Getting Started -- Godot 3 Tutorial Series

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hello everybody if my carrot game from scratch today we're gonna continue our ongoing Godot three-game at your tutorial series specifically we're gonna look at getting started so what does that mean well first off we're gonna cover downloading and installing that don't game engine to start with from there on we're gonna move into bringing in some of the examples so you can go ahead and work with and then we'll move one step beyond that and start doing a bit of a guided tour of the Godot interface so just ready to get started which is I guess why this con getting started so without further ado let's jump right in now first thing you're gonna obviously need to do is get a hold of the Godot game engine and that can be done two ways first off you could go to Godot engine org and click the download link which is the process we're gonna go through today or you can go to steam so if you're already a steam user Godot is available on Steam I'm not sure how well it syncs up for being the newest version but it's definitely probably the easiest way and as updates come they can auto update via the steam updating mechanism that's either a good thing or a bad thing depending on your preference it's a lot of times it makes sense for your game engine to stick with the version you're developing with so auto updates may not be ideal for you but those are your two options so if you're using steam just search for a Godot and steam you can grab it the same way you do normally just free click download and it will download and configure it for you again the way we're going to do it though is go to kudo engine org and we click the download links this brings us over to the download page as of writing 3.0 point 2 is the most current version but obviously whatever you watch this video that has probably changed go ahead and grab whatever the newest version is and you'll see here you've got a set of options it's auto-detected my operating system and for this example we are going to be using Windows now at the end of the day the installation process is slightly different obviously on the Mac and on the Linux platforms but the actual engine itself is identical across all platforms so really beyond this video shouldn't matter which platform you're actually working with and now you see here you've got a choice between 32 and 64-bit installs this is pretty much a moot point in today's day and age keep in mind 64-bit allows you to access more than 4 gigabytes of memory in theory it should run a little bit faster but you might have run into compatibility issues for some particular reason or you might be running an old version of windows 7 that doesn't have 64-bit support in which case you'll go over the 32 but for all intents and purposes you probably want to go with the 64-bit version now the next question you've got to ask yourself to tightening which one to download is do I want mono or do I not now motto is basically c-sharp support so if you want to work with c-sharp you want to do your coding in c-sharp you could add a little bit mono version now that they're identical otherwise basically they just didn't want to add the blow into the game engine for people that don't need model support so that's why there's the two options basically this is good deal with additional c-sharp support added on top so if you want to do c-sharp development obviously you have to go with this version otherwise just go ahead and grab this version it comes in simple enough comes down as a zip file so go ahead and save that guy out and once it's downloaded we're gonna open that folder up you can see right there I've been downloading them quite consistently you can see here it's a straight-on zip file you want to go inside and grab the executable and really you just want to put that wherever you want you could run it from there if you want so the nice thing about don't it is very very much a very simple singular install going on now coincidentally if you want you can also build from github if you wish from source code I'll cover that in a different tutorial so I'm just gonna go ahead here I'll create a new folder new folder I will call the Godot 3 and paste that guy in and I just like renaming the executable it's a good dough but really that's just my own personal preference now one thing you might want to do if you're working from a Windows platform you wanna just go ahead here right click and pin that guide to the Start menu I've actually already got it pinned and I used the same thing before so in theory I should still use my own shortcut first time you run it you might get a security concern a link that comes up there's nothing a little special goes on and generally on your first run this will completely be completely empty in fact let me just erase that I'll come back so you see it exactly as you would see alright so I cleared out the previous settings so this is a virgin' install experience this is actually what it should look like for you so you see here you basically say always ask turn that off you won't get this sort of security notification anymore and go head in and run it now you might get also a warning when you download it basically saying that this is an untrusted app that's just because it's a new build hasn't been downloaded enough you can safely ignore that to gadot it's completely safe software there's no virus justice or anything like that now the first time you run it you will get this guy right here basically saying you do not have any projects would you like to explore the official example projects in the asset library but today we're actually not going to do it when instead we're gonna do is click cancel I'm gonna show you how to actually import a example project from your filesystem and how to go ahead and get those on github so without further ado let's jump on over to github now Godot samples are available on github under github calm for social hit dough engine and then there's a project called Godot - demo - projects and this is where the samples are available now there's a couple of options here you can go ahead and if you've got the git client you can clone that using the git