Godot 3 Tutorial Series

SerapthSerapth Posts: 13Member

Hello all, I run the site GameFromScratch that you may recognize from this original tutorial series on Godot. Obviously a lot has changed since Godot 1.x/2 so I've started an updated video tutorial series for Godot 3.x. As mentioned, this series is entirely video based, although I am also including a page on GFS for each tutorial to share the assets and source code used in each examples.

The series homepage is available here or you can go directly to the YouTube playlist if you don't care about source code.

The series is still fairly young, but is detailed enough I felt worthwhile sharing here. I will update this thread as the series expands. Right now it covers all the basics of getting started, setup, nodes, GDScript and 2D sprites, atlases and animation. Next I will be diving into input and audio.

Also let me know if there is a specific topic you would like to see covered.

Cheers,
Mike

Comments

  • MegalomaniakMegalomaniak Posts: 1,669Admin

    Your original tutorials were of great help to me in getting into godot and I expect the same to be the case for many others as well so certainly expecting this new series to be a great contribution to the community as well, thanks for your contributions!

  • SerapthSerapth Posts: 13Member

    @Megalomaniak said:
    Your original tutorials were of great help to me in getting into godot and I expect the same to be the case for many others as well so certainly expecting this new series to be a great contribution to the community as well, thanks for your contributions!

    Awesome, glad they helped you, hopefully the new series proves at least as helpful for others going forward!

  • emo10001emo10001 Posts: 136Member

    Have always loved your site! I check it mostly daily. I'm really liking the Blender to Godot pipeline. For me, some tut's on exporting scenes and assets as either obj or collada would be nice. Also, some explanation as to why one might be better suited for one type of export over another (ie, is collada better to export a full scene and obj better for a single asset...and why).

    Just my 2 cents!

    Thanks for your hard work. It is appreciated.

    -Emo

  • newmodelsnewmodels Posts: 145Member

    There is a certain topic that interest me, and that is networking. I posted this before looking at the webpage with the tutorials.

  • SerapthSerapth Posts: 13Member

    @emo10001 said:
    Have always loved your site! I check it mostly daily. I'm really liking the Blender to Godot pipeline. For me, some tut's on exporting scenes and assets as either obj or collada would be nice. Also, some explanation as to why one might be better suited for one type of export over another (ie, is collada better to export a full scene and obj better for a single asset...and why).

    Just my 2 cents!

    Thanks for your hard work. It is appreciated.

    -Emo

    This is definitely one of those things I'm intending to cover... I'm pushing it off a bit though in hopes that gltf gets a bit more love before I make the tutorial, as I have a feeling near future developments will render such a tutorial obsolete quickly. (In other words, gltf is the future, but not the present ).

    To answer your question inline however, obj is almost always the best format, for any game engine, if it provides the functionality you need. The format is so incredibly simple that importers almost always import it nearly perfect and quickly. It is however greatly limited in functionality. If you got much more than a simple, static, non animated, traditionally textured mesh, obj probably wont work for you. So in a nutshell, if you can, use obj, but theres a pretty good chance obj wont be sufficient for your use.

    @newmodels said:
    There is a certain topic that interest me, and that is networking. I posted this before looking at the webpage with the tutorials.

    I will be covering networking again in the new series, no worries.

  • MegalomaniakMegalomaniak Posts: 1,669Admin
    edited April 2018

    .obj - mesh, uv's
    .mtl - material
    .bvh - skeletal animation

    The holy triumvirate. Sadly godot only imports 1.

  • newmodelsnewmodels Posts: 145Member

    I have an idea for a tutorial that might be missing from others. "How to upload to the godot asset store."

  • SerapthSerapth Posts: 13Member

    Just added a new tutorial, Keyboard, Mouse and Gamepad Input. Looks at handling Input using Godot 3, polled, event driven and finally using InputMap. I forgot to showcase vibrating in the video, but the (incredibly simple) code sample is included in this link:
    http://www.gamefromscratch.com/page/Godot-3-Tutorial-Keyboard-Mouse-and-Joystick-Input.aspx

    Or direct video link:

    And finally for those that don't want to scroll up, the entire series homepage:
    http://www.gamefromscratch.com/page/Godot-3-Tutorial-Series-Index.aspx

  • SerapthSerapth Posts: 13Member

    Another tutorial in the series... this one covering UI Development. Basically Controls, Containers, Styles, Themes, Dialogs and Fonts.

  • emo10001emo10001 Posts: 136Member
    edited May 2018

    Good stuff @Serapth ! Keep it up! This is what makes the Godot community great!

    -emo

  • SerapthSerapth Posts: 13Member

    Another entry in the series is now live.

    Sound FX and Music

    Cover a ton in this video. Playing OGG and WAV audio, audio buses, special effects, positional audio and Area2d integration.

