Polysthetic
Polysthetic
  • Видео 130
  • Просмотров 603 475
Using C# Threads in Godot for a Typing Effect [Godot Tutorial]
How to use C# threads in Godot and some things to watch out for like locking references and terminating threads safely. I demonstrate the use of a thread with a typing text effect, but I use separate threads for other things, such as the HUD indicator of the aliens off-screen.
⏱️ Timestamps:
0:00 Intro
0:40 Setting up the script
1:38 Writing the first loop for typing
4:28 Locking references
5:16 Writing the blinking cursor effect
7:40 Terminating threads safely
11:00 Conclusion
I'm not really sure why not locking the string references in this case is unsafe, but it has been my experience. As I understand it, the string should be fully constructed first, and then assigned. Assignment is an atomic ...
Просмотров: 161

Видео

Advanced Sprite Billboarding with Godot C#, GDScript and GDShader [Godot Tutorial]
Просмотров 4062 месяца назад
How to billboard a 3D sprite or plane mesh along an arbitrary axis using C# or GDScript scripts, or with GDShader. Godot has built-in full billboarding and billboarding along the global-Y, but if you want an object to point in the direction its travelling and rotate to face the camera, you'll have to do it this way. ⏱️ Timestamps: 0:00 Intro 0:32 Setting up the sprite 1:42 C# Implementation 4:5...
12 Days of Christmas (12 Storeys of Christmas)
Просмотров 8826 месяцев назад
Recreating the 12 days of Christmas carol as a choppy animation inspired by Claymation, plush dolls, and plastic toys. The visual style is something that has been on my to-do list: choppily animated craft and Claymation, similar to Little Big Planet meets Aardman Animations. The biggest inspiration for me here is @SouthernShotty who a few years ago modelled Claymation-like birds that I replicat...
Garrett Bobby Ferguson [Blender Speed-Modelling]
Просмотров 1719 месяцев назад
The giant bearded face has heard about your successes in Broken Bonez. He has transported himself to our dimension to reclaim his rightful title as universe high score. You can also visit me at: WEBSITE 🌏 polysthetic.com INSTAGRAM 📸 polysthetic MASTODON 🦣 mastodon.online/@polysthetic THREADLESS 🕶️ polysthetic.threadless.com DRIBBBLE 🏀 dribbble.com/polysthetic RUclips 🎥 ruclips.ne...
Four Years of YouTube
Просмотров 24810 месяцев назад
Celebrating Polysthetic's four year RUclips anniversary (a couple of weeks late). A big thank you to all the fans: 551,974 views and 3,377 subscribers, and counting! Music: "Road Trip - Slynk" You can also visit me at: WEBSITE 🌏 polysthetic.com INSTAGRAM 📸 polysthetic MASTODON 🦣 mastodon.online/@polysthetic THREADLESS 🕶️ polysthetic.threadless.com DRIBBBLE 🏀 dribbble.com/polysthe...
Improved Finite State Machines with C# Godot [Andromedoom Dev Log 15]
Просмотров 64010 месяцев назад
👾Welcome to the Andromedoom dev logs! An improved, simplified finite state machine design following up from episode 6 of the dev logs: ruclips.net/video/9j7oh-b3Lak/видео.html I had encountered issues with the previous design when dealing with code duplication, and new state dependency injection. The origin of these issues is the same: an unnecessary use of generics. ⏱️ Timestamps: 0:00 Intro a...
Gameplay Demonstration - Asia-Pacific Cities [Andromedoom Dev Log 14]
Просмотров 15910 месяцев назад
👾Welcome to the Andromedoom dev logs! In this episode, I play through the first six levels of Andromedoom, set in the Asia-Pacific region. Also providing some commentary on visual and gameplay design throughout. ⏱️ Timestamps: 0:00 Intro 0:40 Sydney 3:07 Singapore 6:05 Hong Kong 8:30 Shanghai 11:27 Seoul 15:56 Tokyo 18:35 Discussion of future 20:06 Conclusion 🎶 Music tracks from: - goosetaf - L...
Completed Game UI Demonstration [Andromedoom Dev Log 13]
Просмотров 7711 месяцев назад
👾Welcome to the Andromedoom dev logs! In this episode, I demonstrate the near-completed user interface of the game, including settings, game slots, profile data, shop screen, and information screens. This actually completes the bulk of the game's architecture with the only remaining aspects of the game to complete being the music and the actual content (levels, aliens, ships, and weapons). ⏱️ T...
Vibration Handling with Polymorphism in C# Godot
Просмотров 17811 месяцев назад
Handle mobile/handheld vibrations in Godot C#. Vibrations are relatively simple, but introduce subtle complexities when dealing with the differences between platforms, user enabling/disabling, and vibration durations. This is an example of how to handle these situations using a static class with polymorphic behaviour. ⏱️ Timestamps: 0:00 Intro and problem context 1:40 Limits of procedurally-ori...
Pixelating Textures and Renders [Blender Tutorial]
Просмотров 13511 месяцев назад
