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Resources Explained in 120 Seconds
Resources in Godot are a power feature for storing, saving, and sharing information across your game. In this video, you'll how Resource in Godot works in 120 Seconds.
#godot #tutorial #gamedev
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• Linkedln - www.linkedin.com/company/venex-source
💡 Related Tutorials
Suscribe for more exciting video's on @venex_source
• Make a Mobile Game in Godot: czcams.com/video/tO3kLfvN6s4/video.html
• INVENTORY SYSTEM: czcams.com/video/rQkswXvVIGw/video.html
zhlédnutí: 389

Video

7 Tips to Optimize Your Godot Game
zhlédnutí 13KPřed 21 dnem
Learn 7 Godot Optimization Tricks that will help you optimize your Godot game for better performance and gameplay. #godot #tips #gamedev Mentioned in this Video Cerbere Games: czcams.com/video/YYoLqAEpHmo/video.htmlfeature=shared GDQuest: czcams.com/video/lfuGLaZ3khs/video.htmlfeature=shared Blargis: czcams.com/video/oG-H-IfXUqI/video.htmlfeature=shared 📲 Follow us on • Linkedln - www.linkedin....
INVENTORY SYSTEM in Godot
zhlédnutí 2,6KPřed 2 měsíci
In this video, you'll learn how to implement a drag-and-drop inventory where you can move items between slots and transfer them to a hotbar. This system is perfect for any Godot project and is designed to be reusable. 📁 DOWNLOAD PROJECT FILE: github.com/Venex-Source/Inventory-Sysytem-in-Godot 📲 Follow us on • Linkedln - www.linkedin.com/company/venex-source 💡 Related Tutorials Suscribe for more...
Signal Trick in Godot You (Probably) Didn't Know About
zhlédnutí 630Před 2 měsíci
In this tutorial, you'll learn how to connect a signal to a node in Godot without writing any code! Godot Documentation on Signals: docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html TABLE OF CONTENT 0:00 Introduction 0:09 Changing a text 02:30 Changing a text and button state 05:07 Play an animation 📲 Follow us on • Linkedln - www.linkedin.com/company/venex-source/ 🤝 Cre...
Level Selection Menu in Godot
zhlédnutí 1,4KPřed 3 měsíci
Learn how to create an easy level selection menu in Godot with grid options and clickable level buttons. 📁 DOWNLOAD PROJECT FILE: github.com/venex-source/EASY-Scroll-Level-Selection-Menu-in-your-Godot-game 🕹 GUI ASSET: pzuh.itch.io/free-game-gui 📕 LEVEL SELECT MENU by KidsCanCode: kidscancode.org/godot_recipes/4.x/ui/level_select/index.html 💡 Related Tutorials Suscribe for more exciting video's...
Build Your First Mobile 2D Game using Godot 4
zhlédnutí 1KPřed 3 měsíci
Learn how to create a mobile 2D game using Godot with this step-by-step tutorial. - DOWNLOAD PROJECT FILE: github.com/JeffersonKadiri/godot-2D-adventure-platformer - GUI ASSET: pzuh.itch.io/free-game-gui - Export for Android: docs.godotengine.org/en/4.0/tutorials/export/exporting_for_android.html - OpenJDK 11: adoptium.net/temurin/releases/?variant=openjdk11 TABLE OF CONTENT 00:00:00 Introduct...
The BASICS of User Interface in Godot - Size and Anchors
zhlédnutí 501Před 5 měsíci
Learn how to create a user interface in Godot with this beginner-friendly tutorial. Perfect for those new to game development and the Godot engine! 🔗 Links 🔗 GDScript Reference: docs.godotengine.org/en/stable/tutorials/ui/index.html Multiple Resolutions: docs.godotengine.org/en/stable/tutorials/rendering/multiple_resolutions.html TABLE OF CONTENT 00:00 Introduction Size & Anchors 00:27 Main sc...
Making a Tiny Gardening game in Godot4 - Resources, TileMap, Inventory
zhlédnutí 8KPřed 6 měsíci
🔗 Links 🔗 Download projects file(GitHub): github.com/JeffersonKadiri/2D-Tiny-Gardening-Game/tree/master/2D Tiny Garden Game TABLE OF CONTENT 00:00:00 Project Preview 00:00:19 What you will learn 00:00:39 Download & Project Setup 00:00:52 Tilemap & Project overview 00:04:05 Setting Up the Project Character 00:06:54 Create the character 00:07:35 Animate the character 00:11:30 Script the characte...
All CollisionObjects in Godot Explained- Godot Tutorial
zhlédnutí 1,1KPřed 8 měsíci
