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@TuckerMcNa
@TuckerMcNa 21 минут бұрын
22:32 (saving my place)
@Blender.Quebec
@Blender.Quebec Сағат бұрын
I think somewhere in the tutorial you said : "fonction are called method in the doc, but I wont explain why as of now since it is a bit avance" but I don't know if you have explain it after 😂😅 Could someone told me why we use the func (fonction) keyword to define fonction in script, but we call them method inside the doc. Thx !
@ScorpionDevYT
@ScorpionDevYT Күн бұрын
Can we just save the resources as res not tres
@godotneers
@godotneers 15 сағат бұрын
You can, i personally prefer .tres for easier debugging but both should work the same.
@ScorpionDevYT
@ScorpionDevYT 11 сағат бұрын
​@@godotneers yes, i prefer res because it it safer
@cibulis5347
@cibulis5347 2 күн бұрын
Brave, tutamail and obsidian. I LIKE IT
@damaddog8065
@damaddog8065 2 күн бұрын
Excellent presentation, I could use this to train employees on python and Godot.
@Alexurenn
@Alexurenn 3 күн бұрын
you're such a FANTASTIC TEACHER omg. You explain it so smartly... CLEAREST video ive ever seen on learning anything, actually. You scratch my brain in an engaging way man, big thumbs up. Such a sadness that you use quite a lot of AI artwork though...
@NodeNature
@NodeNature 4 күн бұрын
This tutorial is phenomenal! Thank you for your simple explanation and for making it easy to follow along.
@tobiasmogdans7878
@tobiasmogdans7878 5 күн бұрын
Very impressive. Thank you, that'll be helpful! Highly awaiting the 2nd Video for controller support and remapping :)
@katelynmckeever3698
@katelynmckeever3698 5 күн бұрын
like the tutorial wish that you hadnt used some ai art. but I understand this was all done for free to help people
@TrizkaGames
@TrizkaGames 5 күн бұрын
HI, I have a strange situation. First of all, thank you for the addon I have KBM and Gamepad context and switch them as buttons are pressed. But this didn't work properly with joystick or mouse movement and mouse implementation for fps feels funky, so I did switching on joy or mouse input events because i was getting errors in the is_same_as() function on guide_input_any.gd, dont remember what triggered. but after handling movement, I added an action to my kbm context and now it gets stuck on is_same_as() if I move my mouse. I have to comment out the whole function and then it works again with no errors to be found yet. Have no idea what im missing without the funcion or what could be happening. I hope you have some time to reply.
@godotneers
@godotneers 5 күн бұрын
There was a bug in 0.0.3 with the `is_same_as` function being broken the for the `Any` input. This has been fixed in 0.0.4. Can you try to update (update instructions can be found at godotneers.github.io/G.U.I.D.E/installation#updating-from-an-earlier-version) and see if this helps? If this doesn't help, would you mind opening a ticket at github.com/godotneers/G.U.I.D.E/issues/new with some information about your project? This could help narrow down the issue. Thanks a lot!
@TrizkaGames
@TrizkaGames 5 күн бұрын
@@godotneers I apreciate the response. On it now, will let you know. Ty
@computervision557
@computervision557 5 күн бұрын
Thanks for the tutorial, I do not like to put every states into one script, still prefer the old school state machine which could divide states into different script
@godotneers
@godotneers 5 күн бұрын
You can still do so. The library doesn't mandate that all called functions are in the same script. So if you have e.g. components for movement, targeting ,etc. you can use the signals and call these components. The main reason for putting everything in one script is easy access to shared state (e.g. health, movement speed, inventory, etc.) and because the code is small enough to not end up with a 1000 line monster. But in the end, the signals allow you to connect the callbacks any way you like.
@RobertFletcherOBE
@RobertFletcherOBE 6 күн бұрын
It's interesting the additional complexity that you take on with a visual game engine over simple code. This sort of thing would be so much simpler with a conventional programming approach. Its tradeoffs all the way down I gues.
