6:56 those ways of adding signals are from Godot 3. In Godot 4 you can avoid strings altogether and also you don't need Callable(self, "func_name"): parent.focus.connect(in_range), parent.unfocused.connect(not_in_range), etc.
Hey I was half way through the video and I had like a question in mind that I hope some of you and stayathomedev might be able to answer how would you approach building levels in godot whats the best way not to only prototype a level but also build the level itself?
Use the CSG primitives. You can combine them (through union, subtraction, and intersection) to make complex shapes. I think there's a way to export it to Blender, too, so you can convert it to a proper mesh by retopologizing (It's not just for characters!), but you'll have to look up how. Don't quote me on the last one, though. My memory is a bit fuzzy on it.
I appreciate your time for making these videos. I have a question, I never finished a project because I spent most of the time in fixing bugs, I see the debugger is spitting errors. My question is does every developer is fixing the errors in late development or is fixing it immediately better?
how do I do this for a 2D object? I'm currently using different sprites with a line around the original sprite but I have a feeling this could be done with shaders or something.