In this video, you'll learn Godot's four collision object types to provide both collision detection and response. What's covered 00:00 Godot's four collision object types 00:56 Introduction to the Area node 02:04 The collision layers and masks property 03:21 The Area monitoring and monitorable property 06:21 Using the Area override property 08:16 Introduction to the CharacterBody 09:12 Charact...
AUTOLOADS in Godot - Everything you need to know
zhlédnutí 592Před 8 měsíci
With singletons/autoloads, we can store persistent information across different scenes. What's covered 00:00 What are Autoloads? 00:26 Creating an autoload 02:12 Accessing a Singleton 04:19 Switching scenes with autoload 07:26 Music between scenes 08:10 More on Autoloads 📲 Follow us on • Linkedln - www.linkedin.com/company/venex-source/ 📕 Useful Links 📕 Godot reference on Singletons: docs.godo...
Godot 4 - Platformer using Inheritance and Composition
zhlédnutí 17KPřed 9 měsíci
In this video, we'll create this awesome adventure platformer game with a controllable player, enemies to stomp on, coins, and much more. 🔗 Links 🔗 Download projects folder(GitHub): github.com/JeffersonKadiri/godot-2D-adventure-platformer TABLE OF CONTENT 00:00:00 Tutorial Preview and Overview 00:00:50 Setting up the godot project 00:01:11 Setting up the project settings Level Setup 00:03:39 H...
MOBILE JOYSTICK in Godot
zhlédnutí 9KPřed 10 měsíci
Learn how to implement a mobile joystick in your Godot game with this easy-to-follow tutorial. Enhance your game controls with this simple yet effective feature! 📲 Follow us on • Linkedln - www.linkedin.com/company/venex-source/ 🤝 Credits 🤝 Special thanks to the author for providing the content used in this video. Joystick asset by hannemann: hannemann.itch.io/virtual-joystick-pack-free
Godot Game Notifications: Kills, Chat, Achievements, and More! (feat. @rocket007 )
zhlédnutí 559Před 10 měsíci
Godot Game Notifications: Kills, Chat, Achievements, and More! (feat. @rocket007 )
PARALLAX EFFECT in Godot
zhlédnutí 2KPřed 11 měsíci
PARALLAX EFFECT in Godot
How to create a reusable drag and drop component- Godot Tutorial
zhlédnutí 3,4KPřed 11 měsíci
How to create a reusable drag and drop component- Godot Tutorial
How to Zoom In and Out in Godot
zhlédnutí 748Před 11 měsíci
How to Zoom In and Out in Godot
Tween Camera Position in Godot
zhlédnutí 901Před 11 měsíci
Tween Camera Position in Godot
INPUT REMAPPING for Beginners - Godot Tutorial
zhlédnutí 635Před 11 měsíci
INPUT REMAPPING for Beginners - Godot Tutorial
INHERITANCE for Beginners
zhlédnutí 2,3KPřed rokem
INHERITANCE for Beginners
How to move object or character along a path in Godot
zhlédnutí 2,3KPřed rokem
How to move object or character along a path in Godot
4 Platformer Obstacles Your Game Needs - Godot Tutorial
zhlédnutí 958Před rokem
4 Platformer Obstacles Your Game Needs - Godot Tutorial
If You Want A Better Sounding Audio, Do THIS Instead
zhlédnutí 1,7KPřed rokem
If You Want A Better Sounding Audio, Do THIS Instead
Making Flappy Bird in Godot (COMPLETE Beginner Tutorial): P5 HUD
zhlédnutí 397Před rokem
Making Flappy Bird in Godot (COMPLETE Beginner Tutorial): P5 HUD
Making Flappy Bird in Godot (COMPLETE Beginner Tutorial): P6 Finishing Up
zhlédnutí 528Před rokem
Making Flappy Bird in Godot (COMPLETE Beginner Tutorial): P6 Finishing Up
Making Flappy Bird in Godot (COMPLETE Beginner Tutorial): P4 Spawn Pipes
zhlédnutí 538Před rokem
Making Flappy Bird in Godot (COMPLETE Beginner Tutorial): P4 Spawn Pipes
Making Flappy Bird in Godot (COMPLETE Beginner Tutorial): P3 Pipes
zhlédnutí 676Před rokem
Making Flappy Bird in Godot (COMPLETE Beginner Tutorial): P3 Pipes
Making Flappy Bird in Godot (COMPLETE Beginner Tutorial): P2 Player
zhlédnutí 826Před rokem
Making Flappy Bird in Godot (COMPLETE Beginner Tutorial): P2 Player
Making Flappy Bird in Godot (COMPLETE Beginner Tutorial): P1 Floor
zhlédnutí 3,8KPřed rokem
Making Flappy Bird in Godot (COMPLETE Beginner Tutorial): P1 Floor
EASY Pong Game in Godot Tutorial
zhlédnutí 753Před rokem
EASY Pong Game in Godot Tutorial
SUPER EASY Countdown Timer in Godot
zhlédnutí 4,7KPřed rokem
SUPER EASY Countdown Timer in Godot