@godotneers
@godotneers 5 күн бұрын
It depends on what you want to do. I have seen a few talks advocating for rolling your own engine and build only what you need and I can appreciate the sentiment. In the end though, simple code tends to get complex eventually once you add more features and requirements. If you just want a simple-ish game where nothing is editable by non-programmers, you can of course skip the whole abstraction and pretty much just hard-code everything (like we did in the beginning). You still need to have some way of organizing your data though so all parts of the game can work on it nicely without turning your whole code into a big ball of spaghetti. So even without the engine you need to model your data and have an idea on how your game is handling it and which component is responsible for what. But as you said, it's tradeoffs and which one is right for your project only you can decide.
@coo-cooman4856
@coo-cooman4856 6 күн бұрын
When I change the margins on my styleboxtexture it expands from the borders outward instead of what's happening in the video. I just end up with a black margin around my border instead of my border being thinner with a larger center. Any thoughts?
@danforce4222
@danforce4222 7 күн бұрын
This is looking impressive, good job! I tried making a project with this addon and noticed that the speed of mouse movement (rotating a first person camera) depends on window size (tested in windowed mode) and fps. Maybe I implemented it wrong, but I tried different configurations and I really feel like mouse movement should be made consistent. Currently lower resolutions or lower fps increase the mouse speed, which feels wrong.
@godotneers
@godotneers 5 күн бұрын
Hmm this is somewhat strange, I have tested this by running the game at different resolutions and the same amount of mouse movement always produced the same amount of rotations (e.g. 6cm for about 1 full turn with my setup) regardless of which resolution I used. One option that may come to mind could be that the code is maybe frame rate dependent. Could you maybe open a ticket at github.com/godotneers/G.U.I.D.E/issues/new and show your setup so I could try to replicate the issue?
@danforce4222
@danforce4222 5 күн бұрын
@@godotneers Solved the framerate issue by moving camera code from _physics_process() to _process() 😅 Already opened an issue about the resolution problem, thanks for the response!
@barbanegra531
@barbanegra531 7 күн бұрын
I'm going to give it a try. Seems fitting for my project🤩
@fohatenchou
@fohatenchou 8 күн бұрын
It's a huge undertaking to create a library for other developers to use. And yet you hit a homerun! Well done. I was suggesting you make a video covering a UI for player-custom mappings, but you already included that in an example!
@AlanDarkworld
@AlanDarkworld 8 күн бұрын
Genuinely curious: Why would you have multiple scripts running at the same time which check for input? Instead of dealing with hierarchical input maps, why not disable all scripts except for the currently relevant one at any given time, stick to standard godot inputs and save some performance along the way?
@godotneers
@godotneers 8 күн бұрын
There is always more than one way to do things so the approach you suggest will work as well. As for the performance gains these will be hardly measurable for a single script being enabled and disabled. G.U.I.D.E does some internal caching when you switch mapping contexts so it will not even check inputs that are currently not in use by any action, so its performance impact is very low (e.g. according to my profiling, updating the few labels for the debug overlay is an order of magnitude more expensive than G.U.I.D.E’s input processing). In any case, the most important thing G.U.I.D.E brings to the table, is an easy input abstraction and control remapping, so when we add controller support to our game in part 2 we will not have to change a single line of code.
@JaneSamborski
@JaneSamborski 9 күн бұрын
I'm struggling to get chorded actions to work. I would like to pan my 2d Camera when the center mouse button is held down AND the mouse moves. I have mouse movement set to export a vector 2D. The mouse movement Input mapping is set as a trigger type Chorded Action. The action is set to my 'middle mouse button down' guide action, which has its trigger set as down. However, guide is outputting a non-zero vector every frame regardless of if the mouse button is down or not. What am I missing? Also, I couldn't find an example of chorded actions in the example projects, that feels like an oversight. Thanks super much for this, it's gonna be awesome as soon as I can get it working!
