#godottips search results
#GodotTips #GodotEngine - Did you know particle collisions for TileMaps in Godot are _dirt_ simple? All you have to do is turn on collisions for GPU particles (see images), add an occlusion rendering layer for your tileset, set the occlusion shape, and you're done.
TIL: you can attach a node method to animation timeline and execute it at certain moment. In this case i use this way to destroy a node after animation finished 📝 #godottips #godot #godotengine #indiedev #gamedev
Did you know? #GodotTips #GodotEngine The node filtering text box in the top left of the engine interface includes some pretty sweet functionality! It can filter by types with "type: " or "t: " prepending your text, or groups with "group: " or "g: " prepending your text.
Did you know? You can paste an animation track into the same animation from which it's copied, and then modify the path to target a different piece/sprite by double-clicking the property targeted and editing the path to it. #GodotTips #GodotEngine
In #GodotEngine, you can edit layer names more easily than by going through the Project Settings dialog, which is frankly sort of awful to go through, especially when starting out. The 3-dot dropdown to the right of any layer gives a shortcut! A simple #GodotTips, but useful.
Quick little #GodotTips: Toggling a unique name can have a shortcut set in the Editor Settings. It's not set by default, so I set mine here to ctrl + U. If you like moving around by keyboard and hate having grab the mouse to right-click and go down to it, try this!
#GodotEngine #GodotTips: _validate_property is quite nice. No need to be fancy. Just hide/show properties like this:
#GodotEngine #GodotTips: A summary of some neat facts about Canvas Layers, and the CanvasLayer Node. Yes, you can have two CanvasLayer Nodes with the same Layer, and different offsets.
I just found out you can override project settings with a simple text file in #godot! I'm working on a video, so having different settings for each part is particularly useful :) #GodotEngine #GodotTips #gamedev
Something that I forgot to mention in my last video is that you can call functions in the animation player. This is especially useful for eg when dealing with puzzles or like in this picture, I set a bunch of variables after a cutscene where you defeat the boss #godottips #godot
#GodotTips Did you know about the new export tag `@export_placeholder`? It very simply allows you to export a string value with some placeholder for the given textbox. V simple, but really nice to help out your game designers when the name of an export may not match its function.
#GodotEngine #GodotTips: Capsule colliders are not your only option! Don't get stuck with "the default" and consider other options. Rays and Cylinders are predictable and feel good for platforming. Splitting the character into tops and bottoms is useful for implementing crouching
#CodingTips With the use of the implicit keyword you can define your own implicit casts for your classes. Very useful if you want to keep your code free of third party libraries by defining implicit casts from their classes to yours. #unitytips #godottips #csharp #gamedev
#GodotEngine #GodotTips: Did you know that you can interact with objects like they were dictionaries? The docs only mention "is property in object" type checks. But...
Hace 2 días empecé a estudiar @godotengine con la idea de hacer un rogue-like (aunque puede que después cambie). Primero quiero hacer las mecánicas y después me preocuparé por todo lo demás. Este es el primer prototipo. Por el momento solo se mueve. #Godot4 #godottips
Enemy mob spawn and chase for Godot 4 multiplayer! Checkout my latest walkthrough: 👉 youtu.be/a_67y1OtRcw #GODOT #godottips #godotengine #indiedev #gamedev #multiplayer #enemyspawn
Ran into an "Unexpected 'if' error 🤕 Turns out I forgot to define a function first! 😅 Debugging is part of the process 🛠️ @malpani #GodotTips #IndieDevJourney
#CodingTips Discards are temporary dummy variables which are read only. They are useful when we don't need to know the value of the variables. This will help with saving memory allocation . They enhance readability and maintainability of the code. #UnityTips #GodotTips #indiedev
how to simulate C#'s readonly or Java's final properties in gdscript, in godot gist.github.com/Gnumaru/b337c3… #GodotTips #godot4 #godot #godotengine #madewithgodot #madeingodot #gamedev #indiegamedev
Godot Tips: - Take advantage of scene system for reusable components - Use its built-in scripting or C# support - Follow Godot's growing tutorials & docs #GodotTips #GameDev
#GodotEngine #GodotTips: Why you should probably never use preload(). theduriel.github.io/Godot/Do-not-u…
Godot facilita prototipar, pero solo si sabes sacarle jugo: 🔹 Autoloads 🔹 Señales 🔹 Recursos como texto plano 🔹 TileMaps, temas, fuentes 🔹 Escenas reutilizables No es magia, es conocer tus herramientas. #GodotTips #DevTools #GameDev linkedin.com/posts/game-dev…
Hola gente que sabe de godot 4, una pregunta, estoy tratando de instancia nodo y que actúen de forma independiente, pero delta se sincroniza y no puedo evitarlo ¿Alguien sabe como evitarlo? #GodotEngine #godottips
TIL: you can attach a node method to animation timeline and execute it at certain moment. In this case i use this way to destroy a node after animation finished 📝 #godottips #godot #godotengine #indiedev #gamedev
Quick little #GodotTips: Toggling a unique name can have a shortcut set in the Editor Settings. It's not set by default, so I set mine here to ctrl + U. If you like moving around by keyboard and hate having grab the mouse to right-click and go down to it, try this!