Komentáře

  • @jazzy8391
    @jazzy8391 Před 2 dny

    Was it necessary to add and split the resources into different files? Instead of one that has all the data? Is it more efficient code for less bugs? I follow what's happening but I don't understand why you made the decision to do it like that.

    • @VenexSource
      @VenexSource Před 2 dny

      Splitting up resources depends on your specific need and how you intend to manage and use the resource. The main reason for splitting up the resource was for Reusability and Modularity. Also, Godot handles multiple resources efficiently, so splitting resources generally doesn’t negatively impact performance.

  • @yusarimahubara
    @yusarimahubara Před 6 dny

    You are trying to be "funny" but ended being a cringe video. Shallow explanation what a resource it is. Pathetic

  • @Yogoda127
    @Yogoda127 Před 7 dny

    For 3D: - Split big geometry objects into large chunks so only visible chunks are drawn, the rest is automatically culled by the engine. - Use level of detail (LOD) for objects with a lot of geometry - Deactivate enemies that are far away from the player with process_mode = Node.PROCESS_MODE_DISABLED

  • @miguelestacio2983
    @miguelestacio2983 Před 10 dny

    Very clear and concise 👍🏼 keep it up!

  • @opatovelho7218
    @opatovelho7218 Před 10 dny

    I was looking for something like this @tool and I ended up finding it here in your video by accident. Thank you so much for the tutorial and for teaching me about the @tool

  • @mr.hi_vevo414
    @mr.hi_vevo414 Před 13 dny

    Your video is incredibly high quality, with concise and easy to understand content, great examples, no annoying intro or outro, and animations, BUT it's really held back by your mic quality. People often click off of videos immediately after hearing videos with bad mic quality, but thankfully that's one of the easiest things to fix, so long as cost isn't an issue. It's much harder to fix writing quality than mic quality. You deserve far more views, so I hope you can get there soon! Keep up the good work

  • @monkeygodzillaidk4567

    didnt work

  • @harrisonsafalanga550
    @harrisonsafalanga550 Před 14 dny

    keep up the good work!!!🔥🔥🔥

  • @davidkurosaki8457
    @davidkurosaki8457 Před 15 dny

    Can you help me with this mechanic in a video it's for a farm game One has 4 gardens before planting you must put the fertilizer and then the plant, and to start generating points or grow, you have to put water, for example in 3 hours that plant produces 1000 points but it must be watered every 1 hour, because the soil dries while it is dry it does not generate points the points freeze but the hours continue advancing, then in the end instead of 1000 points you will have less example 300. Please could you make a video please Of course one would buy with those same points the fertilizer the plant, among other things

  • @hokokotokokoto7082
    @hokokotokokoto7082 Před 15 dny

    static typing over dynamic typing i see how it could boost perf in editor but does it make a difference once you export the game ?

    • @kleinesmaddy
      @kleinesmaddy Před 14 dny

      Static typing does not improve performance in any way because the primary purpose of static typing is to catch type errors at compile time, not to optimize runtime execution.