@godotneers
@godotneers 8 күн бұрын
I'm currently away from the computer, so I can't have a deeper look at this but my guess would be that you don't check whether the action is triggered. Triggers have no effect on the action value, so your action will have the input value even if the chorded action trigger does not trigger. So you will either need to call "is_triggered" or use the signal. You can find an example for chorded actions in the "action_priority" folder in the examples.
@JaneSamborski
@JaneSamborski 7 күн бұрын
@@godotneers thanks for responding! I got it working: you were right, I wasn't checking for the trigger, just assuming the action value would change automatically. It's a testament to how excellent your plugin is, I thought it would magically do ALL the work :) Thank you again!
@NightKolo
@NightKolo 9 күн бұрын
I probably too late, but do these methods work for web exports?
@godotneers
@godotneers 9 күн бұрын
If you save to the user:// directory this should work just fine. On web exports this will be saved in the browsers local storage.
@preslieg.1422
@preslieg.1422 9 күн бұрын
Godotneers, you are very Good-oneers!😄😄😄
@madink3788
@madink3788 10 күн бұрын
Very clear tutorial. thank you!
@rafaelmedeiros4019
@rafaelmedeiros4019 10 күн бұрын
Good Godot channels always deserve likes, comments and a subscribe. Thank you for this tutorial, you explained all the concepts really well!
@Astral100
@Astral100 10 күн бұрын
Well done, very well explained video. I just wish you spent more time on using anchoring techniques which almost seems like an afterthought, even though it is much simpler to use than all of the container manipulation techniques that the majority of this video concentrates on.
@Mazinblox
@Mazinblox 10 күн бұрын
How I can implement this into mobile games
@godotneers
@godotneers 10 күн бұрын
Touch support and things like virtual joysticks are currently not in the library. So right now this library will not help a lot while you are on mobile. Its one of the next things that I'm going to add.
@abbe1255
@abbe1255 11 күн бұрын
I love your way of teaching programming!
@porkman1838
@porkman1838 11 күн бұрын
Might just be one of the best Godot tutorials. There so many tutorials that completely ignore the best practices for actually building software and not just code until it works. This tutorial really teaches how can you structure your projects and hell even small approaches on the editor's usage and code completely made much more sense than my current approach. Also, the visual indicators are top notch for even better understanding. Very attentive to detail so the viewer does not get lost.
@Ocdib
@Ocdib 12 күн бұрын
I love your videos. You're the best. Can you make your next video about theory (e.g.: ARCHITECTURE) when building a Godot project? When to use components, when/if to use OOP, when to signal, and best practices for SIGNAL UP, CALL DOWN.
@richardmehalick9076
@richardmehalick9076 12 күн бұрын
Best teacher of Godot, period. I have been in the software business for 40+ years and used a multitude of languages, so I am now trying to learn Godot for a hobby during retirement. I watched one less than infinity KZbin videos and this channel produces the best.
@sysb0t
@sysb0t 12 күн бұрын
this was very useful. thank you! :)
@5naf_plushies482
@5naf_plushies482 13 күн бұрын
This is legit amazing! Can't wait for the next video on this cuz if this makes remapping and getting input names easy, I'm sold and will use this on ALL my projects
@alexxander7289
@alexxander7289 13 күн бұрын
to bad you dont have a "test" input mapping button, where you can "see" the Vector3M modifiers before and after you apply modifers. other than that, ty for this tool !
@godotneers
@godotneers 13 күн бұрын
Sounds like a nice thing to add. I have added ticket for it: github.com/godotneers/G.U.I.D.E/issues/4
@Cryptic808
@Cryptic808 13 күн бұрын
G.U.I.D.E. is the G.O.A.T. Appreciated!
@pancaketree
@pancaketree 14 күн бұрын
can G.U.I.D.E easily implement user text input, say to change the name of player, for example?
