Комментарии:
Great video, exactly what I was hoping to have explained!
ОтветитьThis is a wonderful tutorial, even if 7+ minutes of the video was spent talking about things that were not relevant to my personal project, I truly enjoyed watching every second of it, as the explanation and implementation of mechanics and best practices was very interesting for someone like me - in understanding this crucial bit of information that goes unexplained more often than not.
ОтветитьSo, I am working through this on 4.2, and some of the controls have moved. A big one getting in the way for this section is that when you assign an AtlasTexture as the Under and Over elements, it does not have the Region control directly below the texture. Where would I go to set the location for the texture in the AtlasTexture in 4.2.
I know that using two separate images will work as well, but I also understand that it is useful to be able to use fewer files.
I found some strange behavior in the TextureProgressBar, copying and pasting the atlas copied the reference so setting the y offset in one made it the same in the other.
I thought the mirror the signals was interesting, I would have thought something like tank.weapon.reload_progress.connect(ui._on_reload_progress)
would be good enough. I was imagining that changing weapons might pose some issues handling it that way. Could you speak to disconnecting / reconnecting the reloading singals when changing weapons?
Hello I am about to finish my first Godot project and right now its missing the UI part of it. So, that's how I found your wonderful channel!! Thanks for the tutorials.
ОтветитьThis is a bad "UI" tutorial. You're nesting nodes inside of other node. There's no sprites to show how each setting effects the children and/or parent. You spend the first three minutes doing something completely unrelated to UI and this video is peppered with tank functionality instead of a "fundamental" look at UI.
ОтветитьVery concise tutorial.
Avoided the pit-traps of "in a serious project you would do this different but for the sake of tutorial this will do for now" that I've seen so many times, specially in Unity.
A general attitude that, imo, only train people to avoid doing UI and doing UI properly from the beginning.
Definitely will be checking your channel.
Now I just need this for C# :D lol
ОтветитьI just did the lazy method of having my player send the info directly to the UI system, I am too lazy to do it properly.
ОтветитьWarning; "%gold" doesn't work!
Ответитьthere's something wrong with the audio, can't put my finger on it but it's disorienting
ОтветитьI just stumbled on this while looking for Godot tuts migrated from Unity, and this is actually very good! I'll definitely watch your previous videos. Hope you can make more tutorials for Godot! How about animated UIs, lerps, progress bars and tween node for beginners? Cheers! :)
Ответитьwhat we need is buttons to controlls movements :/
ОтветитьThank you for the helpful tutorial. My only suggestion would be to increase the font size when making videos -- especially for those of us with aging eyes. 😅
ОтветитьFound this posted to Lemmy, I will subscribe
ОтветитьOne of the best UI tutorials on Godot. You didn't make it boring and progressed at a good speed, always showing the results in the game. Subscribed and will definitely follow your work
ОтветитьI'm a web developer with js background and we have callbacks (basically lambdas), i have a simple question, when you pass the lambda to the weapon.reload.connect call, couldn't you just avoid to create the lamba being the reloaded.emit already a function with no params passed ? so could you just do weapon.reload.connect(reloaded.emit) ? we can do that in js if no params are passed.
ОтветитьAs a developer having to switch from Unity to Godot for a game jam due to my other team members preferring Godot, this is a god-send! Godot's UI nodes are so much more intuitive to use...
ОтветитьScale up the editor
ОтветитьThank you
Ответитьlmao the weapon having a reload signal that emits to the tank having a reload signal that emits to the ui is just stupid complicated for the sake of blindly following some programming constraints or something. There's definitely better ways to do this, off the top of my head you can just have the weapon hold data like how long it would take to reload it. Then the tank itself can read this data and do the reloading. The tank doesn't even need to emit a signal, it can just update the progress bar by itself if the data in ui is globally available. which it should because the ui is very much a global entity (it literally appears on top of your screen regardless).
that said, i do appreciate you doing a ui tutorial as it's definitely useful for others and there's other stuff in it that i myself found useful.
did you saw Clear Code tutorial? cool stuff
ОтветитьNice intro. I found very useful the basic node hierarchy for the UI.
ОтветитьAmazing step by step! Thank you so much for making it simple and easy to understand!
ОтветитьNice job
ОтветитьIm making a platformer and want to add mobile support. I added touchbutton and gave them action "jump". When I test in godot with mouse emulating touch everything is working but when i exported the apk jump is working but double jump and wall jump is not working.....can you tell me what could be the problem
ОтветитьGreat job!
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