There is, and I love it, but be aware this setting affects your final product - not just development. So if you don't want your final game to always be on top when launched, make sure you turn this off before you ship your game. This also applies to setting the window location.
I've been learning Godot for a few months now....I learned SO MANY things from this video that were never mentioned in any of the tutorials I've watched. Thank you!
As a beginner Godot developer, I can only fathom just how much time I've saved in the long run by watching a simple 10 minute video. Thanks so much, these tips were really useful.
Thank you for this, I learned a lot of new things ! You asked for criticisms so I'll give you one : I found the many, many "like and suscribe" mentions to be quite obnoxious by the end; it really does not make me want to do either, it just irritated me a bit more each time. Also people are talking about the rythm of your video : I found it perfect. I hate when there are useless moments in informative videos, and yours is packed to the brim with useful info, I don't have to suffer through the "hummm"s, "let me take 3 minutes to show you this", etc. And if it's too fast it's easy to pause or go back, at least it's easier than skipping through diluted info. Thank you, have a nice day, I'll go check out your channel !
Hi! Thank you for your input! Yeah, that's exactly what I was going for! I also hate it when videos take minutes to explain something that could've taken seconds. And I'm also used to watching tutorials at 2x speed so to be very honest, to me personally 80% of the video still feels too slow :P I will slow down a little bit for the next video though, but still try to keep it fast paced with zero fluff, because ultimately that's what I like to watch, so that's the style I'd like to create in. As you said, it's easier to rewind than skip ahead, and every tip is timestamped too to aid that further! As for the mentions of subscribe through out the video, my justification for that was that they were not disruptive. They mention it while still being a part of the video itself. They're usually quick and only stay on screen for a few seconds while still providing context to the tip being shown And considering the style I was going for, I did not want to pause the flow of the video to ask to subscribe. This considered, would you still have preferred a normal pause screen or something else? Thanks
@@kartopod Great, I look forward to your future dev-related videos then :) That's a good point about the non-disruptiveness, which is why I would have been fine with one mention, it's a quirky running joke that also helps the algorithm, I get it. I consume a lot of RU-vid content, I like and subscribe to a lot of things, and the interaction reminders got quite stale, and now feel almost like brainwashing after a while. I totally realize my view on this is a bit extreme, which is why I got addons to automatically skip interaction reminders (yay for Sponsorblock), but they don't work as well when it's integrated in interesting content ;) Anyway, it's nothing to worry about really, if it starts being actually obnoxious I'm sure you'll get other people's feedback, and even to me your video is good enough that it's worth it :)
@@gus3000spam I guess it works then :P Thanks for the input though, I still appreciate it very much! This is my first 'real' and serious attempt at youtube, so I'm still figuring things out! I was really happy with the quality of this video in terms of the content itself as well as the editing, so I figured that the constant subscribe reminder would be excused by the viewer if they perceive the video to be good as a whole. But since you've also given the opposing opinion, this has made me stop for a second to consider it again! I will experiment with the frequency and see where it goes. Thanks again! :)
This video is crazy good, I'm a noob and I didn't know 9/10 of that stuff... Two downsides: first you speak waaaay too fast! ;), and second now I have to transcribe everything in a massive cheat sheet! Really nice job, thank you!
Haha thank you! Advice taken. I was initially going to link to the script of the video to act as a good cheat sheet, but I show a lot of stuff in the video without talking about it so i figured it wouldnt work out. But maybe at some point i could edit the script document to list out all the tips
Absolutely Amazing video. Quick, to the point, and well explained. I knew a few of these, but not the majority and I'll be saving this for future reference.
Thank you! I really like quick videos like these and I always look for them when I'm learning a new software. Was disappointed that there weren't any similar videos I'm the godot space, then I figured I'd make my own!
Great video! Lots of really good suggestions to make you a power user. Small suggestion, wait a second at the end of the suggestion -- found myself going "what was that?" and backing up a lot.
