i didn't get this working because I'm frustrated because of not knowing the version it's used 🤧 i used godot latest version 2024 and the code was made for godot3x 🤧,
learning from this video while using latest godot4x 😪🤧, my brain used about 10% from Watching and 90% fot debugging because of many things have changed and replace its name ,🤧😪, But still i manage to Make it done, but i have small bug 😂, my player character just fall down if i dont move it everytime i run the game 🤣, I guess it's work😅😂
That was a funny message and I'm glad you posted it. You represented well what it's like to learn and get fixated on debugging. Good job for going the distance!
@@Gdquest i followed your video tutorial not knowing it was made from godot3x and I'm using godot4x 🤧😪, i have a lot of hard times debugging and analyze things 🤧, Because some Code, Signal, etc that are changed in godot4x 🤧, But thanks because even if i have hard times but i figured out my self and learn more from it and in your video tutorial 🫡❤️, I can't thank you enough 🤧😪
how do we fix subresources not loading in Godot 4? I'd think this issue would be fixed by now, and the workaround code in this video doesn't exactly translate to 4.x as far as I've tried.
1:05 Except it can. Godot uses the MIT License, which allows for modified versions of it to be proprietary. It would be much better if it used the LGPL license, which does not allow that. 5:53 That believe does not exist. The only belief that exists is the one that says software should be free (as in "free speech", not as in "free beer"). "Open source" is a term created by people who don't care about ethics or freedom. Please, say "free(/libre) software". Also, you never told anyone to develop free ("open source") games, which is much more important than using free software.
what linux version are they on? i think it's linux and it looks pretty and i want to use it. i'm a slightly techy person but i'm not comfortable with the command line. is it worth using? their file explorer ui is so pretty-looking
The game engine itself is completely apolitical though. I've bought the course "learn 2D gamedev from zero." It's stellar, I'd always highly recommend it because it also teaches you transferable techniques, good practices and mindset.
I have a bug I can't solve. When the slimes touch the player from above, they stick to the player and the player can't get away. The only way to get them unstuck is to rub past a tree or other slime, then they will come unstuck. A great tutorial!
@@DwarfHeavySupportGunner Thanks for your reply. That didn't fix it, but you put me on the trail. I realised the enemy (Mob) was seeing the player as a moving platform, and simply "latching" onto the player when on top of the player. I found Floor Layers in the enemy CharacterBody2D and turned off the layer the player is on. All good now
@@kellyrodgers9326If I’m being honest, that’s what I was trying to do! I’ve always hated when people just gave me all the answers and fixed everything immediately, learning what your doing, thinking it through, and getting out of tutorial hell is priority 1! Best of luck ❤😂
Around the trees part of the video, my player kept getting pulled in by the tree when it goes near the side of the tree collision. I don't know if it because of the move_and_slide() or the tree staticbody2d. Any fixes?
Why would the counter data be lost if you delete the last mob? Is that what would happen if you didn't preload the "static_variables_mob" script? I'm sorry. I'm new and can't quite wrap my head around this
god i fucking love living in a reality where Cruelty Squad is a considered a "successful Godot game" by big contributors to the engine and it's a 100% correct statement
players don't care what programming language you wrote your game in until you make a game with performance problems and they find the first better thing to blame the bad performance on lol
Thanks for the tutorial. So I had the problem I converted text layer to flatten due to activate Filters menu (not for vectors), but then I wanted to add gradient to the text. So my idea was to smart select text and to apply gradient to the selection. Then deselect. Just to remind to users who had similar problem. Beest & thanks ;)
WindowKill was made in godot with gdscript? No waaaaaaaay... For me (minimum experience in game making), that is already game changing (pun not indented) to choose godot
Someone said it because they didnt use GDScript and had the "what i use is th best alternative"-syndrome they everybody else started saying it without looking it up
Real devs code using old memory address oriented programming with tree structure on low level language...(?). Criticizing languages is dumb. It's like saying you can't write a book on chinese because it's not a book 🤷. Just do it! (Insert Shia Labeouf)
GDScript kinda useless outside godot. If it wasn't for c# usability outside of the game development I wouldnt try to learn programing language just for one game engine.
GDscript maps pretty closely to Python. Truth is not many projects in the wider development environment are unilingual. You might have a website server running Python....the front-end will likely be JS, CSS and HTML. Some functions may be rewritten from Python into rust, C or C++ to run faster and good luck doing database work without a framework to handle it for you or knowing SQL. You may even have legacy code that's part of this whole mess that relies on Pascal to function. This is before we consider that some devs may have their own tools and libraries they've made and thrown haphazardly into this mess as well. People rarely care what you know or don't outside of game development. You'll be expected to adapt and learn as you go.
Writing a Minecraft mod and an Android app are two fundamentally different experiences even if both utilise Java. Both rely on different language features and core libraries to work. Different frameworks, methodologies and language features can quickly flip what you know and don't on it's head.
@@hanro50 You are correct but missing the point. Yes, development environment are multilingual and godot is close to python. But - the new to programing person doesn't know about it, doesn't understand the development - hence very scared of the idea of investing effort into something uncertain. Its easier to jump into something that has background like C#
@@Padlyko Well the C# capable version of Godot still exists for that specific scenario. This being said, if we get stuck contemplating what-ifs then we'll be here all day. At the time GDScript was conceived the team behind Godot was a lot smaller and the solutions that did exist wouldn't work without fundamental changes to Godot and a lot of effort. Considering how many resources have gone into GDScript and how many projects use it. It simple doesn't make sense to get rid of it either.