  • aztecsenseiaztecsensei Posts: 82Member

    thank you Serapth.
    but please make more 3d tutorials ,theres no much of it and we need more of it.please.
    o:)

  • SerapthSerapth Posts: 13Member

    @aztecsensei said:
    thank you Serapth.
    but please make more 3d tutorials ,theres no much of it and we need more of it.please.
    o:)

    Yep, certainly going to cover 3D... going to finish 2D content before going down that road. Almost done, tilemaps, physics and animation are the only topics left, and given the state of animation in Godot 3.1, I'm holding off on that one. Then 3D starts. I think this is also the point where I will compile the book and make it available for early sale.

  • aztecsenseiaztecsensei Posts: 82Member

    :smiley: great,tutorials are always welcome.
    thanks for taking the time making godot tutorials.

  • westlife503westlife503 Posts: 1Member

    could u make a tutorial with camera that following 3d path, in a 3d scene? that's owesome.

  • SerapthSerapth Posts: 13Member

    @westlife503 said:
    could u make a tutorial with camera that following 3d path, in a 3d scene? that's owesome.

    I'll definetly keep it in mind, only one more 2D topic (well 2, but animation is going to wait till changes are done) to cover... TileMaps, then its on to 3D.

    Speaking of 2D tutorials, here's a new one, 2D physics:

  • SerapthSerapth Posts: 13Member
    edited July 2018

    A bit delayed with the holiday season and all, but here is the next tutorial in the series, this time on Tiles and TileMaps

    And homepage is now up to date:
    http://www.gamefromscratch.com/page/Godot-3-Tutorial-Series-Index.aspx

  • aztecsenseiaztecsensei Posts: 82Member

    thanks,Serapth ! :)
    good stuff as always.

  • SerapthSerapth Posts: 13Member

    Summers over, 3.1 is on the horizon and so... new tutorials!

    Networking in Godot 3.

  • SerapthSerapth Posts: 13Member
    edited November 2018

    ...tap, tap, tap... is this thing on?

    Ok, a bit of a delay in it's coming, but new tutorial time!

  • jmiguyjmiguy Posts: 27Member

    As helpful as your tutorials are, I see room for improvement, and have listed a few suggestions. This is my attempt at constructive criticism, and not meant to be insulting in any way. (Just my honest opinion. You can tell me to kiss off if you'd like.) :)

    1. Speak more softly. You're practically shouting in some of your videos.

    2. Reduce the length of your tutorials. They're far too long. I noticed a lot of mistakes being made during your tutorials, which increases their length, as well as my aggravation factor. I only want to know the correct way of doing things. A quick tip on what to watch out for, instead of leaving the mistakes in the videos would save on time and aggravation while following along.

    3. Speak less and get right to the point. You speak very rapidly and say a lot of words, but much of what you're saying isn't relevant to the subject matter. The first few minutes of each of your tutorials (that I've watched) teach nothing. This is time I can never get back. I want to create a game, not listen to chit chat!!! Let's get to the info without all the the small talk. :)

    I'm not sure if this was in one of your videos or not, but I watched a tutorial that was about audio controls, and the instructor spoke right through the entire audio example, so I never got to hear the sound coming from the game in the example. It's things like this that make for really bad tutorials.

    Anyway, thanks for making the videos. I'll keep an eye out for any new ones you might release.

  • MegalomaniakMegalomaniak Posts: 1,669Admin
    edited December 2018

    @jmiguy said:
    2. Reduce the length of your tutorials.

    I suppose theres some truth to that since I tend to watch these at 1.5x speed. It is however important to note that he covers many different engines and even some content creation suites so if he starts editing his videos more heavily to improve the overall content quality he will not have nearly as much time for each of the individual game engines he is covering. This point wouldn't apply as much if he had someone else to-do the editing for him, but alas this is such a small niche I doubt the channel is making enough money for him to be able to hire someone to help out with the editing.

  • J453NomadJ453Nomad Posts: 3Member

    I would really like to see a state machine implementation for character states.
    There are plug-ins for that, but I want to learn how to write the code and understand how it works instead of just using plugins.

  • anomalocarisanomalocaris Posts: 10Member

    @J453Nomad said:
    I would really like to see a state machine implementation for character states.
    There are plug-ins for that, but I want to learn how to write the code and understand how it works instead of just using plugins.

    Hidden in the official documentation is an FPS Tutorial that does just this for player animations. It also links to some more general tutorials on (finite) state machines. If you Google "finite state machine" you also get some pretty good conceptual overviews.

  • SerapthSerapth Posts: 13Member
    edited January 27

    Thanks for the feedback, appreciated!

    Now that this tutorial series is pretty much complete on the 2D side of things, I decided to do something a bit different. This is a new 18 part text only tutorial series that takes everything we learned in this series thus far and walks step by step through creating a complete 2D game (art assets and all) using Godot 3.1.

    https://devga.me/tutorials/godot2d/

    Please let me know what you think! Cheers.

  • phanjamphanjam Posts: 3Member
    edited February 18

    Visited the link to the youtube playlist page in the OP and nearly burst into tears of happiness (am a total noob and it's always always touching when i see someone has put in the time and devotion to help)

    EDIT:

    Read through the thread and also saw the link to the zeef.com and devga.me series. Thank you to all the helpful authors!

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