godot is leveling up very frequently. So happy it becomes a home for former-unity indie devs. I can imagine how much they save when using that instead of expensive proprietary software.
I would love to make a Game system request for a video down the line : SpellRogue! Specifically : - 3D Dice that are rolled every turn (ending a turn would reroll them). - Being able to Drag & Dropped said Dice in certain areas! Despawning them and for the face value of the Die to be usable as part of the specific Action. - Activating said Action by drawing a line from it into one of several targets.
This video was recommended to me while I was watching a livestream of someone who had trouble updating their project. It couldn't have been a better timing.
As of my knowledge, Godot devs already solved the audio probelm on web single thread builds, by adding a new playback property to the audio player node, it is now seamless
Oh the audio updates are so cool! One of my favorite things in games is adaptive audio. The synchronized node looks like it will make things like that so much easier.
@@TechnoMichaSDLSeamless looping will work for OGG and WAV files, but it won’t work for MP3 files because there is a portion of data at the start of an MP3 file (the header) containing metadata, and the audio starts after that, rather than starting at the beginning of the file. Therefore, looping will always have a silent gap with MP3s.
Just a piece of advice but I think it would be good to showcase those features in the background video from Godot. As before you used footage from games like Ori when it wasn’t made in Godot
I used Ori and Rayman because they're good display of parallax. Unfortunately I don't have a unlimited amount of time to find the perfect Godot example for everything.
Are compositor effects really just for 3D? My understanding was that since it is part of the WorldEnvironment node, you can create both 2D and 3D effects.
One of my favorite things is physics interpolation
Same!
godot is leveling up very frequently. So happy it becomes a home for former-unity indie devs. I can imagine how much they save when using that instead of expensive proprietary software.
I would love to make a Game system request for a video down the line : SpellRogue!
Specifically :
- 3D Dice that are rolled every turn (ending a turn would reroll them).
- Being able to Drag & Dropped said Dice in certain areas! Despawning them and for the face value of the Die to be usable as part of the specific Action.
- Activating said Action by drawing a line from it into one of several targets.
This video was recommended to me while I was watching a livestream of someone who had trouble updating their project. It couldn't have been a better timing.
was hesitant to move 4.3 but after this I defineatly will
As of my knowledge, Godot devs already solved the audio probelm on web single thread builds, by adding a new playback property to the audio player node, it is now seamless
Yes it was a problem going with a single thread but it's supposed to be fixed. I didn't try yet
Oh the audio updates are so cool! One of my favorite things in games is adaptive audio. The synchronized node looks like it will make things like that so much easier.
Totally agree!
Seamless Loop in Samples Format can only set for WAV files. FMOD and Wwise are better
@@TechnoMichaSDLSeamless looping will work for OGG and WAV files, but it won’t work for MP3 files because there is a portion of data at the start of an MP3 file (the header) containing metadata, and the audio starts after that, rather than starting at the beginning of the file. Therefore, looping will always have a silent gap with MP3s.
My favorite one is definitely the nav mesh one, bringing the high level implementations closer to the performance and usability of the astar classes
Cool video ! Merci !
Awesome, thanks for your effort!
My pleasure!
Just a piece of advice but I think it would be good to showcase those features in the background video from Godot. As before you used footage from games like Ori when it wasn’t made in Godot
I used Ori and Rayman because they're good display of parallax. Unfortunately I don't have a unlimited amount of time to find the perfect Godot example for everything.
@@mrelipteach fair enough. That’s understandable
howd u make ur ui orange?
reminds me of halflife
I modified the accent color in the project settings
Editor Settings -> Interface -> Theme -> Accent Color
this amising❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤
Finally here. Been using beta.
They broke it in mobile now i can't add 3d model to my game and my project broke 😢
For the rendering pipeline examples, i you can create a ‘toon’ or ‘cel’ shader way more easily.
Thank you for this video.
I wonder if that skeleton modifier can be used to make active ragdolls
Yes 👍 But you'll have to code it. The modifier itself doesn't really do anything
@@mrelipteach there’s a tutorial for active ragdolls on another channel 👀 with code available
@@_gamma. link?
what's the game at 3:00
It's written at the bottom left! Engraving
@@mrelipteach thanks!
Are compositor effects really just for 3D? My understanding was that since it is part of the WorldEnvironment node, you can create both 2D and 3D effects.
Yes only 3D. world en is shared but most of the env features are only for 3D. 2D and 3D pipelines are not the same in Godot
There's a Vulkan SDK on ARM64 Windows 11 now but D3D12 is more widely supported it is true.
not again wwise...
GODOT PRO are the best it going to compete with UNREAL Engine
why are you mentioning old features of godot 3. this video is useless
What are you talking about? These are new features from 4.3 that came out today
@@Phrate They are salty that some of these things were available in Godot 3 but just now arrived on Godot 4
Thank you for your kind comment, I wish you a good day 👍
@@Phrate ability to fix dependencies was available since eons ago. are you gaslighting me?
@@levi3970 before you could only fix resources and objects dependencies
For the rendering pipeline examples, i you can create a ‘toon’ or ‘cel’ shader way more easily.