How to achieve pixel art/pixelation effects in Blender for both your materials and your renders. ⏱️ Timestamps: 0:00 Intro 0:13 Pixelating materials 2:22 Making a pixelated starry sky 3:38 Pixelating renders 5:45 Conclusion 📻 Addendum: For the starry sky, you can add a Mapping node in between the Texture Coordinate and the Snapping node to further adjust the scale and rotation of the vector coo...
Rigging and Animating a Magica Voxel Character [Blender Tutorial]
Просмотров 3,4 тыс.11 месяцев назад
The procedure and techniques I used to animate Magica Voxel characters in Blender. You can see full applications in the following two videos: Santa's Lo-Fi Hip Hop Band: ruclips.net/video/4RCzU44DPtU/видео.html Mini Adventure in Voxel Worlds: ruclips.net/video/69-Dq5pleNI/видео.html ⏱️ Timestamps: 0:00 Intro 0:27 Exporting from Magica Voxel 1:00 How Magica Voxel colours your model 1:50 Turning ...
Godot Broken Glass Shader Tutorial
Просмотров 1,1 тыс.Год назад
How to make a screen-space broken glass effect in Godot's shading language (GLSL). ⏱️ Timestamps: 0:00 Intro 0:28 Preparing the scene and shader 1:52 Simulating broken glass refraction 6:22 Avoiding if statements in the shader 7:05 Simulating broken glass reflection 📻 Addendum: This would be the equivalent branchless shader: // Current pixel colour in texture vec4 pixelColour = texture(TEXTURE,...
Godot Animated Texture 3D Particles Tutorial
Просмотров 2,3 тыс.Год назад
How to make particles that are animated with sprite sheet textures in Godot 3.4.2. ⏱️ Timestamps: 0:00 Intro 0:57 Setting up the particles material 1:55 The quick way 4:25 Explaining the generated shader code 5:45 The long way - Creating a new shader 6:23 Writing particle billboarding in the shader code 8:25 Rotating the particle billboards 11:38 Creating the animations 17:45 Selecting differen...
The Fossilators and Weapons System [Andromedoom Dev Log 12]
Просмотров 70Год назад
👾Welcome to the Andromedoom dev logs! Ride or die in these dinosaur-themed diesel death robots! These are the first four ships that are unlockable in Andromedoom, counterparts to the ocean-themed aliens. I will also demonstrate the weapons system for the first time. Amongst the Fossilators, only the Velocitractor has weapons selections, allowing the EMP shot and EMP bomb. ⏱️ Timestamps: 0:00 In...
The Bathymetroids [Andromedoom Dev Log 11]
Просмотров 85Год назад
👾Welcome to the Andromedoom dev logs! Get reacquainted with the Bathymetroids, the ocean themed aliens that invade the first six levels of the game. This video is a demonstration of their appearance, animations, and behavioural patterns. ⏱️ Timestamps: 0:00 Intro 0:18 Crab 1:16 Octopus 1:46 Squid 2:32 Shrimp 3:33 Man o' War 4:32 Stingray 5:19 Goblin Shark 6:00 Leviathan 7:20 How the spawners wo...
Cute Instagram Character [Blender Speed-Modelling]
Просмотров 79Год назад
Cute Instagram Character [Blender Speed-Modelling]
Merry Bitmas in Pixelton
Просмотров 392Год назад
Merry Bitmas in Pixelton
Creating a Worm Type Boss Enemy in C# Godot [Andromedoom Dev Log 10]
Просмотров 593Год назад
Creating a Worm Type Boss Enemy in C# Godot [Andromedoom Dev Log 10]
UI & Changing Levels in C# Godot [Andromedoom Dev Log 9]
Просмотров 132Год назад
UI & Changing Levels in C# Godot [Andromedoom Dev Log 9]
Get a Node's Parent By Type with Godot C# Extension Methods, Generics and Recursion
Просмотров 850Год назад
Get a Node's Parent By Type with Godot C# Extension Methods, Generics and Recursion
Aiming Laser with C# & Godot [Andromedoom Dev Log 8]
Просмотров 254Год назад
Aiming Laser with C# & Godot [Andromedoom Dev Log 8]
Camera Shake with Tweens in C# Godot [Andromedoom Dev Log 7]
Просмотров 207Год назад
Camera Shake with Tweens in C# Godot [Andromedoom Dev Log 7]
Finite State Machines with Generics in C# Godot for Artificial Intelligence [Andromedoom Dev Log 6]
Просмотров 704Год назад
Finite State Machines with Generics in C# Godot for Artificial Intelligence [Andromedoom Dev Log 6]
Object Destruction & Pooling with C# Composition, Inheritance & Interfaces [Andromedoom Dev Log 5]
Просмотров 279Год назад
Object Destruction & Pooling with C# Composition, Inheritance & Interfaces [Andromedoom Dev Log 5]
Object Creation at Runtime for Projectiles with C# and Godot [Andromedoom Dev Log 4]
Просмотров 240Год назад
Object Creation at Runtime for Projectiles with C# and Godot [Andromedoom Dev Log 4]
Touch Camera Controls with C# and Godot [Andromedoom Dev Log 3]
Просмотров 130Год назад
Touch Camera Controls with C# and Godot [Andromedoom Dev Log 3]
Three Years of YouTube
Просмотров 900Год назад
Three Years of RUclips
Rotation and Transformation Matrices in Godot
Просмотров 6 тыс.Год назад
Rotation and Transformation Matrices in Godot
Camera and Keyboard Controls with C# & Godot [Andromedoom Dev Log 2]
Просмотров 457Год назад
Camera and Keyboard Controls with C# & Godot [Andromedoom Dev Log 2]
Touch Joystick with C# & Godot [Andromedoom Dev Log 1]
Просмотров 401Год назад
Touch Joystick with C# & Godot [Andromedoom Dev Log 1]