client that's done via go to this clone or download and so you've got the choice basically you can go here and grab the git link or you can download it as a zip file and extract it somewhere else now um it covering an install and git is a little bit beyond what I'm gonna cover here but it's a freely available program and then once you've got it go ahead open up a command prompt go to whatever you want them to actually come down let's do git clone and then paste it out like that and this will go ahead and download all of the examples from the github site to your local hard drive it's gonna take a couple of minutes now your other option I'll show you this while we're at it is excuse me you could go ahead and do it download it download the exact same thing as a zip and then you just basically save this to your hard drive and extract it out to a folder and the end result is exactly the same so if you don't have git just go ahead download as a zip file extract it out somewhere and you'll have the same end result I'm not gonna do both because it's a duplication of work but right now in my temp folder I should now have a new directory with all the various different examples demonstrating mono enact I'm sort of gal gadot in action so now go on back here to the project manager and there's a couple things you can see here so basically we can run a project from here we can scan for changes we can increase often what you would do and we'll do that in a second or you can go ahead and import a project and that's exactly what we just download now another thing to notice while we're here is this so if you're using a non-english keyboard or your non English speaker and some haven't understanding me if you want to change the demographic or language that the Godot runs in you could do so right here and as you see there are a lot of community provided translations available so if you want to switch that out you can obviously I want to stick to English here but if you want to go ahead and import all you do basically is go to the folder it was in click browse select that folder and then I just go in here and find an example I want so say for example there's an isometric example under 2d só 2d isometric and click that folder grab the project Godot file and click open so import and edit and boom this will bring it in load it up into the don't editing environment so we can see here this is good though welcome to the primary editor this is where you'll be spending most of the rest of your life and let's just do a quick quick quick tour of what is involved in the Godot engine now obviously we're going to get into all of these things in a lot more detail as we cover each individual aspect so I'm not going to show you you know the hotkeys to move things around etc I'll cover those off later on so instead let's do a quick walk around the editor here now you'll notice it's mostly dominated by this main screen right here and this is where the magic happens basically the the act that you're working on is controlled by a set of tabs across the top it's not obvious that these are tasks basically these talk or the functionality you can see here and you'll notice that this is also tapped so we've got the dungeon level open right now but we had multiple levels in this one so I see here we got this tile at it I've got a separate tab that opens up like so now at the top here you can also see your switch word by default in 2d mode but we can actually switch the editor out to 3d mode if you you know how many working on a 3d game instead of a 2d title scripting mode which if you have obviously a script open this is where you can do your coding I mean zoom in a bit so you can see it better so this is where a lot of your you know coding experience is going to happen now of course you can also set up an external editor I'll cover this in another video as well but basically you can use something like Visual Studio code to do your code editing and still get auto-completion code completion etc that's well as nice things about this editor so here might do something like input drop-down we do get full code completion you'll also notice we get error messages on the fly down here it's showing me that this line is having a problem line number etc so it's a fairly modern code editor at the same time you've got access to your documentation and reference materials here hook into the online documentation available there the documentation for the Godot engine is very very good but hopefully you won't need it all too too much and this gives you access to the asset library also remember when we first started up and we could pick the templates and the demos etc well this is another way you can get to that and this is also where this is like the asset store for the Godot engine although nothing is actually sold it's all free stuff here but you can come in here there's different categories you've got to d2l 3d tools shaders materials - all scripts and miscellaneous here so that's what these three things toggle to but mostly what you're going to find yourself is flipping between the editor window for whatever kind of world you're working on either 2d or 3d and the scripting window and you'll also find if you're in the editing window like so but you open up a script it will automatically bring you over to the appropriate tab another thing you may have noticed while we're here is there's this guy right here this allows you to basically maximize this window out or bring it back down to how size you need it to be you'll notice there's also this little guy down here and it's a bit of a hodgepodge of what's down here but you see these are the little pop-up windows we can bring out one of them is very common is the output basically you're seeing all the various different details information that is available if an error occurs or if you do a print out it will print and show up here in the output if you're you know trying to run things and it's getting really messy for you between runs just to clear and there you see there's also a full debugger again we will cover this in a bunch more detail later on but basically this allows you to you know help track down performance issues bugs in your code etc and we have the