In this channel I will be sharing my creative journey from blender, to game dev, and maybe even some web dev. Though right now I'm mainly focusing on game dev with Godot.
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I think you don't have a light source node with your world environment node so the default brightness at run time isn't matching the brightness in the editor.
Great lessons. There are videos where you do something and nothing works. You make everything simpler and clearer, I am very grateful! Keep up the good work!
i just spent 3 real hours trying to figure out how to make 3d moving platforms and not one video had everything you did, they all had parts like using the animtion player but not having paths, or using paths and not having a remote transform. so thank you for saving me!
Any idea how to handle the 3D Audio? Seems that it only plays audio relative to one of the viewports. I can't seem to find anyone who's posted how to handle it other than making all the audio non-positional.... I'm using Godot 4.2
So git is a middle man between my GoDot and Github right? Does it save my work without me doing these commands to to send to github? I was under the impression Git is doing something in the background to save my work if lets say my power goes out or something. Little confused on what the advantages of Git are.
No, you have the concept reversed. you can use GIT without GitHub, but you cannot use GitHub without GIT. By itself GIT is a tool to allow you to, more or less, safe guard your code from yourself. It allows you to save versions of each of the files in your project in a local repository. say you have a project and you just got it working, you would commit it to your GIT repository and then start working on the next feature of your app. if while you are working on that new feature you mess something up and cannot figure out how to recover you can fetch the last working version of your code from the (local) repository. There is a lot more you can do, like branching, but this is the basics. if you are developing code, you should learn how to use some source control system - it can be a life saver! notice that everything I've said so far is that its all local, so if you have a HD crash you WILL loose your project code - GitHub is the solution for this. GIT has built in capabilities to synchronize your local repositories with a remote copy of the repository. This allows you to 'push' the revisions of your project code out to GItHub for safe keeping. It also make it easier to work with a team working on your project since they can push/pull code changes from GitHub too (note: this can be done without GitHub if you want, but GitHub make this easier). I know this sounds like a lot but using Git and GitHub (or any other source control tool with local & remote storage) will help you keep your code safe from both yourself and hardware failures
Having an issue getting the menu to scale with the screen resolution/aspect ratio. Any adjustment and the menu stays the same size and I just get more grey space
What worked for me after the Godot "Directory" change was the following code, I modified it a bit after following the documentation for my personal preferences but this video gave me a great start, basically the "get_files" returns a list of all the file names in the directory (sorted alphabetically) and I just loop through them giving the "add_level_ui" the path I build (directory + file name). The button text was something I found online that cleans up the path and returns the scene name which works perfectly. UPDATE: I added an if condition to filter only the scene files in the folder, in case you want to add scripts or other types in the same folder :) func get_levels(path): var dir = DirAccess.open(path) if dir: dir.get_files() print(dir.get_files()) for file in dir.get_files(): if(file.contains(".tscn")): add_level_ui(str(dir.get_current_dir(), "/", file)) else: print("Could not retrieve levels list") func add_level_ui(path): var btn = lvl_button.instantiate() btn.buttonText = path.right(-path.rfind("/") - 1).left(-5) btn.level_path = path grid.add_child(btn)
Can you explain how that works? Isnt the camera in its own viewport? How can it show stuff from another viewport? Does this also work in 2D, because i tried and it didnt work?
extends KinematicBody2D var speed = 200 var velocity = Vector2() func _process(delta): # Handle touch input if Input.is_action_pressed("touch"): # Get touch position var touch_pos = get_local_mouse_position() # Calculate direction to move velocity = (touch_pos - position).normalized() * speed * delta # Move the player move_and_slide(velocity) else: velocity = Vector2()