Комментарии

  • @V1LLAGE_ORIGENAL
    @V1LLAGE_ORIGENAL 4 часа назад

    Неповторимое произведение искусств

  • @Betillaclips-Rey-boo
    @Betillaclips-Rey-boo 2 дня назад

    Deerclops next pls (Good model)

  • @slickback5100
    @slickback5100 3 дня назад

    The tutorial didn't explain exactly what I intended to do, but it gave me just enough knowledge to figure it out.

    • @Polysthetic
      @Polysthetic 3 дня назад

      What were you trying to do?

    • @slickback5100
      @slickback5100 2 дня назад

      @@Polysthetic I was working on rain that had a little splash when it hit the ground. The video helped with the puddle/splash animation playing when the particles collided. I couldn't find any other video explaining how animated particles are done.

    • @Polysthetic
      @Polysthetic 2 дня назад

      Glad to hear! I searched far and wide, there aren't any tutorials on this topic. That's why I figured it out myself and made the video.

  • @Betillaclips-Rey-boo
    @Betillaclips-Rey-boo 6 дней назад

    I love this

  • @GoDios.
    @GoDios. 9 дней назад

    Lmao, midnight skin.

  • @user-no7id2gl6u
    @user-no7id2gl6u 12 дней назад

    9:00 : "... the rows go vertically down, and each row is actually a column." thought this was funny

    • @Polysthetic
      @Polysthetic 11 дней назад

      😂 hahaha! My improvisation isn't the best.

  • @GregX999
    @GregX999 19 дней назад

    Such an easy to understand example! Thanks for making the video - it's hard to find good Godot + C# content.

  • @roelthijssen2147
    @roelthijssen2147 22 дня назад

    Just curious. Why not import as .ply? Gives u model divided in blocks, just like magica. Nice tut anyways!

    • @Polysthetic
      @Polysthetic 21 день назад

      Just tried this out, wow! It's certainly viable, and perhaps more workable than OBJ. A couple of things: 1. No material export, but you can just unwrap the pixels as shown in the video and map them to a pixel colour palette. 2. The mesh still isn't quite optimised, but it is easier to melt down many equal-sized squares than it is poorly-optimised triangles. Thanks for the suggestion :)

    • @roelthijssen2147
      @roelthijssen2147 21 день назад

      @@Polysthetic exactly! That’s the workflow I like to use. 👍🏻

  • @jamieconnor3505
    @jamieconnor3505 Месяц назад

    This better be in poly legends

  • @jotfohm4644
    @jotfohm4644 Месяц назад

    This is truly amazing guys! Never thought it could be done so good! Using the moon instead of the sun was such a brilliant idea! And so is mixing the two themes so subtly! The only mistake I see is Hogwarts sitting on a mountain rather that lakeside and on flat ground. I wish it would be corrected..