audio tools again I'm gonna get into this in much more detail but allows you to set up for sound effects and the way audio is processed and we also have an animation tool which you actually meet that I'll show you when it's later on but it allows you do some pretty cool things you can create things like walk in and you should run animations blend them together control how fast they playback cetera so that's these tools down here and then click again it'll toggle them down so that your output down here then you'll notice around the outside corner you have these various different panels available your big one over here here's your file system this is where you basically navigate through the root directory of your game so you see here we only have one director if I want to go ahead and create a new directory I can I can't here I thought I could there we go so right click I can create a new folder here or we can click here and have it open up in you know Windows Explorer or Mac finder or whatever your linux shell happens to be and down here you'll see the contents of said folder so I don't actually have any folders you're basically just raw seeing all the files available and you can change the way that they're displayed you can go with thumbnail or you can go to the straight out file list now you'll notice each of these panels also has this little triple dot beside it what this allows you to do is basically change the docking position so if you didn't want anything to be on this side I can actually go ahead and kick it over to the right and oh why don't you go alright why are you did I oh it's oh I got my full and editor over here so if I go back here to the header you can see what I've just done so we've shifted it over and that's the way basically to control the docking note the same time if I want to put it into one of these tabs so here I went far right but instead of let's move this guy into here and now you'll see it is collapsed in so we're there and there and where did you go joe dimaggio file system there we go so I had to scroll it over so we can see it so you can collapse it into an existing set of controls or you can move it back and forth different sizes whatever and if at some point in time you found you've really corrupted things you can also have it reset the layout so editor layout once you've got it the way you like it you can go ahead and save it or I can click default oh can I did Pleet that's not what I wanted I click default and we're gonna snap back to where we started so don't worry too much about screwing up the way things are laid out you can easily jump back to where you want but once you do find a setup that works for you say you've got one for you know 2d level creation you can go ahead and do it that way save it out and you can quickly switch between them using this editor layout option right here and once it's saved it will be additional options in this list so let's move on bit more on the edge of editor on the other side you see over here we have the seam layer this basically the scene graph this is variants of various nodes and assets that go together to make up your your game level exist so you see here we've got this group called Dungey and inside of it we've got floors and walls and we can explain them down inside walls there is this troll object and you see as I'm selecting them it's selecting them in the world so there is this troll and troll is a and you tell at the top basically as you're you're looking through it it's now here we'll go on to the next part when it's selected I can go down here and see troll it's kinematic has a kinematic body physics body collision object 2d no 2d these are all the various different notes that went together compositing to make this object now you'll notice up here I have a couple of other options trolls and this is really a neat thing I'll come to us a bit more detail later on but basically scenes are just a collection of nodes so you can create a scene and load it in another scene as in just any other node so this really this troll can be opened up as it's completely separate scene so you see here we're now in the troll scene and it's got the troll object and it's composed of a sprite a collision shape and a camera so it's really cool you can build these girls you know compound objects you just save them on any other scene and then you can use them in you know other scenes so this is kind of the equivalent of game object in unit if you're coming from your unity background but you'll notice with this sprite selected for example down here we'll see the inspector this is basically the dynamic properties of what other object you currently have selected and you see the sprite and but sprite itself sprite 2d is inherited from the class node a node sort of know to t know 2d it's inherited from canvas item and canvas is inherited from node you can see that immediately here in the in the hierarchy there now the cool thing is if we go back to the sprite so it goes here and let's go say sprite if we bring up the sprite documentation you will see right here there is that same inheritance graph so you can see all of the the composition that go together to create this guy but you see that the sprite inherit no 2d which inherits canvas item which inherits note which in-turn haratz from the very very very root most object object but anything that is placed in a scene anything that is you go back to 2d anything that is drawn or shown on screen is inherited from node in some way so these are basically the ways you go ahead and control what's going back to the troll here so you see there are the various different properties for a sprite so for example one thing every spray is going to have is a texture source and you see here we got this drop down to control the texture so if we want to go ahead and switch that out we go down here I go load and then we pick it from the options here obviously it's set up correctly right now but this inspector is where you set the various different dynamic properties of your objects that make up your scene everything that makes up a scene is ultimately inherited from node it's a very straightforward very clean way of doing things and as you saw quickly with this