This is a good video. Seeing the concepts coming alive like that is fun to watch. I have my concerns that the UI you are constructing will be scalable on different screen resolutions and aspect ratios. The Anchor points are good, they do scale, but most of the UI you did with offsets, which on different density displays will yield very different results. You guys must be using the 2d scaling / stretching mode of Godot which will help resolve the issue. However, you will have black lines on top and bottom when doing it like that. It is best to make the UI the Godot layout and work with anchors alone.
We are using scaling mode '2d'. The offsets end up being relative to the 'design size' set in the project settings. I just added a slider to the settings which scales the size of the root viewport. Scaling the root viewport size down causes everything in the game to be bigger. I've found that setting that root viewport to ~0.75x the design size causes the UI to be about right on mobile devices. We'll probably end up specifying a design size for PC/Web/Console and a smaller size for Mobile, this will cause the UI to be slightly bigger on mobile.
This is amazing, never seen a UI in Godot as nice and sweet like that of this game. I'm hoping we see more of UI related stuff in this channel pleeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeease. I think we've had enough of the logics ..:-)
@@winterpixelgames6396 i also think making the GoodLabel and GoodAnchorPoint as addons would also help a lot. Using margins and etc, is kinda confusing
It was so cool seeing all of the systems you made to customize and build your UI. I'm still at the "handcraft" each button stage with coding but you've given me inspiration to git gud. Great video mate 👍👍
1:06:45 "i know a lot of people get by with exact coordinate positioning" these are mostly just beginners. no skilled UI designer uses exact coordinate positioning, except in very special cases like making a game for a legacy game console (which support only one window size and no UI scaling) or to save time in a game jam. it's much better to work with anchors and margins because • it's much easier to remember "at the top left of that panel" instead of "at 180×100 pixels" • layouts created this way can adapt to different window sizes, without having to add black bars and scale everything evenly. it's the same difference as between websites and PDFs.
@@RichardFirOey That one he created himself anyway, you wouldn't find it in Godot 3.x either. And a lot of things have changed so really, I doubt it's directly applicable. I'm still watching it to get ideas and hopefully adapt old ideas to the new Godot version because TBH Godot UI's positioning system is driving me crazy me even more than Java Swing's, and that's saying something.
Hi, i have been searching for UI tutorials in Godot and I am really glad i came across this. Thanks for spending time to make this tutorial.
Beautiful menu design.
Excellent vid fella.
This is a good video. Seeing the concepts coming alive like that is fun to watch. I have my concerns that the UI you are constructing will be scalable on different screen resolutions and aspect ratios. The Anchor points are good, they do scale, but most of the UI you did with offsets, which on different density displays will yield very different results. You guys must be using the 2d scaling / stretching mode of Godot which will help resolve the issue. However, you will have black lines on top and bottom when doing it like that. It is best to make the UI the Godot layout and work with anchors alone.
We are using scaling mode '2d'. The offsets end up being relative to the 'design size' set in the project settings. I just added a slider to the settings which scales the size of the root viewport. Scaling the root viewport size down causes everything in the game to be bigger. I've found that setting that root viewport to ~0.75x the design size causes the UI to be about right on mobile devices. We'll probably end up specifying a design size for PC/Web/Console and a smaller size for Mobile, this will cause the UI to be slightly bigger on mobile.
This is amazing, never seen a UI in Godot as nice and sweet like that of this game. I'm hoping we see more of UI related stuff in this channel pleeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeease. I think we've had enough of the logics ..:-)
More to come!
@@winterpixelgames6396 i also think making the GoodLabel and GoodAnchorPoint as addons would also help a lot. Using margins and etc, is kinda confusing
Awesome! look forward to see more about Godot. keep going man :)
Thanks! Will do!
It was so cool seeing all of the systems you made to customize and build your UI. I'm still at the "handcraft" each button stage with coding but you've given me inspiration to git gud. Great video mate 👍👍
1:06:45 "i know a lot of people get by with exact coordinate positioning"
these are mostly just beginners.
no skilled UI designer uses exact coordinate positioning, except in very special cases like making a game for a legacy game console (which support only one window size and no UI scaling) or to save time in a game jam.
it's much better to work with anchors and margins because
• it's much easier to remember "at the top left of that panel" instead of "at 180×100 pixels"
• layouts created this way can adapt to different window sizes, without having to add black bars and scale everything evenly. it's the same difference as between websites and PDFs.
Love this. Any chance you’d open source the GoodAnchor nodes?
these look very good!
Thank you!
Great video, thank you so much for sharing! I wonder please how do you make your mock-ups?
Very nice 👌
WOW! UI
What is the name of the font used in the UI?
Baloo
Arlon Bold
Hello, any chance to saw a Full Tutorial on Pro UI like that one in the near future?, thanks and sorry for my english.
This game is soooo POG i love it. But, can i ask what font are ya using?
Is this video still valid for Godot 4.x?
i'm wondering the same thing. I can't find SwatchdModulate node?
@@RichardFirOey That one he created himself anyway, you wouldn't find it in Godot 3.x either. And a lot of things have changed so really, I doubt it's directly applicable. I'm still watching it to get ideas and hopefully adapt old ideas to the new Godot version because TBH Godot UI's positioning system is driving me crazy me even more than Java Swing's, and that's saying something.