  • @NedCollyer
    @NedCollyer Месяц назад

    Hey Mate, just found your channel - good work on the C# tutorials. Interesting looking at someone elses implementations. I've gone full circle from node based FSM to tech agnostic FSM (which I wrote years ago), and now back to node based FSM. Fellow Aussie :)

    • @Polysthetic
      @Polysthetic Месяц назад

      Thank you so much :) Always love to see Australian game devs around haha I like tech agnostic implementations of stuff like this, because I keep the design minimal to what I need and can usually tell exactly where something goes wrong. Curious as to what it's like using nodes, would be easier to inject states I imagine.

    • @NedCollyer
      @NedCollyer Месяц назад

      ​@@Polysthetic I like it. I'll punt you a message through your website contact form

  • @jesse_silly
    @jesse_silly Месяц назад

    You know that Duke Fishroon cant beat Light Empress?

  • @erik-sandberg
    @erik-sandberg Месяц назад

    This is really awesome stuff, thanks for making the video!

  • @ToppoHead
    @ToppoHead Месяц назад

    If only terraria 2 was real

  • @thephilvz
    @thephilvz Месяц назад

    I was looking for a minimal FSM that would allow me to share code between states where practical and this seems right up my alley. Any advantage / disadvantage in making the state an interface instead of a class? I can't think of any disadvantage right now, even though I don't really see an obvious use for it either, it still might come in handy sometimes. Great video btw.

    • @Polysthetic
      @Polysthetic Месяц назад

      Thank you :) In a way, the top-level "State" class here behaves like an interface because it has no method implementations. Ultimately, it depends on what you're trying to do. I kept the state interfaces minimal in my case because I only wanted the state machine to interact with the states.

  • @Polysthetic
    @Polysthetic 2 месяца назад

    📻 Addendum: If you're using the shader and find that your mesh is invisible you can: A. Double check the order of the cross product, as reversing the order would mean you're pointing the back face to the camera; or B. Add "cull_disabled" to the render_mode list to disable back-face culling. You may also want to set the render_mode to "unshaded" to prevent it from interacting with the light, similar to the 3D sprite.

  • @MHE-xp7lz
    @MHE-xp7lz 2 месяца назад

    The music with every one of these is just awesome 😂

    • @Polysthetic
      @Polysthetic 2 месяца назад

      Thanks <3 Full tracks here: ruclips.net/video/gcl_tF-RVYw/видео.html

  • @user-ev6np2ll6h
    @user-ev6np2ll6h 2 месяца назад

    Если честно не очень

  • @donsolos
    @donsolos 2 месяца назад

    Awesome

  • @jasperpenalosa2072
    @jasperpenalosa2072 2 месяца назад

    I came here from the future to tell you that Polytopia will make tribe skins that will relate to this. Both in Vengir and Elyrion... Cultist and Midnight

  • @shuba5173
    @shuba5173 2 месяца назад

    nice

  • @brAvOtIsm07
    @brAvOtIsm07 2 месяца назад

    Necromongus

  • @Memeprimo
    @Memeprimo 2 месяца назад

    Terraria go(pokemon go)

  • @Betillaclips-Rey-boo
    @Betillaclips-Rey-boo 2 месяца назад

    Super cool

  • @Spider66613
    @Spider66613 2 месяца назад

    Not bad, but... TREE

  • @Zach3423
    @Zach3423 2 месяца назад

    Even 4 years later, this is still my favorite fan tribe

  • @nic_boi
    @nic_boi 2 месяца назад

    Please add them to gmod

  • @CaptainCloak
    @CaptainCloak 2 месяца назад

    NO WAY, they're adding this to the game. Congrats dude, even if it's a skin, it's lovely. Saw your vid long time ago, and finally it's being implemented. 🎉

    • @Polysthetic
      @Polysthetic 2 месяца назад

      Are they really? Do you have a link?

  • @eltonwild5648
    @eltonwild5648 3 месяца назад

    This is a beautiful concept. Way better than cymanti. Did you hear anything from the team members?

    • @Polysthetic
      @Polysthetic 3 месяца назад

      I think Cymanti was inspired by this, this video predates it by about a year.

