I definitely want to see a tutorial on C#, especially in Game Developing. I learnt how to use C# a few years ago, but barely use it instead of Python and C++. I'd love to see a tutorial on C# highlighting some functions you enjoy or think are important to know.
YES ! We definitely need more voices advocating full C# support on Godot 4, for mobile and web exports. The Godot Team invest too much resources on their own toy language, and keep delaying C#
There were honestly a few moments where i was just scratching my head going "how do i implement this like i usually would in C#?", as I do lean into OOP practices with C# commonly, but godotscript / python-ish is slightly weird in getting things to click on a programming level at first.. or for a bit. I would be curious to see if there would be more support for C# though. My current issue so far with gdscript is that its just a very.. specific language that doesn't completely expand well with other concepts out there, and if its based on python, exactly how much functionality is the same, and what is different then?
Hello I hope you reach my comment, I have downloaded your game Oakley's Adventure, I found it fun and engaging. The only critic I see is it seems hard at first for other kids because it runs fast immediately. But overall I love the concept of your game
I'd like to learn C#. I tried with Unity a long time ago, but had a hard time and couldn't get anything up and running. I have a basic understanding of Python which I played around with in Blender when it had a game engine. This helped in learning GDScript, but I also learned a lot from BornCG with Godot 3.x and was able to get up and running fairly easily. I still had a hard time since I am new to game development, and there aren't a lot of Godot tutorials that are up to date. Documentation helps with some things, but telling me an apple is an apple doesn't help. I need to know what a function, property or feature does with actual examples. There's a saying "practice makes perfect."; but I learned in high school that "correct practice makes perfect".
John Riccitiello, the inventor of an unpredictable, uncontrollable billing system called Runtime Fees. Runtime fees, Developers flees. Unity’s greed, developers bleed. Godot, a go-to place where there’s no such thing as a payment system because it’s FOSS and it’s donation supported.
good luck !! for me personally i'd like to see some horror narrative done in the godot engine for the fact that its a small amount of horror games done inside godot out there. if you can make that would've been so great !!
It was enough for them to roll back their original sales plan, for the CEO to quit and to have them lose 30% of their market share since the fiasko But yes, small indie devs sure don't make an impact
from what I've seen c# is a decent bit faster, with fps boosts getting into 3 digits in some cases. But most people aren't going to be running into performance issues using one or the other.
GDScript is an interpreted language, similar to Python, used in the Godot game engine. It is executed directly by the Godot Engine's interpreter, without compilation into bytecode. On the other hand, C# compiles into Intermediate Language (IL) code, which is then processed by the Common Language Runtime (CLR) in the .NET framework. During execution, C# code is just-in-time compiled into native code, offering potential performance benefits for computational tasks. In theory, compiled C# is designed to offer better performance for computational tasks and is likely to exhibit significant speed advantages, especially when handling algorithms such as pathfinding and sorting. Regarding the Engine Access itself, GD Script or C# should generally provide similar capabilities..
Actually, you can use Atom! You need to select "Custom Editor" and set the application Path. To prevent Atom to just create a blank new file you need to set {file}:{line} as Exec Flags within the Editor Settings docs.godotengine.org/en/3.1/getting_started/editor/external_editor.html
my life depends on godot. and let me tell you, there is no fear of some shit CEO deciding what my life will be. there is no hate. only appreciation and wanting to make it better. godot has even made the engine extremely lightweight which allowed me to run it on a potato laptop when i had nothing.
>a bunch of people that would never generate a single cent to unity, make more than 1kk sells or probably never even finish a game are leaving the engine is truly over huh?
I'm gonna check out your Oakley's game and get back to you. :) eDit: Tried to try your game. It's not compatible with Android 14 sooooo 1 star review for a game you can't play. Sorry chaps.
This is very true! But Godot has a built-in Asset library. While it definitely is not as huge as Unity's asset store, it is definitely worth to take a look at. If you feel more comfortable using Unity, than than this is great! We don't want to pull people away from working with Unity, it is a great and powerful engine! Only the business model behind it made us lose our trust, not the technical side.
@@FiddleStoneGames And then you look at a typical (good, not shovelware, not asset flip) Unity game and find barely any store bought asset in sight. People pride themselves on actually doing the work themselves and pushing for a cohesive and unique style of their own.