My dream is to create a channel that spreads the joy of creating games. I'm still learning what that means. Tutorials. Devlogs. Motivation. I have no idea! All I know is that I am grateful to those who passed this torch to me, and I would love to pass it to you as well.
I have an irrational fear of death which makes me time conscious. I don't think I would have this anxiety, if I wasn't so grateful to be alive. I love that you spend your time with me, and I'm so thankful that you do. Video games are part of the reason I love life so much, and I want to bring that joy to others, whether its from a game I make, or teaching others the same joy of creating them.
Thank you so much! If you want to know anything else, send me a message or leave a comment!
Hello I just found your channel and let me tell you that if it wasn't for you I wouldn't under stand Unity at all, I don't know if you still are around in this channel or not but I wanted to THANK YOU, and let you know that you have been the best teacher for UNITY I have ever met. Hope you are OK and I hope to see another video or tutorial from you very soon, until then you got another Subscriber.
Глобальная проблема работы с Godot + Singlton через plugins SQLite не могу подключить singlton чтобы при входе в своего пользователя мог попасть в своё и только своё user game window и работать дальше с ним по типу параметризации данных и прочего по типу games.
set up the enemy myself in the beginning and thought i had to set the rigidbody2d body type to kinematic instead of dynamic, took me an uncomfortable amout of time to fix it XD good tutorial though I like how you can explain it in just the right speed
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Doing this in Godot 4.2.1, and if you press property track from sprite again, you get the option to turn on and off "visible" which is under transform. Set a key at 0 to make visible true, then a key at 0.25 to make it invisible. Love that you add these "figure it out" problems in the tutorial! Really gets me to press buttons I otherwise wouldnt.
The ending was veeeeery unexpected to me. It felt like if you were meaning me personally, because what you said, was exactly what I needed now. Thanks!
i fixed a new problem that popped out, i changed the Vector2 to match the x and y scale of my player, otherwise he changed size. i also put back the .x in player.position, it was giving me a blue screen. I wasn't Shure if you took it off or just an example.
wow 8 videos in and not one bug on my side, hope it<s going to be like this till the end. usually something bugs out when i follow tutorial. gonna be following this till the end!!!
I started using Unity a couple years back, just trying to make a good game but all my files corrupted and i decided to switch to Unreal Engine. I got more work done on Unreal Engine in a week than i got done on Unity in 2 months
To anyone watching this video now, I 100% recommend Pixelorama as it's free and open source, it's also easy to pickup and has a simple animation time line
Been using Unity for years, but the latest licensing changes (0.20/install) are completely untenable for low cost or free to play games. So looking for alternatives :)
@ModernCopy Good question! Today I've played with Godot, GMS2, and Unreal. My hunch so far is that Godot would be the easiest for 2D or non-lifelike 3D games. GMS2 kinda sucks (have to program UI manually). Unreal's C++ is a bit steep of a learning curve for me.
@ModernCopy Godot seems fine for 3D, but AAA graphics aren't happening. Of course that doesn't matter for most people as we don't usually have a team of dedicated 3D artists.
That seems like Godot should work just fine for your needs :) Right now I'm working on a simple 2D Dialog-heavy RPG-lite. I actually care more about file parsing than graphics, and unfortunately Godot kinda sucks at file parsing.
The biggest drawback of godot is terrible documentation. It's literally the worst. Lack of examples. Lack of logic in explaining stuff. A lot of random naming. Useless additions. Etc.
Gotta agree, Beyond the tutorial the documentation on how stuff works - especially after the 4.0 update - is almost non-existant. Took me nearly 4 hours to find a single source with an example on how you ease rotational movement.
Honestly as a total beginner. If anyone who’s watching this video reads this and is trying to learn unity. One way I found that makes the way to learn it so much quicker. Is to use those assets, but the free ones. Find videos about how the code works (like Brackeys made a 2d pathfinder video where he shows how to integrate your own code into “A*” a pathfinder algorithm. Of which after I made the code to integrate it I then took another script I made from a tutorial to set the speed onto a stat. Of which the script lets me easily modify it which means I can buff or nerf it during game time with 0 stress. And I can replicate these or at least explain how they work without checking notes minimally if not at all. I know people who try to learn things not just coding but in general. And the way I see people watch tutorials is well just watching it then trying to use it or following along which yes is great! But don’t under estimate note taking. TLDR1: watch tutorials on how to make your own assets and pause, not take, and make sure you understand what the code does before continuing. Especially if you get an error. Then another way I did it. I’ll give context, I wanted to make a feature in a 2d game where I can drag the cursor back and fire in the opposite direction to fire at a target. To make a twin stick shooter type of thing with a bow. One issue was I had no clue how to get a multitude of things. A) i wanted a reticle to show how charged up the bow was and how far the arrow would go B) didn’t know the math or way to get the arrows to face where I’m firing C) how to make the stats for shooting, moving, and damage, properly future proof so I can easily integrate upgrades. So I started with a asset I found on the asset store that had a couple of things I was looking for. It was an asset that let you drag and shoot a ball in the opposite direction of where you dragged. Perfect! So I tore it apart until I had the ball rotating to the opposite direction of where I was dragging with the line rendering parameters it came with. Removed all gravity so it could be used as a top down controller. Then made a prefab for a projectile (Thank you Blackthroneprod) and made it shoot out of wherever you released the mouse. Add player movement, enemies, and a script to detect damage. And you’re done. TLDR2: get free assets and tear them apart to learn and understand the code, then use that code to make your own features from what you learnt by deconstructing it or more tutorials.
when will people understand that visual scripting is the exact same thing as "regular" scripting, only the _presentation_ is different. ppl are like "nah I dont like coding, it makes me look like nerd!" and "oh look! a cute litte box than I can drag around the screen and connect to other boxes! amazing!". It just makes no sense
Unity if you want 3D and a big library of assets, projects, templates etc with lots of tutorials. Godot for 2D and smaller 3D projects, has a massive community with growing numbers, tutorials are easier and easier to find. Unreal only if you absolutely need the graphical capabilities and have the hardware to match. GameMaker is simply put "useless" right now, not the software itself, but the pricing
I've used Unity since version 2.5 .... its not the best. Its not even good .... I mean its okay, but its nothing like it was before. Greed and corporatism killed Unity. Pre-investment buy out, that Unity was the best. But once they sold out, they ruined Unity. Their subscription model, their need to require users to buy addons and packs for the most basic of engine functions and features has become ridiculous. Frankly, Unity is a complete waste of money.