I've never used Unity, so I don't have any history with his videos, but I'm starting to understand his excellent reputation: This is a pretty much flawless introduction into the Engine! It will get you to a full game in just about an hour, with minimal coding, while using many of the most important features of the Engine. Recommended!
S02E09 is OUT for my #godotengine Intermediate Roguelike Deckbuilder Course!
We build a Flexible Modifier System to recreate Vulnerable and Strength from Slay the Spire!
I got my Godot UI looking exactly like I want it, but I didn’t use any hbox containers or vbox containers. I don’t know if it will work … ? I’m either about to learn a very hard lesson or I’m a genius. Really you can’t learn anything without getting yourself in trouble some. #godot#gamedev#indiedev
My computer’s so rootin and tootin today that Godot crashed. Godot could run on a rotten lettuce leaf and the well wishes of children, how in the hell is it running out of memory and crashing #godot#gamedev#indiedev
#godot has several types of 3D collision shapes, each has a different purpose. You can generate these using the mesh drop-down. However, if you want more performance, you would add a very simple collision shape such as a cube. I would argue this is the most common use case. This cannot be done automatically. Surely there should be an option to generate a collider using the AABB of a mesh? #godotengine
#Godot noob error. I used Trimesh Collision Siblings for everything that needed a collision... Don't do that on complex meshes, even low poly ones. It will kill your frame rate.
Take the time and give those meshes simple collision shapes instead.
New Node. Very simple. DrawAABB. Can take single or multiple meshes and draw their AABB shape. My use case was needing to detect which area the player was in on a timer. I add the room or environment meshes to the DrawAABB node then use aabb.has_point(player.global_position) to check if the player is in the area. Why not use Area3D? This is less expensive and dynamic based on the scenery meshes. #godot#godotengine#gamedev
I find that most of my game dev can't easily be done via test driven development, but some components can be, and I really enjoy using https://github.com/bitwes/Gut when I can.
Right now I'm coding the logic for the family tree interface in the game and it's been a joy. I have a lot of confidence in the APIs and it's much faster to run a bunch of tests than boot the game and click around every time.
I just spent forever pouring over my code to find the line where the player takes damage like I had written it in some sort of ancient archaic runes or some shit and no it was just this, like, I think I shall walk into the ocean #indiedev#gamedev#godotengine#godot