  • @Spider66613
    @Spider66613 3 месяца назад

    Wow! 00:53 i think your eater of worlds cute!

  • @JollyTheBest46
    @JollyTheBest46 3 месяца назад

    Sounds cool but a bit too much different

  • @DavidFoxIsAwesome
    @DavidFoxIsAwesome 3 месяца назад

    do you have another vid elaborating on "cleaning up topology?" the part around ~6:52 when youre doing some kind of magic on the character's back--what is that? you described what you did--just not why? ;)

    • @Polysthetic
      @Polysthetic 3 месяца назад

      I don't have another video yet but topologyguides.com/ is a great resource for topology :) I noticed in that part of the video the previous topology on the back wasn't visible. The reason I cleaned it up was, as you'll notice in other parts of the mesh, you have long, thin triangles that connect sides to corners. If you were to subdivide or animate these triangles, you'll get stiff and jagged mesh deformation. Recall that when models get rigged, the faces don't warp, they're always flat, so the bends occur at the edges. So, what I did was, select the geometry and pressed F to merge it all into one big polygon, then thought about how to cut up that polygon so that the faces are all quads and triangles. You want to do this in such a way as to minimise the number of triangles (prefer quads), make the quads and triangles as square as possible (avoid sharp angles and elongated faces), and avoid vertices with too many connecting faces. There are of course many ways to achieve this and it doesn't need to be perfect but that was how I divided the back. Note that this is to make animations and subdivisions look good. If the purpose is for stills, or if that part of the mesh is not animated and makes no difference in the end, I don't bother with cleaning-up topology. Hope this helps :)

  • @JuanchoEpyt
    @JuanchoEpyt 3 месяца назад

    King Slime is Op

  • @JuanchoEpyt
    @JuanchoEpyt 3 месяца назад

    WOW😮

  • @stepanovnikita13
    @stepanovnikita13 3 месяца назад

    Thank you! Your tutorial allowed me to understand the Finite State Machine technology👍

    • @Polysthetic
      @Polysthetic 3 месяца назад

      Thank you, I'm glad it was helpful! Make sure to watch the follow up video: ruclips.net/video/OQOxa-vpB60/видео.html because this discusses a flaw in this design that I later corrected.

  • @ciayrrrr
    @ciayrrrr 3 месяца назад

    the bosses in a nutshell: big daddy popular eye worm that eat world megamind b skull with arm good luck sleeping tonight :) big mommy garets and raul from syncstas worm that eat world 3000 robotic skull with arm pink flowey stone guy simps target peppa fish scp plague doctor scp plague doctor's lord and savior

  • @alexisfa13
    @alexisfa13 3 месяца назад

    Great video, thank you so much!

  • @ThomasTankEngine452
    @ThomasTankEngine452 4 месяца назад

    3 years ago

  • @not_averge
    @not_averge 4 месяца назад

    S1 and wall broken pff

    • @Polysthetic
      @Polysthetic 4 месяца назад

      hahaha!

    • @not_averge
      @not_averge 4 месяца назад

      @@Polysthetic gold so s8? But I thought robin hood looking ahh were baratheon...

  • @not_averge
    @not_averge 4 месяца назад

    Nice

  • @felix_xb
    @felix_xb 4 месяца назад

    I don't understand the point you're trying to make with the 2nd quaternian counter argument. So what if it is -90?

    • @Polysthetic
      @Polysthetic 4 месяца назад

      Quaternions will always take the shortest path to a point. This means that if you want an object to rotate along the longer path (e.g. from 0° to 270° a three-quarter revolution) you'll need to do this with at least two separate rotations with quaternions. If you try to do it with one quaternion rotation, it will instead rotate 90° in the opposite direction.

  • @lysterjose435
    @lysterjose435 4 месяца назад

    I think zombie unit part should add when zombie kill enemies unit it turn into any unit depends what unit is

  • @89mww
    @89mww 4 месяца назад

    You're stuff is so under appreciated, I hope you keep it up and catch a break and get the views the channel deserves! I am a newbie in godot 4 and found your 3d transform video and it was a huge help.

  • @89mww
    @89mww 4 месяца назад

    This was great thanks!.

  • @draggy76
    @draggy76 5 месяцев назад

    Turn this into a usable STL somehow and i'll buy it...