    • @thisisgod2639
      @thisisgod2639 Před 11 dny

      ​@@kleinesmaddy Actually no. Static typing sets the exact bytecode in the binary file to be read by the engine instead of interpreting and producing it during runtime. This can save some, for example, in a for loop like this: for i in range(100): var v := foo(i) The engine won't have to guess v's type every time that line executes because it's already predefined

    • @kleinesmaddy
      @kleinesmaddy Před 11 dny

      @@thisisgod2639 While I appreciate your perspective, I believe there's a misunderstanding regarding the role of static typing in performance optimization. As I mentioned earlier, the primary purpose of static typing is to catch type errors at compile time, not to optimize runtime execution. To elaborate, static typing allows the compiler to know the types of variables at compile time, which can help catch errors early. However, when it comes to the performance of the final exported game, the impact is minimal. Once the game is exported, the code is compiled into bytecode or machine code, where types are already fixed, regardless of whether static or dynamic typing was used. In your example with the for loop, while it's true that the engine doesn't need to determine the type of v at runtime in a statically typed environment, this difference is negligible in the context of an exported game. The performance gains, if any, would be very minimal and are generally overshadowed by the optimizations done during the compilation process. In summary, static typing primarily helps with compile-time error checking, not with runtime performance optimization, especially after the game has been exported.

    • @kleinesmaddy
      @kleinesmaddy Před 11 dny

      @@thisisgod2639 While I appreciate your perspective, I believe there's a misunderstanding regarding the role of static typing in performance optimization. As I mentioned earlier, the primary purpose of static typing is to catch type errors at compile time, not to optimize runtime execution. To elaborate, static typing allows the compiler to know the types of variables at compile time, which can help catch errors early. However, when it comes to the performance of the final exported game, the impact is minimal. Once the game is exported, the code is compiled into bytecode or machine code, where types are already fixed, regardless of whether static or dynamic typing was used. In your example with the for loop, while it's true that the engine doesn't need to determine the type of v at runtime in a statically typed environment, this difference is negligible in the context of an exported game. The performance gains, if any, would be very minimal and are generally overshadowed by the optimizations done during the compilation process. In summary, static typing primarily helps with compile-time error checking, not with runtime performance optimization, especially after the game has been exported.

    • @kleinesmaddy
      @kleinesmaddy Před 11 dny

      I believe there's a misunderstanding regarding the role of static typing in performance optimization. As I mentioned earlier, the primary purpose of static typing is to catch type errors at compile time, not to optimize runtime execution. To elaborate, static typing allows the compiler to know the types of variables at compile time, which can help catch errors early. However, when it comes to the performance of the final exported game, the impact is minimal. Once the game is exported, the code is compiled into bytecode or machine code, where types are already fixed, regardless of whether static or dynamic typing was used. In your example with the for loop, while it's true that the engine doesn't need to determine the type of v at runtime in a statically typed environment, this difference is negligible in the context of an exported game. The performance gains, if any, would be very minimal and are generally overshadowed by the optimizations done during the compilation process. In summary, static typing primarily helps with compile-time error checking, not with runtime performance optimization, especially after the game has been exported. P.S. Just because my comment keeps getting deleted doesn’t make a false statement true. ;-)

  • @HansMilling
    @HansMilling Před 15 dny

    Remember that disabling VSYNC makes your game very power hungry, so it’s a big no no on steamdeck, phones and other battery powered devices.

    • @Gnidel
      @Gnidel Před 14 dny

      Just leave it up to user whenever to use it or not.

  • @harrisonsafalanga550
    @harrisonsafalanga550 Před 15 dny

    Thanks man for this tutorial🔥🔥🔥

  • @andrekoscianski
    @andrekoscianski Před 15 dny

    👍

  • @FoxyFernAnimation
    @FoxyFernAnimation Před 16 dny

    I honestly don't know how you don't have more views & subscribers. Your tutorials are so helpful and clear, and I appreciate the diligence of all your time stamping the table of contents for such a long video. It makes it easy to find sections again. Thank you so much for sharing your knowledge and time with us!

  • @FruitZeus
    @FruitZeus Před 16 dny

    I saw there’s also a visibility occluder 3D node. How is this different than regular occlusion culling?

  • @JackBasciono
    @JackBasciono Před 16 dny

    Improve your mic quality and add quiet music in the background. Will make this more watchable, however, in terms of content: Good stuff, very useful

  • @ClokworkGremlin
    @ClokworkGremlin Před 16 dny

    You should really be using type hinting whenever possible (that's "always") in Godot. For basically the reasons listed. Static typing is one of the most powerful tools in a programmer's tool belt for preventing runtime bugs.

  • @mystiogan5891
    @mystiogan5891 Před 16 dny

    when making a 3d game, Lod or level of detail can help a lot. by making your own low poly models or with an i engine setting i believe, but i'm not sure.

  • @syweb2
    @syweb2 Před 17 dny

    This is a pretty good tutorial, and I think adding subtitles would help for quick skimming; it is also a little hard to make out what you're saying, though.