Great video! A lot of these tips were very helpful, especially those on useful project/editor configuration. I did want to follow up on two of the points: 1. There's no real need to wrap your functions in "Callable". They are already type Callable and can use call_deferred directly, avoiding the string reference. 2. For whatever reason, the Movie Maker path selector uses an absolute path by default instead of a relative one (annoying since it saves this in the project settings, which makes it break for collaboration). You can, however, manually change it to a "res://" path and it works just fine.
I can't believe that "Auto Switch to Remote Scene Tree isn't default. I also find it annoying to have to un-collapse the nodes when using it. That's just extra work for no reason lol. Awesome video. Learned some very kool stuff.
Big tip missed. (Or I missed it) You can change a setting in the preferences to autocomplete default functions with type safety and return types so it autocompletes, say, func _ready(): to func _ready() -> void: which is really cool if you statically type everything like I tend to.
Yes! It's called 'Enable type hints' I believe, I figured most people would already know about it, which is why I haven't included it, but maybe I'm wrong!
Great video! Imagine myself, never finding the "Switch to remote debug" on the "Project Settings" and realizing it was in the "Editor Settings" 😅 The rich text animations were a big discovery for me. It will save me a lot of time not programming it! Thanks for sharing! 😌
For tip #5, the reason you *want* that warning is because it helps you avoid forgetting to scale with delta time, it helps you catch when you accidentally used a script variable instead of the incoming parameter (not as important as in some script languages where you don't even need to declare a variable name though), and it helps you know in the future if it was a bug that you didn't scale with delta. By adding an underline to the start of the parameter name you declare your intent of not using the parameter, which will help 3 months down the line.
If it helps you code better, leave it in by all means! I find that I rarely use delta, 90% of my process methods don't use delta and I find it annoying to have to _underscore every single time. Whenever I do need something to be framerate independent, using delta (even from back in unity) is just habitual and I don't have to think about it at all. Again, just personal preference, if you find it to be helpful, you should use it :)
It's generally just a good warning which can help you out in many situations, not only with deltas. Experienced programmers tend *not* to ignore these warnings, regardless of the language, because they want to be explicit with their intent (in case of gdscript - put the underscore in front of the unused variable). Most compilers issue warnings for cases like this and they got a good reason to! Finally, to each their own, but that ends when you start collaborating or contributing. And that tip should definitely not be called a game changing tip.
@@kartopod Encouraging people to ignore warnings is terrible advice. As others have said, it's not just about delta. All declared variables should serve a purpose and if a parameter is deliberately unused then your code should clearly communicate that intention to your teammates. I would not employ someone who follows your advice on this topic. Tip #5 should be: "Add an underscore at the start of an unused parameter to show that it is intentionally unused, and this will resolve the warning".
@@cakemonitor842 I completely understand! I agree that having it enabled in a team setting could be pretty important. The tip is more or less to showcase that you can disable it if you wanted to. Perhaps I should have worded that tip differently. Maybe one day when im more experienced with programming my stance on this will change, but for now I'd still like to have it off when working solo, just my personal preference :) (I wouldn't have included the tip at all if i was going to talk about the underscore anyways, it says that clearly on the warning and I wouldn't want to waste time stating the obvious :P)
Wow. Just wow. So much information in such a short time. Im quite new to Godot, so there have been some really amazing tips in that list. Had to rewind a few times, because of your speed. But it's nice to have it in that form instead of one 5-10 min video for a single tip, like others do. Really saves time. Keep up the great work 🤩👍
Thank you! Yeah, I personally dislike it when videos take minutes to slowly explain something that could've taken 10 seconds, which is why I've made this video the way i did! Although admittedly, it seems too fast sometimes, Ill try to slow down a *tiny* bit for the next one, but it's still going to be pretty quick
Thanks! I had to rush this video out since i had to work on other stuff but ill have a lot more time for the next one, I plan on making the next one *atleast* twice as good!
Good video. I suggest maybe slowing down in the future. I had to play at .75 speed. No need to have a video like this be under some arbitrary time limit. Half or more of these tips came from the Udemy Firebelley Games' Survivors course which you showcased in the background a bit. A quick shout out would be nice. It's an awesome course to learn game development. Keep up the great work.