#GodotTips #GodotEngine - Did you know particle collisions for TileMaps in Godot are _dirt_ simple? All you have to do is turn on collisions for GPU particles (see images), add an occlusion rendering layer for your tileset, set the occlusion shape, and you're done.
#GodotTips #GodotEngine: Here's a new code snippet (untested), a very basic implementation of a weighted pool for picking random entries from. Elements that have not been selected slowly raise to the top and become more likely to be chosen. Using this for random encounters.
#GodotTips #GodotEngine: This is a button that cycles through a list of options. Starts on A, click to see B, click again for C, click again for A. Emits an integer index via the cycled button. I'm sure these have a fancy name. Remember to make your own nodes for stuff! :P
#GodotEngine #GodotTips: _validate_property is quite nice. No need to be fancy. Just hide/show properties like this:
#GodotTips #GodotEngine: Investigate Task queues! They're neat and let you break down complex actions into nice and simple steps, and let you compose more complex ones easily.
Something that I forgot to mention in my last video is that you can call functions in the animation player. This is especially useful for eg when dealing with puzzles or like in this picture, I set a bunch of variables after a cutscene where you defeat the boss #godottips #godot
#GodotEngine #GodotTips: A summary of some neat facts about Canvas Layers, and the CanvasLayer Node. Yes, you can have two CanvasLayer Nodes with the same Layer, and different offsets.
#CodingTips With the use of the implicit keyword you can define your own implicit casts for your classes. Very useful if you want to keep your code free of third party libraries by defining implicit casts from their classes to yours. #unitytips #godottips #csharp #gamedev
#CodingTips Discards are temporary dummy variables which are read only. They are useful when we don't need to know the value of the variables. This will help with saving memory allocation . They enhance readability and maintainability of the code. #UnityTips #GodotTips #indiedev
#GodotTips #GodotEngine: A word of advice about Class Names. This is a convention I use in my own projects to achieve 100% strictly typed code where at all possible.
#GodotTips #GodotEngine: While Autoloads can not be given a ClassName, they can still extend named classes. More of a funfact... but it can remove code duplication! I use autoloads for my various game states/modes, and that involves all of them having an enable/disable interface.
#GodotTips #GodotEngine: How to export a resource without loading it, but still have an automatically updating reference to it, that will persist even if you move and rename the resource. This circumvents cyclic references with exported PackedScene resources!
#GodotTips #GodotEngine: Ever wanted to just, pin a Control element to a specific screen position in percent? Like, "10% off the edge of the top left and bottom" or "exactly centered, always". Anchors can approximate that. (You need to math it out though.) This guarantees it:
#CodingTips With object and collection initializers you can make the code easier to read while writing less code. This is a very simple example. In much more complex real life cases, you might appreciate having the code organized this way. #UnityTips #GodotTips #gamedev
Ran into an "Unexpected 'if' error 🤕 Turns out I forgot to define a function first! 😅 Debugging is part of the process 🛠️ @malpani #GodotTips #IndieDevJourney
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