Комментарии:
Thank you for taking the time to make this video!
ОтветитьEven if it's mostly 2D stuff, I still liked some of the tips. I've had this one square panel in the top left of my viewport for way too long and I could never figure out how to find it until I saw the remote feature. Turns out one of my auto load scripts for my game settings was creating a tiny rectangle for some reason. I had a hunch it was an autoload script since it was there from the start and between scenes, but I still didn't know why it would make a rectangle. I just put _ready(): self.hide() and that fixed it.
ОтветитьGreat tips. One thing I ran into recently was with doing the border radius for buttons like you showed. However if you notice, it doesn't fall through to the hover state, etc. When you hovered over the button it went back to squared border. Would be nice if there was a way to globally apply the corner radius without having to override ever state style individually.
ОтветитьThank you so much for sharing these tips! I knew about half of these, but the tip about size flags and about setting a default font will save me a lot of time.
ОтветитьLip-smackingly good tips!
Maybe you should link your sprite stacking tutorial somewhere in the Pixely look part, it looks really nice and people may not know you also have a tutorial on that (as with the textbox one).
Default font was a new one on me.
ОтветитьDo godot 4!
ОтветитьWhere did you find those good sprites?
Ответить잘 보고 갑니다.
ОтветитьWhere'd you get the font in the thumbnail?
ОтветитьMore tutorials please 🙏
ОтветитьI really needed to know that Autoload, Tween, and default font feature! Thank you
Ответить+1 subscriber man, this makes me think unity is overbloated in many ways... This is way smaller and seems to have more functions... Like that custom corner rounded button, we all want that ahahah
Ответитьty
ОтветитьThank you so much!!
ОтветитьThe shader one is a good first step toward one of my go-tos. I usually have a shader do hit animations. Animating it is a matter of modifying a property on the shader material.
The set up is very similar. You can animate shader params (called uniforms in gdshader scripts). For the flashing on hit (I usually use red, white, or a gradient based on health), the animation will set the value of the uniform and the shader will use it to set the color/albedo. You can then simply call the animation in a callback function when the thing gets hit.
This is an easy way to add feedback to prototypes and requires no complex shader code, I love doing it.
Great video!
ОтветитьI'd love to know how that lil car works in 2D
ОтветитьHi I have a question how did you make the car a 3D object in 2D because I can't figure it out
ОтветитьSuperb! Thanks for this
Ответитьno matter what i tried, the viewport thing always either resized my window or zoomed in 😞
Ответитьthe singular of dice is die
ОтветитьThis should be required viewing upon downloading Godot
ОтветитьThanks, but you go way too fast. Slow down a notch :)
Ответитьomg i wish I knew it sooner
Ответитьfeels good knowing a lot of these, still a super useful video!
ОтветитьThanks for the helpful tips!
ОтветитьGreat insight, Love the tips! I look forward to more of your content
ОтветитьThe autoloaded scenes include the node structures btw.
ОтветитьPls more
ОтветитьThat font trick was gold lol... Also like the theme... I'll be changing that tomorrow lol
ОтветитьThe game I'm making is at a smaller resolution, so I need to shrink the dynamic text I added, but it seems to still get blurry?
I'm wondering if there's a way to keep the resolution of the text separate from the game 🤔
Adjusting the font every time I made new text was annoying, thanks for the tips!
ОтветитьThanks a lot
ОтветитьTotally been asking about the Texture Rect sprite sheet thing for Years!
ОтветитьI recently jumped into Godot. Thank you for a great video!
ОтветитьThis is great :o
very helpful!
literally in the first 30 seconds of this video you gave a precious advice that saved my game quality. The video is awesome, THANK YOU!
Ответитьgreat tips man even for godot 4 this is still useful
ОтветитьGreat stuff, thank you very much!
ОтветитьCubic and default font are really useful thanks
ОтветитьThank you
ОтветитьOoh the custom shaders is cool. I'm guessing that you could do a hue-shift on the texture in it (something that modulate is lacking)
ОтветитьIn Godot 4, Importing no longer has a 2D Pixel preset. I have to go into project settings, find "Rendering/Textures" in the left bar, and set the "Default Texture Filter" to Nearest.
This makes all pixel art textures in the project crisp.
the globals: having the text box pre loaded when you change scene it seems that it is persistent...that is changing the scene keeps it loaded and visible..is this the case? I assume yes..unless accessed again by another scrips to hide it or whatever.
Ответитьthx for buttom tips
ОтветитьSimple things but very powerful! I didn't know most of these and the shaders look interesting
ОтветитьThank you so much!
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