's pause mode is set to process
the globals: having the text box pre loaded when you change scene it seems that it is persistent...that is changing the scene keeps it loaded and visible..is this the case? I assume yes..unless accessed again by another scrips to hide it or whatever.
1:27 I don't understand this one? can't you just randomize the Frame value of the Sprite node itself without needing to add control nodes?
If you use a Sprite (blue) node, you don't gain the benefits of control (green) nodes automatically formatting their children. Normally you can use a TextureRect (green) instead of a Sprite (blue) to do things like stick inside a CenterContainer or inside a VBoxContainer. But a TextureRect does not normally support the spritesheet format, so you need to do a bit of a hack to get a single sprite from a spritesheet to show up in a TextureRect
ty
Default font was a new one on me.
thx for buttom tips
Adjusting the font every time I made new text was annoying, thanks for the tips!
Where'd you get the font in the thumbnail?
yes
The game I'm making is at a smaller resolution, so I need to shrink the dynamic text I added, but it seems to still get blurry?
I'm wondering if there's a way to keep the resolution of the text separate from the game 🤔
More tutorials please 🙏
Where did you find those good sprites?
Most of them come from my previous games. The car one you can find in my stacked sprite tutorial
please make a video about how to make an earthbound-like inventory system!! a battle system one would also be appreciated
the singular of dice is die
omg i wish I knew it sooner
nice tips. don't you consider to make a 3D game?
Maybe one day!
Do godot 4!
This should be required viewing upon downloading Godot
Thanks, but you go way too fast. Slow down a notch :)
Ngl, I learned most of this my first time using godot…………..
Good for you!
Thank you so much!