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Dave the Dev
Dave the Dev
Dave the Dev
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Hi, I'm Dave the Dev. ^_^

If you want to make games, you're in the right place.
Let's help each other on the journey of indie game development.

I try to post tutorial videos every other week on Saturdays and make Quick Tip and Dev Log videos when I have the time, or when I come across something cool that might help you make awesome video games.

Check things out. If you feel I've earned it, subscribe, become
part of the community, and share your own experience.
Hello World - Dev Log 1
4:45
5 лет назад
Комментарии
@AdamZ5k
@AdamZ5k 7 дней назад
This is exactly what I needed. Quick and to the point. I figured there was a way to do shape keys in Godot, I just needed to see it. Thank you.
@italoaugustooliveira9664
@italoaugustooliveira9664 Месяц назад
Thanks, this video is still great in 2024.
@Retales
@Retales Месяц назад
I had already started working on something way more complicated and beyond my skill level, because I thought I could maybe handle it. Luckily I googled a bit more and found this
@okayoni6342
@okayoni6342 2 месяца назад
I really love the smiley face at 1:40 ^~^
@ZerookExtra
@ZerookExtra 2 месяца назад
extends Node3D @onready var Sphere:MeshInstance3D = $Sphere @export var perlin_noise:FastNoiseLite @export var amplitude : float = 5.0 @export var speed : float = 0.2 var time : float = 0.0 func _process(delta) -> void: self.time += self.speed
@ZerookExtra
@ZerookExtra 2 месяца назад
why does node 3d have using "spatial"
@DavetheDev
@DavetheDev 2 месяца назад
The tutorial is 4 years old and uses an older version of Godot. Back then, Node3D nodes were called Spatial nodes.
@ZerookExtra
@ZerookExtra 2 месяца назад
@@DavetheDev do you or are you planning to make an updated tutorial for 4.# Godot
@alzzaMain
@alzzaMain 2 месяца назад
Always thought godot toon shader is imperfect.. and now that I watched your video, it just hasn't been used right! Thank you so much!
@sekaus9158
@sekaus9158 3 месяца назад
Dose this only work with the same mesh or can I use multiple meshes?
@DavetheDev
@DavetheDev 2 месяца назад
My understanding is you can only use a single mesh per multimesh, but you can use as many multimeshes as you want.
@sekaus9158
@sekaus9158 2 месяца назад
@@DavetheDev Okay I'm just trying to make a Minecraft looking game (and no, not all blocks are kubes or useing the same texture).
@DavetheDev
@DavetheDev 2 месяца назад
@@sekaus9158 For the blocks, Minecraft like games usually use the CPU to generate a mesh dynamically from voxel data; one mesh per chuck. Multi-meshes won't be particularly useful for the blocks because each chuck mesh is different. However, if you have a lot of the same mesh whose properties don't need to be updated frequently cpu-side, like flowers or trees, then multi-meshes might be useful.
@SaidovAminjon-l6h
@SaidovAminjon-l6h 3 месяца назад
peak
@xardinlume7345
@xardinlume7345 3 месяца назад
Damn. Thanks.
@nvm9174
@nvm9174 3 месяца назад
its insane how the new videos and tutorials are useless,need raycasts and adding some other nodes-classes,connecting them etc.While its this much easy...thank you man saved my hours
@stevedowning3892
@stevedowning3892 3 месяца назад
Thanks Dave. Still plenty of food for thought in 2024 and Godot 4.x
@MoonberryJam93
@MoonberryJam93 5 месяцев назад
How do you tell if somebody uses arch? Don't worry, they'll tell you
@DavetheDev
@DavetheDev 5 месяцев назад
Now it's FreeBSD. Not a fan of SystemD or GNU.
@kristajohnson9173
@kristajohnson9173 5 месяцев назад
I'm getting errors trying to export with this in 4.1
@LoneWandererAWOOOOO
@LoneWandererAWOOOOO 5 месяцев назад
Thank you
@gitee
@gitee 5 месяцев назад
How can I use webview inside godot
@Bunchiebo
@Bunchiebo 5 месяцев назад
Is it just me or does math put in code make way more sense than whatever nonsense they do in algebra
@MaulLerGamer
@MaulLerGamer 5 месяцев назад
thanks!!