draw you can organize this collection of nodes into its own scene which then in turn can be brought into or even inherited from in another scene very very powerful but straightforward inheritance model and again we will cover this in more detail so I will move on so this is where you set your various different properties here we get into a bit more of a implementation detail we'll get into this more detail again later but this is where you can hook up the various different events that or signals that the given object or the selected object up here support so you see it supports the frame changed event and the texture change event sorry I'm gonna use the word event and the signals same thing interchangeable the terminology signals but basically this is a bit of code that it's going to be called when any of these particular actions fire and these can be automatically hooked up to run in your script we will cover that later on but here's where you set them up you can also create logical groups which can then be used so I could create a group called monsters and add the stroll to it and then you can use that later on in code for you know accessing Commodore like items etc so that's what this node panel is all about hooking up those signals and creating groups now the final thing we saw here is import now import is a dynamic thing that's only going to be here when you bring an asset into the Godot game engine we will cover importing video game edge assets in a little bit more detail later on as well but I'll quickly show you let's bring in a PNG file basically you just have to drop it into the file folder that you're in so if I came up here and click show my file manager you'll see it's just a folder somewhere so 2d isometric and there's the various different files that make it up so you see we got icon dot PNG ayah so of tiles dot PNG so icon ISO tiles etc so there's like a one-to-one mapping between the but when you select something like this this PNG and that's being used by this troll sprite and you've got import going on you see you've got access to all that the different settings that were used to actually import it so you can control how it was brought in you can say you know losses Creek compression lossy compression video Ram compression or no compression at all we can do things like turn filtering on and off and that will change the way that it ultimately is rendered you can say do i generate MIT maps or mount Amit map if we don't cover in detail later on not worth getting into right now but the way that an asset is brought in can be controlled using this import tab so that's how if you want it to be brought in differently if you want to it becomes especially important when you're dealing with textured maps and 3d objects if you want to control the way those things are brought in or how the importer functions you can go ahead and change them here and then once you've made your changes and stead of filtering I turn filtering off and then do a reading part it will bring it in and this is for example is one of those things you probably want to turn off if you're trying to create a phat 8-bit or 16-bit pixely chunky style look you probably don't want texture filtering also this is where you can control that process and the various other details that are available here so that is the final tab we've got here so basically you've got your scene here for controlling the things that are in your scene and we can also create new nodes here this is how you're bringing the various entities into your game world like you know you saw with that sprite and there are dozens and dozens and dozens of things down here so these are just some of the 2d ones we're looking at so if you want to bring into 2d light you'd create it here etc and that icing is you can also search and fill through based off what you're looking for but these are the various Lego blocks or building blocks that are built into the Godot engine for you to use to build your game and again we will get into that a whole lot more detail but here's where you control it here is where you go ahead and create the entities that make up your world and also how you can go ahead and select them you can also toggle the visibility here and you can also attach scripts to things here which we will cover again in more detail later here is where you control how an asset is imported in order for it to look right you have to select the actual asset over here in the file system this obviously is your file system you can use this to basically control the files and you know you can also do the same thing in the underlying file folder so you open up an Windows Explorer or finder or whatever you can delete files that way and it will automatically sync up in here but basically that's what this side is all for this again down here is dynamic properties based off whatever you have selected this is where the various different energies are available so if you want to change the location of something you'll see here brings up pops up the appropriate thing a rotate you'll see here we've got like a slider that controls that value so the editors that pop up are relative to the type of data being manipulated and here was the node which she used for hot hooking up signals and events that's about it now the last thing to really cover off here actually no I got a number of editor menus etc that we can get into a later date and there's nothing really that you need to be aware of right now but a lot of the things here are engine Kenard menu controlled especially your project settings right there very important and your editor settings right there now if you want to figure out what the hotkeys and keyboard settings are probably the easiest way to do that is to come on in here and actually pick or didn't edit editor keyboard keyboard keyboard keyboard keyboard key for our keyword keyboard keyboard I'm being an idiot it's actually this tab over here so you come out on here and this is actually all the default keyboard shortcuts and you can define them as you wish so you see here if you're working on Y say the debugger so you want to go ahead and continue debugging on f12 is the current key but if you didn't want to use that for