At ExploreGameDev, I share tutorials on what you need to get started in video game development.
Hello, I've been a software developer for over 25 years, building web backend systems. In the last few years, I've taking time to explore designing and developing video games.
I’ve quickly discovered the amazing tools and yet more amazing communities in the indie game development scene. Currently I focus mostly on using the Godot game engine to learn the development of video games. I find it to be feature rich and easy to use. I like to document as I learn new things so I’ll be doing that here, minimally knowing that it helps me to solidify concepts, but also hoping that others may find it helpful in their game development journey.
Tip to prevent selecting the mesh instead of the staticbody: when having the staticbody selected, you can press Ctrl+G or click the group nodes button in the top bar above the viewport. When nodes are in a group, clicking one of the children automatically selects the parent instead.
I'm not quite sure why these built-in virtual function are not called when I try to drag and drop a Panel control node? As a workaround I will just use a different control node type for a parent but I have no idea why it works on TextureRect and ColorRect, but not for example Panel
thanks, I'm glad this was helpful. As to your question, If you want to specify a texture size vs allowing it to stretch or tiles, not sure how to accomplish that in the manner this video applies the texture. If anyone else knows, feel free to chime in. That being said, if you switch to using shaders, that that gives you ultimate control. I'm not sure of the exact manner to accomplish what you want, but I bet it can be done with shaders. Here is a great video to get you started ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Y6xDwQCnrGs.html Hope this helps
hey sorry to hear that, sound really frustrating. I can only suggest, make sure you are on a Godot 4.x version and try starting over with a fresh build. If it still gives you trouble, I've taken a break from publishing game tutorials, if you new to Godot, I highly recommend Brackeys channel, he's just stated publishing again and this time he is devoted to Godot; ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-LOhfqjmasi0.html
@@ExploreGameDev Yeah, I saw Brackey is back. The Godot humble bundle good as well, 2 days left to get that one. I'm currently working through the 2.5D course!
very nice way of delivery, Thanks for sharing! I would appreciate other tutorial it with conditions implementations if the element is not dropped on required position like player leave the mouse on anywhere except the target dropped area then it should goes back to their original position thanks again
I don't use Godot but I wanted to learn more about what a "texture" and "mesh" was and you did a great job clearing up a lot of my misunderstandings. Thank you! I'm new to the 3D world but do you think it could be possible in the future where all of these attributes could be contained in one file? Or is that what ORM is for?
Glad it was helpful, as for your question, not sure what was meant by attributes, but overall I would say anything is possible, certainly with an open source engine such as Godot.
I made a whole town square in blender, now I want to give it color, but blender is really bad at, it so I tried to add color to my mesh with godot, but godot also seems to be unable to do a decent job. Has somebody have any sugestions for wich program to use to add color to huge meshes?
Good question, I didn't profile the performance in this case. There is so little going on in this little 2D example it would probably be difficult to spot a delta. It would expect the Node version would perform better as there is "less going on" vs 2D, but it really comes down to what makes sense for the design of your game. Node has limitations, but is simpler, 2D givens you more options. Hope this helps
I can see the top-comment is saying the same thing, but wow! This is so careful, and thorough, and I came here with one question and walked away with 10 answers, mostly to questions I had forgotten I had. Even just casually explaining that UV was chosen because XYZ was taken takes this tiny little weight off my mind. I don't know how much scripting you do beforehand, but thanks for including tidbits like this!
Hi! How would I go about making a drag and drop feature that is from a Canvaslayer (Control) to Tilemap (Node2d). The reason for this is I'm making a drag and drop feature where I can drag the letter tile from the Tile Panel (CanvasLayer) to the board, which is a Tilemap node.
Hi, that's an interesting take. You might take a look at this Q&A over on ask.godotengine.org/68370/implement-drag-drop-node2d-from-control-node-space-vice-versa . looks like they've posted the code for the answer. Hope this helps.
This is great thank you! I usually add the collision shape within the scene (ship in this case). Is there a benefit to add them in Main like you did? Just like to learn to improve my best practises.
Hi, so I got it mostly to work now. But when I collide with an object it cause the terrain to move forward everytime. For some reason the terrain_0 file is still in my world section, (the part with the player node). I don't know why. Maybe that's why the terrain keeps moving up. Any help would be appreciated 👍
Hey, so I am having trouble with the programme. I followed the code, but when playing the game, the terrain keeps glitching forward cause thbrokayer to be outter bounds for a few seconds, there are three blocks that will not move, and the other blocks pass through them, sometimes the right key doesn't allow the player to go fully right, the 3static blocks will eventually go slowly forward and then suddenly go back. Any help would be appreciated.
Hey, sorry you are having trouble with this. I unfortunately am not at a point where I can dive in to troubleshooting; life is giving me other priorities at the moment :) . Have you tried running the code straight from a GitHub checkout, is it still giving you these issues. Best of luck troubleshooting, you might also try the Godot discord for general issues, I've found them helpful in the past.
When i drag the png into the folder, the icon is just an X and i get the error "No loader found for resource: res://textures/sand.png." when dragging it into the viewport.
i've always been intimidated by the abundance of options in 3d rendering, thank you for such a clear video about the fundamental ones! the way you explained these core texture maps makes me feel ready to learn about the many others in time, if i end up needing to :)
This video was super helpful. One question though, if I wanted to add a terrain part with no obstacles at the start so the blocks don't just load instantly in front of the player, how would I go about doing that?
Thanks for the reply, my apologies, not sure I'd have the time to dig into that at the moment. You might try the Godot discord; discord.com/invite/zH7NUgz I've had good luck there in the past.
this is genuinely one of the most informative, structured tutorials i have ever seen for godot and its components, let alone working in an engine in general. i seriously appreciate you taking the time to thoroughly explain every aspect of the information you are covering, even though it may seem simple or commonly covered. i feel as though i am right back in the classroom. incredible work!
You seem to get the CursorShape.CURSOR_FORBIDDEN anytime you are not over a droppable zone, is there a way to get this in general for objects that dont return the _can_drop_data function? Because my game only has a small ui i still want the forbidden cursor when the player hovers over the gamemap even though there are no objects that could contain the can_drop_data function