@techdronellc
@techdronellc 6 месяцев назад
Handy! Your tutorial is very clear and useful. Thank you ^_^
@FianoGostaDeQueijo
@FianoGostaDeQueijo 6 месяцев назад
This is awesome! Is it possible to add the same idea to a plane instead of spheres?
@DavetheDev
@DavetheDev 6 месяцев назад
Sure can. Although, I'd recommend augmenting the plane's vertex positions in a shader rather than on the CPU.
@Kavukamari
@Kavukamari 6 месяцев назад
the picture for the gpu eating through the data.... that's funny
@steve16384
@steve16384 6 месяцев назад
It would be better if you talked it through as you did it, but nevertheless, this worked great for me. Thanks!
@user-xsn5ozskwg
@user-xsn5ozskwg 7 месяцев назад
By the way, as of Godot 4 the OpenSimplexNoise class is now FastNoiseLite.
@GameDevGeeks
@GameDevGeeks 7 месяцев назад
can we use shape keys in multi mesh instances?
@black_forest_
@black_forest_ 7 месяцев назад
Nothing happened, is it different in Godot 4? I assume so since for example the ray bool was already enabled
@DavetheDev
@DavetheDev 7 месяцев назад
Yes, it was made for Godot 3. Thanks for the feedback. I've changed the title of the video to reflect that it only works in Godot3.
@byucknahthered3914
@byucknahthered3914 7 месяцев назад
Do you have an updated tutorial for Godot4?
@DavetheDev
@DavetheDev 7 месяцев назад
No, I've moved away from Godot, but thanks for the feedback. I've updated the video title to indicate it works in Godot3.
@RangerX___
@RangerX___ 7 месяцев назад
I got this to work in 4.1. When going to your second pass, choose New StandardMaterial3D instead of New SpatialMaterial as in the video. Then you'll find these options in different places: turn on Unshaded by going to Shading -> Change from Per-Pixel to Unshaded... Transparency -> Cull Mode -> Back.... Grow -> On -> then set amount. I hope this helps.
@bleoparchive7833
@bleoparchive7833 5 месяцев назад
@@RangerX___ Thank you so much brother you saved me
@RangerX___
@RangerX___ 5 месяцев назад
@@bleoparchive7833 Glad it helped man!
@simpson6700
@simpson6700 8 месяцев назад
strange that this signal wouldn't include a reference to the node that was just clicked on. i have the Area3D send a signal to my camera and i want to detect which object i last clicked on to make the camera orbit around that object.
@OcaSpacca
@OcaSpacca 2 месяца назад
That's what I'm trying to do as well, did you find any solution to get the node just clicked?
@OcaSpacca
@OcaSpacca 2 месяца назад
nvm, just found a solution, the argument "shape_idx" return the index of the collision shape of the area, but since there's only one collision shape, it will always return 0. So the best thing to do is to use a single Area3D and adding all the CollisionShape3D as children, as many as you want; this also mean that the Mesh must be child of the CollisionShape
@Mechasolaris
@Mechasolaris 8 месяцев назад
godsend
@yaboidabid
@yaboidabid 9 месяцев назад
That intro looked like it was made on a graphing calculator. Big fan of it!
@biankro
@biankro 9 месяцев назад
Thank you :D
@halolemonhalo
@halolemonhalo 10 месяцев назад
❤❤❤❤❤
@cliffkamarga7325
@cliffkamarga7325 10 месяцев назад
Hi! I was recommended your tutorial by a friend and it looks almost like what I'm looking for. But looking at the Dialogue Editor window, do you have a way to link functions with options? For example, if I want a dialogue option to reward the player with an item via calling a method, can I do that? Thanks!
