That’s an improvement for sure, but in case you all didn’t know, when you are testing your game, you can switch back to the editor and change the tab on the scene node browser to see the live scene and edit it.
I don’t come where you work and tell you how to do your job, now do I? But yeah, this is super useful, thanks 🤣
It took me months of using Godot to realize that was there. It is really well buried. I came over from Unity and was distressed at the lack of feedback of the game while debugging, then I realized the “Remote” and “Local” tabs. It isn’t quite as good as getting visual feedback in the debug window, but it at least lets me watch values and reset positions of objects.
Same dude(tte), Also loved it when someone showed me the holy path that is the debugger, learning to use it effectively is shaving off a lot of bug hunting time. Time is money, money is power, power is pizza, less bugs more feature creep!
At least i have pretty butterflies at night now!
How did you get your start with Godot? Dumb question I’m sure, but game engines stress me out with all the coding involved :'(
First I got an older book for 3.6, I thought maybe following a book is what it takes for me. Then, following this book, I could get my claws in development for longer then 2 hours, and spoke to more folks around me about my project and ambitions, and someone recommended a couple Udemy courses. Found one I liked (Firebelley Games dev), and that got me developing and learning a lot more efficiently. It’s still an insane time investment so for me that means I need at least a weekly schedule or I’ll just let it go and do the things that give me more instant gratification instead.
Context: I did about 6 months of programming courses in high school and already knew I could grasp the idea of it. It was really just starting up and then really keeping it up.
I recommend starting with basic YouTube tutorials, then do a game jam. The great thing about game jams is that it is zero pressure. The only goal is to try to make something playable. It doesn’t have to be grand in scale, you don’t have to write perfect code to make change and growth easier. Just slap something together in 48/72 hours or 2 weeks, depending on the jam, then move on.
It sounds so easy when put this way 🤔
If it’s the coding that’s stopping you, you might check this out:
https://forum.godotengine.org/t/block-coding-high-level-block-based-visual-programming/68941
No kidding. A nice ambiance.
Finally switched to godot full time with 4.3 from Unity and this has been my biggest point of friction, super excited to try this out!
+1
Holy shit. This has been holding me back for so long with the engine as I generate basically everything procedurally (including meshes) during runtime.
Will this support 3D or just 2D as the video shows?Edit: just read the PR and it mentions 3D throughout!
Thats literally the first thing I missed from Unity. Hope it lands soon 🙏
Oh mamma!! That looks juicy as heck!
Fuck, this is probably my most missed feature. So excited.
It’s about time.
YEEEEAAAAAAAH 🥳
This is great news!