example you come on here click the edit button and you can switch that to whatever key you want it to be let's stick with f12 though or will cancel oh so if you want to try and figure out what the actual keyboard shortcut is to do anything the defaults are all right here and the final thing we're gonna cover before been finished in this video off is themes if you don't like it the way this looks the nice thing is now go on and back into Edgar settings we'll go over here to the general tab and you'll notice there is no a theme category right here this gives you the ability to switch through different color themes now the biggest one I end up using it for is if I'm out and about in daylight these dark themes don't work that well if you got a lot of glare on your screens but if you're using a laptop you probably want to switch to a light theme so notice here you can switch the default drop it down and there are various different options so for example if I only need a light theme click and then boom it immediately updates and as you can see Godot looks quite a bit different themed you can also go ahead and create and save your own themes again way beyond what we're covering today this is just again meant as a bit of an introduction to the Godot interface itself and that's really all we're going to cover today except for one last little subject and this is one of those things that people I see a lot of Google questions over this and you're gonna probably ask at some point you'll notice when you launch Godot it also created this terminal or command window in the background and you ask yourself well can I get rid of this well here this is give you your answer boom everything's got the answer is no you can't before good to go in to rely on it and actually spritz out some pretty important information to it so you can use it very handily for debugging your code but it does need to be there now the cool thing is when you're actually deploying your game that obviously can be turned off and disabled but when you're developing your game I could do it every time you launch it and we'll do that one last time if there's one thing I didn't show you but when you do logic addo you will notice every single time it is creative and you'll see it comes up some you know debug information like for example here I can see that I'm running my GPU that's running it all in etc and this actually is pretty handy if you're running on a laptop with its optimist so you want to make sure that you're intelligent isn't kicked in etc and but there is a bit of a top tip unless you're working on something really intensive but don't run really well on an integrated GPU on way until HD 620 I think it's the internal chipset I get great performance but my battery lasts three to four times longer than running on the GPU so one of those things to be aware of if you are a laptop warrior myself you might want to disable your GPU when running this guy or you know tell it to run using your your integrated and until your scene starts getting really complex you don't run quite happily on an integrated GPU so you know no sense of burning battery power you don't need to burn but the last thing I didn't show is creating a new project last time we just straight an imported one so that's the last thing I'm gonna show before moving on and you'll notice here new project and this process I actually find it a little bit unintuitive because of the order of operations but basically here you go ahead and you pick the path you want it to be in you could also go ahead and do it this way with the browsing so there we are in our temp directory for example I'm gonna select that directory now what you need to do is actually create a folder or good Joe your Gradle project to run it so now up here basically this is the name of your project but it's also going to be the name of the folder that's created so what you do here is say my game for example but then you go here and click create folder so you'll notice it just added so C : temp it just created a new directory called my game and then when you're done that so once you've got that empty folder or if you've already created the directory you don't need to go through that process but it has to be an empty directory for it to be able to go ahead and create this and once you've got it select it you'll see there's a little check mark down here and you're good to go just do a create and edit all right everybody that is it for now uh so at this point in time hopefully you know your way around the Godot interface may not understand you know what the purpose behind a lot of stuff is but you can least get in here and change it to be you know an interface that you work well with you should be comfortable with it you should have the idea of how to create a new project how to import the examples as they are and from here on we can start getting into the depths of actually using the game engine so hopefully you followed along if you have any questions do let me know in the comments down below and once again to remind you I am doing a book version of this as I go as I create chapters I'm making them available work in progress chapters to patron backers so if you want to help me up there that's greatly appreciate it we'll have that link down below well that's it for now I hope you found it useful if you did please of course do click that like button and hit subscribe if you want to stay tuned for the rest of this tutorial series we're gonna start jumping into some 2d game development we're gonna start with and we're also getting into a little bit about GD script or coding so you know now we're gonna start getting into the bolts we've got the introduction and we got the setup out of the way time to start developing some games so I hope you enjoyed that I will see you all soon goodbye
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Channel: Gamefromscratch
Views: 117,732
Rating: undefined out of 5
Keywords: Godot, Godot 3, Tutorial, GameDev, Game Development, Game Programming, GDScript, Python, IDE, Game Engine, Getting Started
Id: hG_MgGHAX-Q
Channel Id: undefined
Length: 26min 28sec (1588 seconds)
Published: Wed Mar 14 2018
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