Okay, slow down, will keep that in mind! The aim of the video was to give out as much information as possible with zero unnecessary time waste, but I understand I may have gone a little overboard. Half or more is a MASSIVE understatement. The only tip I've referenced from the course is 42. call_deferred() and I do believe I give credit in the page I linked for that tip. Most (almost all) of the tips in the video are general purpose tips that I've gathered from a range of sources. I've included all the references for the specific ones wherever I could. Just because firebelly showcases something in the course doesn't mean that's where I got it from, again, they're all general purpose tips. I did use clips from my project while following the course yes, but the assets are still from Kenny and have been widely used outside the course! Nothing else in the video directly references the course. Hope that clears things up! Thanks for the feedback!
I watch everything @2x speed. Everything sounds slow otherwise. Wasn't always that way, it's a learned skill to comprehend that fast. Give it a try, you'll finish more audio books and learn more in a shorter time.
Lua style dictionaries (#44) is a really cool tip. I was creating an enum and an array to access data before which was a pain to manage since you had to have 2 separate entries. It sucks you would lose the auto-complete of using enums, but it's really nice to just be able to call DataManager.Items.HELMET rather than DataManager.Items[Constants.Items.HELMET].
Re #1: If you want this to also generate the types when you drag the nodes into the editor, you use go to Editor > Editor Settings > Text Editor > Completion, and set "Add Type Hints" to "On"
Neat video. I love finding these types of things that help enhance workflow, since I’m a Unity refugee and am trying to learn this game engine as fast as I can
I'm also on the same boat! I was looking for videos like this to learn godot but haven't found any, figured I'd take a shot at making one myself! Working on another 50 right now!
Sorry, but a little bit slower (maybe half the speed, and maybe with some explanation and time to at least register what's on the screen) would have been better... But there are some AMAZING Tips in here (always on Top is a dream!)
There's a button in the output window on top of the output filters to regroup similar messages (like chrome's javascript console), it's very useful when an error is spammed in a process function.
Amazing video! The child-parent execution flip is something I was wondering about, very useful tip for me! One thing I was wondering if you know how to do and have time to respond: how can I lock the node so I can't move it around with my mouse anymore? I have a few screens for post-processing and it's annoying when I can drag them around by accident. Greatly appreciate your video, keep up the good work!
VERY VERY VERY helpfull but DUDE speak slower i had to repeat every tip 10 times just to catch up with your speed😂😂 .. thanx alot man , i appreciate the effort ♥
- i didn't know most of the shortcuts. That will be helpful - i will abuse the shit out of the script templates now - code complettion delay, i migh lower it to 0.2 seconds - avoiding string reference, nice, i'll do it eveytime i need to now (both connect and Callable) - breakpoints, you know nobody use them, even if they know it exists. You can't replace the good old print("here") or print("test") - RiChTeXtLaBeLs ArE FiRe and nobody can say otherwise.
Will be working on another 50 tips soon (hopefully)! Already have a bunch of them compiled :D but will take a little while until i can record and edit!
your video is just as good as your talking speed really (Talking= EXTREMELY fast I was having to rewind the video most of the time to understnd so it translates to video being EXTREMELY good and really really informative) and uh I had to explain the joke I killled it :( the video was really good my fav being the lua dictionary that will be really handy to be atleast but hehe maybe its only me
This is so useful, thanks bro! But your accent is so thick I can't understand you 50% of the time, consider adding subtitles..) Thank you very much again.
Hey! There were some great tips there but it went too fast to be really useful. By the end I’d forgotten most of it. The idea of 50 quick tips sounds fun, but you could have made 10 videos with 5 tips, taking a bit longer on each one, and it would have been way more useful (and you’d have a series you can release regularly for people to come back to). Also, I had to watch at 75% speed, because it was really hard to understand what you were saying at full speed.
Feedback taken! Will slow down a bit! The idea for this video came from a video called '100 UNITY TIPS' by @brackeys , probably just up to personal taste, but I usually dislike the format you mentioned and I personally gravitate towards large compilations of tips whenever I'm learning a new software! I was looking for a similar video in the godot space but couldn't find one, so I decided to make one. But I do understand that I may have gone a little overboard with the speed, I will keep that in mind next time! Thank you for the feedback!