@godotneers
@godotneers 13 күн бұрын
I using a LineEdit/TextEdit would be more appropriate for this purpose.
@pancaketree
@pancaketree 13 күн бұрын
@@godotneers oh right, I see. thanks, your patience to help beginners and advanced users alike is incredible! keep up the good work
@bitbutter
@bitbutter 14 күн бұрын
very cool. thanks for making this, looks useful and well thought out.
@Gluosnis9
@Gluosnis9 14 күн бұрын
What a nice logo.
@feelSmoothie
@feelSmoothie 15 күн бұрын
I’m actually impressed, good job! This is really the Enhanced Input from Unreal Engine. This plugin is so advanced I’m thinking this could make it to the real engine ! Keep it up I’m proud of you!
@ArmanOhanian
@ArmanOhanian 15 күн бұрын
Great work sir! You're awesome!
@NicoloPaganiniDevil
@NicoloPaganiniDevil 15 күн бұрын
will guide be remappable??
@themghicks
@themghicks 6 күн бұрын
There's already a remapping example, if I understand your question
@sergey_a
@sergey_a 15 күн бұрын
Tell me how to work with viewport. How do I transfer keystroke signals between it and the main window?
@neurolancer81
@neurolancer81 15 күн бұрын
Thank you for the detailed guide on how to use GUIDE.
@Schizoid2k
@Schizoid2k 15 күн бұрын
Another amazing tutorial... thanks!
@sanyi9667
@sanyi9667 15 күн бұрын
very well done video. I don't know if I'll ever use guide but I watched the whole thing. very good idea to make a whole game as a tutorial.
@victorlapin2080
@victorlapin2080 15 күн бұрын
Quality G.U.I.D.E.-ance right there
@paulocardoso5475
@paulocardoso5475 15 күн бұрын
Very nice addon and tutorial !!
@neelz
@neelz 15 күн бұрын
This is absolutely stellar work! Coming from Unreal, this made me feel right at home. Great job, love it!
@olmrgreen1904
@olmrgreen1904 15 күн бұрын
Nice
@GameTourist491
@GameTourist491 15 күн бұрын
Thanks for the new video❤
@homo_ludens62
@homo_ludens62 15 күн бұрын
You can also consider Steam input if you are only going to publish your game on Steam.
@DajjalSlayers
@DajjalSlayers 15 күн бұрын
can you pls make a tutorial coin particle effect
@Tanya-iz4zs
@Tanya-iz4zs 15 күн бұрын
This looks really useful. I’m very new to Godot, and have got a lot out of your videos. I love the way you explain things, and several of them have provided me with either a place to start, or a key piece of information I wasn’t understanding. Thank you! A question I have is how does this work in combination with UI elements? The way inputs work, and what gets prioritized is something I’m still trying to fully understand. An example of what I mean is I had a menu floating over my scene. To start with, when I clicked a menu button, I also interacted with the tiles underneath. Then I learned about unhandled_input, but then I couldn’t draw on my tile map at all. Eventually I figured out what was eating my inputs, and got it all working. How does a situation like that work in the context of this system? Is there anything different about it. Even if it’s no different to default behavior, I’d love to hear how you explain how to handle situations like that.
@godotneers
@godotneers 15 күн бұрын
It uses _unhandled_input under the hood, so the UI still works as expected. In exchange, all UI elements that shouldn't block your input should have a mouse filter set to "ignore" for them to not eat the input. I found this to be the most sensible approach as it doesn't break anything built-in and users don't have to learn a new set of rules. If you know how to make the UI work with the built-in input system you already know everything you need to make it work with G.U.I.D.E.
@Sakura-c5r
@Sakura-c5r 15 күн бұрын
​Can you please upload a KZbin video, about how to code and make all kinds and genres of games using Godot and GD script I truly like your tutorials. ​@@godotneers