I love the detailed way you are explaining, so much better than 95% of the tutorials out there! I feel like you understand what its like to be a newbie and explain everything so well while skipping all the unnecessary stuff!
Thank you very much for this - I really appreciate your thoroughness in going through how the workspace UI is constructed. I've been very, very confused by the interface. My big issue was understanding the hierarchy of the various panes. On the top-left is the current Scene, but I really couldn't figure where the parent tree of this was. When opening one of the demo sample games, I closed the scene and then it looks as though I'd deleted everything - so I couldn't then understand why the game still seemed to run! I really hadn't figured out that the 'res' list was effectively this top level in the tree; I assumed that resources were just artefacts to be referenced in the main project - and didn't expect them to form part of the hierarchy. Thank you!
Glad to hear it! I'm planning to do a full game from scratch video that goes into actually making a game, but I figure something like this might help someone who needs a little guidance getting oriented with the interface.
its a bit too late to say that... but... you can create an file named ._sc_ in the directory where godot lives, to create an "self contained" version of it, think of it s an portable app, you can copy the folder and every configuration you made will be there. that would be quite useful to record an video like that, godot would be empty when you launch it, and you can show the screen of the project manager as it is when its empty, its much faster than removing all those projects from the list just to record an tutorial, then adding then later. and it would be less confusing for newbies who find this screen empty in their machines. now, i dont think its worth recording another tutorial just for doing that... but in case you need to put godot in a pendrive, you already know this trick ;P
I really like the way you break down and explain things in your various videos. Have you considered doing a noobie friendly GDscript starter explanation video? Like: what can you put inside of ( ) or the most common uses for people just starting. An example I'm having problems with: I've created "func _on_area_2d_grab_radius_body_exited(body):" and want to add an additional qualifier that checks a variable of the area2d. I can't seem to do it in the function title, and if I add it to the "if" statement of the function it only sees variables of the body that has entered. How do I reference the origin nodes variables instead? It seems simple but I don't know the proper way to reference specific nodes. TL;DR What are important barebones basics of GDscript coding and I think you'd be a good video teacher of the concept.
I'm definitely planning to do a GDScript basics tutorial video! It might be in a little bit, but it's something I've been thinking about and want to make sure I get right.
@@brettmakesgamesWorking on my project again and I've resolved my issue. Not understanding the controls and print information I set up confused me. It is possible to check the Area2D variables in the If statement.
I love the detailed way you are explaining, so much better than 95% of the tutorials out there! I feel like you understand what its like to be a newbie and explain everything so well while skipping all the unnecessary stuff!
Thank you very much for this - I really appreciate your thoroughness in going through how the workspace UI is constructed. I've been very, very confused by the interface. My big issue was understanding the hierarchy of the various panes. On the top-left is the current Scene, but I really couldn't figure where the parent tree of this was. When opening one of the demo sample games, I closed the scene and then it looks as though I'd deleted everything - so I couldn't then understand why the game still seemed to run! I really hadn't figured out that the 'res' list was effectively this top level in the tree; I assumed that resources were just artefacts to be referenced in the main project - and didn't expect them to form part of the hierarchy. Thank you!
Just started Godot so that's helpfull, thanks :)
Glad to hear it! I'm planning to do a full game from scratch video that goes into actually making a game, but I figure something like this might help someone who needs a little guidance getting oriented with the interface.
Perfect timing for me; planning on taking a look this weekend and perhaps converting one of the pygame games I’ve made
@@DaveScurlock hope you enjoy it!
Crystal clear, thanks brother, really cool way to teach.
its a bit too late to say that... but...
you can create an file named ._sc_ in the directory where godot lives, to create an "self contained" version of it, think of it s an portable app, you can copy the folder and every configuration you made will be there.
that would be quite useful to record an video like that, godot would be empty when you launch it, and you can show the screen of the project manager as it is when its empty, its much faster than removing all those projects from the list just to record an tutorial, then adding then later.
and it would be less confusing for newbies who find this screen empty in their machines.
now, i dont think its worth recording another tutorial just for doing that... but in case you need to put godot in a pendrive, you already know this trick ;P
thanks for this really helpful tip!
Were you able to edit where something was and see the change reflected in the game without reloading the game?
Yup, that generally works reliably for me! Sometimes when I add new nodes or attach scripts I need to reload the game.
@@brettmakesgames Interesting.
I really like the way you break down and explain things in your various videos. Have you considered doing a noobie friendly GDscript starter explanation video? Like: what can you put inside of ( ) or the most common uses for people just starting. An example I'm having problems with: I've created "func _on_area_2d_grab_radius_body_exited(body):" and want to add an additional qualifier that checks a variable of the area2d. I can't seem to do it in the function title, and if I add it to the "if" statement of the function it only sees variables of the body that has entered. How do I reference the origin nodes variables instead? It seems simple but I don't know the proper way to reference specific nodes.
TL;DR What are important barebones basics of GDscript coding and I think you'd be a good video teacher of the concept.
I'm definitely planning to do a GDScript basics tutorial video! It might be in a little bit, but it's something I've been thinking about and want to make sure I get right.
@@brettmakesgames Great! I look forward to it.
@@brettmakesgamesWorking on my project again and I've resolved my issue. Not understanding the controls and print information I set up confused me. It is possible to check the Area2D variables in the If statement.
@@unrealingenium-iz7ds Way to stick with it and fix the issue! 🙌
@@brettmakesgames Thanks. It was pretty rough for a while there. Thankfully it was a just a stupid mistake and Godot seems a little less complicated.