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.
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.
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.
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.
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.
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.
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.
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
My favorite one is definitely the nav mesh one, bringing the high level implementations closer to the performance and usability of the astar classes
Awesome, thanks for your effort!
My pleasure!
Cool video ! Merci !
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
this amising❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤
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
Finally here. Been using beta.
For the rendering pipeline examples, i you can create a ‘toon’ or ‘cel’ shader way more easily.
They broke it in mobile now i can't add 3d model to my game and my project broke 😢
Thank you for this video.
There's a Vulkan SDK on ARM64 Windows 11 now but D3D12 is more widely supported it is true.
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
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!
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.