  • @charlieking7600
    @charlieking7600 Před 17 dny

    So you're retelling official documentation. Nothing new at all.

    • @SSukram_
      @SSukram_ Před 15 dny

      There is something new, a video with visuals, that explains each point in a clear and concise way. Literally all educational stuff online is based on existing research and documentation etc. Just because you are a godot veteran doesn't mean everybody is, some people out there don't read the docs in their spare time

    • @bojaidin
      @bojaidin Před 13 dny

      Who cares? Some people learn better by watching/listening to videos than they do just reading

    • @SSukram_
      @SSukram_ Před 13 dny

      @@charlieking7600 also some people have vision impairments or things like dyslexia, which may make it hard to read

  • @fragileglass9622
    @fragileglass9622 Před 17 dny

    Even as a seasoned developer. Always room to grow. I had no idea about the visibility onscreen notifier. Thank you for unearthing that little gem for me.

  • @slavcabbage2619
    @slavcabbage2619 Před 18 dny

    Really nice tips I will definitely be using these

  • @zuzuminx
    @zuzuminx Před 18 dny

    WOAH I did NOT expect to find an almost COMPLETE game tutorial! Not just the basics and a simple menu screen but also saving and loading! The real gem here is being able to save the level data! This is so cool!!! With a little tweaking here and there, this is pretty much a fully functional game and for FREE! Thats actually insane! Well done!!! :))

  • @Flux0_0-u2d
    @Flux0_0-u2d Před 18 dny

    You can use godot physics server

  • @Kagekao_666
    @Kagekao_666 Před 19 dny

    you didn't show how to fold them...

  • @jammjumble9928
    @jammjumble9928 Před 19 dny

    really nice tips!

  • @III222III
    @III222III Před 19 dny

    thanks bro I was losting a lot of performance just because I was lazy to user visibilityNotifiyer lol

  • @SamFX
    @SamFX Před 19 dny

    Very good tips

  • @Csf91
    @Csf91 Před 19 dny

    Try to cache objects and enemies that spawn into memory to re-use the memory space instead of creating and destroying objects, too.

    • @SSukram_
      @SSukram_ Před 15 dny

      How would you do this?

    • @hk_asa0pvp
      @hk_asa0pvp Před 12 dny

      @@SSukram_ it would be like hiding a node with visible = false and later visible = true. rather than instancing and adding then freeing it i guess correct me if I'm wrong.

    • @igorthelight
      @igorthelight Před 7 dny

      @@SSukram_ Google "object pooling in Godot/Unity/Unreal Engine"

  • @holleey
    @holleey Před 19 dny

    1:10 adding the VisibleOnScreenNotifier2D by itself has no effect on rendering or performance. it's just a thing that notifies you with its signals as the name suggests. you are probably thinking of the VisibleOnScreenEnabler2D, but this, too, requires the extra step of specifying the node you want to have enabled/disabled. 2:00 I'd recommend to set Vsync enabled by default because not all players may be okay with having their hardware molten. without Vsync, the game runs as fast hard your hardware allows, consuming more energy and generating more heart, shortening the hardware's lifespan - especially in laptops. on optimizing enemies: that's a good tip, although I'd also mention the option of having enemies update (at least in what their target position is) not every game tick, but at a little bit greater interval that still doesn't mess with their behavior too much.

  • @TheEshanDas
    @TheEshanDas Před 20 dny

    These are very good tips atleast for a beginner like me. Amazing work

  • @thehansboi
    @thehansboi Před 20 dny

    why is tip #3 so quiet lmao, rest of the video felt like i was listening to someone underwater lol

  • @UltimatePerfection
    @UltimatePerfection Před 20 dny

    1:15 You actually want VisibleOnScreenEnabler for that.

  • @DestusG
    @DestusG Před 21 dnem

    I saw our game 😅

  • @grimreaper8581
    @grimreaper8581 Před 21 dnem

    I didn't watch the video yet but very cool keep going

  • @learntocode4020
    @learntocode4020 Před 23 dny

    nice tutotail but how to add unlocking levels that are locked

  • @BLAZER769
    @BLAZER769 Před 24 dny

    😂

  • @o9mok69
    @o9mok69 Před 27 dny

    any help? ive been stuck at AudioServer.set_bus_volume_db(main, linear_to_db(value)) becuse each time i type it in it shows me Line 17:Identifier "main" not declared in the current scope.