@DavetheDev
@DavetheDev 10 месяцев назад
Hello. First a caveat. This tutorial won't work with Godot 4.0, it's obsolete, but the concepts presented are still solid. Also, I don't maintain this tech anymore. But, to answer your question, yes, you can link functions to options. You can include a function name in your JSON data along with any data you might want to pass that function. When your dialog player loads the text from a node, it converts all the JSON data into a Dictionary. Once your data is in dictionary form, your dialog player script can get the name of the function you want to call and use that string to get a reference to a function stored in a lookup table. This assumes you've created a "look up table" of functions; basically a dictionary where the key is the function name as a string, and the value is the actual function reference. You can call the function reference and pass it any of the parameters from dictionary that has been converted from JSON from the text in your node. The text in the node might look something like this... <choiceJSON>{"Red Potion:{"function":"player_inventory_insert", "parameters":{"item":"Red Potion"}}, "Blue Potion:{"function":"player_inventory_insert", "parameters":{"item":"Blue Potion"}}, }</choiceJSON> Hope that helps a bit.
@archaywakodikar6734
@archaywakodikar6734 10 месяцев назад
that was the best intro ever
@colly9888
@colly9888 Год назад
I still come back to your tutorials now and then just to refresh my memory. Thanks again for your content, Dave!
@leonseghesso3539
@leonseghesso3539 Год назад
Funciona para juegos en Android?
@pyrosoup4413
@pyrosoup4413 Год назад
please update tutorial
@colly9888
@colly9888 Год назад
Try using the sample() function instead of the interpolate() function! It got updated in Godot 4
@flyingjudgement
@flyingjudgement Год назад
Did you got on a regular job? I just bumped in to your videos curious what your making. Thanks for the Multimesh Vid didnt know godot have something like that.
@flyingjudgement
@flyingjudgement Год назад
If you learnt something usefull and like your game running at 60 frame per second consider hiting the like button... XD
@gyattrizzV
@gyattrizzV Год назад
I have input ray pickable on and I cant make the on input event work at all
@KENISEG
@KENISEG Год назад
sad. glow not work in godot 4.0-4.1
@flyingjudgement
@flyingjudgement Год назад
Hi, is any one know how to call this type of functions from C#?
@justOne503
@justOne503 11 месяцев назад
using Godot; using System; public class YourClassName : Node3D { public override void _Input(InputEvent @event) { if (@event is InputEventMouseButton mouseButtonEvent) { if (mouseButtonEvent.ButtonIndex == (int)ButtonList.Left && mouseButtonEvent.Pressed) { GD.Print("Pressed Left Mouse Button"); } } } } Try this.
@wilfredjonathanjames
@wilfredjonathanjames Год назад
I learned more than just how to shape key in Godot, and I've been using it for a while! Thanks!
@TechnoMichaSDL
@TechnoMichaSDL Год назад
not working for me in Godot 4. var times = 0.1 times += _delta print(testcurve.sample(times))
@TechnoMichaSDL
@TechnoMichaSDL Год назад
i found the problem, i set the variable in a wrong place😅 now it works
@owenlloyd2528
@owenlloyd2528 Год назад
Thank you. Still valid after all these years (just needed to find where godot 4 has its parameters/flags located)
@Dianruakrhakakks
@Dianruakrhakakks Год назад
how do i access the blend_shapes from other types of scripts? this code does damage to a rock when i hit the rock, it's a staticbody script, it doesn't work if i apply it directly to the mesh. I have a blendshape called "Mined"... when i hit the rock, i want "Mined" to be reduced by damage, everything i tried so far gives me errors because the methods used in the godot documentation only work for MeshInstance scripts.. ..but then, again meshinstance script don't work with collision so it can't check if the rock is getting damage. extends StaticBody var health = 2000 var floatingtext = preload("res://UI/floatingtext.tscn") func onhit(damage): # Basic formula for damage health -= damage # Instance a floating text to show damage done var text = floatingtext.instance() text.amount = float(damage) add_child(text) if health <= 0: self.queue_free()
@midgardsorm
@midgardsorm Год назад
awesome tutorial! Knocked it out of the park!
@romankovalov9015
@romankovalov9015 Год назад
Based linux user
@VaNix875
@VaNix875 Год назад
Just a regular comment to push the algorithm cause my boy needs more attention
@VaNix875
@VaNix875 Год назад
Just a regular comment to push the algorithm cause my boy needs more attention
@VaNix875
@VaNix875 Год назад
Just a regular comment to push the algorithm cause my boy needs more attention