  • @vielassiel9292
    @vielassiel9292 5 месяцев назад

    I really enjoy your videos, you're keeping your code pretty clean and modular which I love, and I find that most people want to clutter up their code for the sake of just making a tutorial but you show how to actually do things CORRECTLY, and when you mess up you're not afraid to correct it, which allows me to stay engaged. I've been spending the last two days learning about StateMachines and while there are some good videos out there that explain the concept, I find that none of them break it down in the code as well as you do. That being said I noticed something you could do that could possibly improve your system and was curious on your thoughts... Using Abstract classes So in the case where you are inheriting the Alien script onto the crab and then overriding the methods you want to change.. You could create an abstract class that defines the mechanics that should stay the same, while leaving abstract methods for the ones that each type should define them selves, so then the alien and crab would simply inherit the abstract class. Have you considered this approach already? If so, what were you reasons for going with your current implementation over the abstract classes?

    • @Polysthetic
      @Polysthetic 5 месяцев назад

      Thanks so much! It's always good to see someone take inspiration from my videos :) Yes I do recall considering making certain "State" classes abstract. I'd say there are three main reasons that I am not using them: 1. Marking a class as abstract is so that other developers (and the compiler) know not to instantiate an instance of the class. But since I'm working solo, I have a good overview on how to design the code and haven't felt the need to do so. 2. Strictly speaking, the "State" class itself could be abstract. It doesn't contain any abstract methods, only empty methods. This is so I don't have to write enter, exit, process, and physics process logic for every state. Since there are no abstract methods, I didn't feel the need to mark it as abstract and in theory, I can use the "State" class as a placeholder for a "do nothing state" if I wanted to. 3. Abstract classes create interfaces through virtual or abstract methods. However, because these "State" classes only interface with the Finite State Machine (i.e. the states are highly encapsulated and shouldn't be poked around by other objects in the program) and the state machine only uses the four methods mentioned earlier, I didn't feel the need to extend the interface. This could all change in the future. Maybe if I need more complex AI, I'll make new variants of states or state machines that could benefit from abstract classes.

  • @vielassiel9292
    @vielassiel9292 5 месяцев назад

    I'd love to see you do more stuff like this. Maybe do some videos in regards to design patterns? Your method of explaining things and your flow is perfect and really helpful. I knew this was possible but it had been a while since I had done something like this and needed a refresher... this video was perfect for that and helped me do something I had already been wanting to do in Godot anyway, so thanks a lot! I also expanded on your Utility to include the opposite.. thought I'd share for anyone looking for this solution (or looking to correct my code and make it better lol) Hope it helps someone~ public static T GetChildOfType<T>(this Node node) { Node child; int count; // if the current node has children if ((count = node.GetChildCount()) != 0) { for (int i = 0; i < count; i++) { // Check each child's type child = node.GetChild(i); if (child is T castChild) { // return child with matching type return castChild; } } GD.PrintErr(node.Name + " does not have the specified CHILD!"); return default(T); } GD.PrintErr(node.Name + " does not have any CHILDREN!"); return default(T); } I also made a copy of this that allows you to use the name of the node as well for cases when you have several of the same types of nodes and you want to grab a specific one. Which is almost exactly the same, just add an extra string parameter to the method, Then change this line: if (child is T castChild && child.Name == nodeName)

    • @Polysthetic
      @Polysthetic 5 месяцев назад

      Thanks so much! I do want to create a video on general design patterns I've used, but I have been busy making the art instead of coding. Hopefully I'll return to some videos soon. Thanks for sharing your code too! One point of improvement is to use: foreach (Node child in node.GetChildren()) where you then don't need the count variable or the empty check.

    • @vielassiel9292
      @vielassiel9292 5 месяцев назад

      @@Polysthetic This was really helpful and cleaned up my code real nicely. Thank you :) I also realized by using your code and the additions I made it essentially created the equivalent to Unity's GetComponent<T>() function, which is really awesome considering I've been using Unity since it first came out and now I'm switching over to Godot for obvious reasons. :) I really appreciate your videos and the feedback / back and forth! and I look forward to seeing what else you do!

  • @user-fc8lw7ju7x
    @user-fc8lw7ju7x 5 месяцев назад

    Похоже на обзор городов в HoMM 5. Класс 👍

  • @MxRxK
    @MxRxK 5 месяцев назад

    That was a great video ! I was searching how to pixelate the renders and your video was the first one where someone actually explains why each node is there and what does it actually do. Thank you very much !

    • @Polysthetic
      @Polysthetic 5 месяцев назад

      Thank you! I'm glad you found it informative. 😊

  • @jonhanson8925
    @jonhanson8925 6 месяцев назад

    Absolutely beautiful! So cute. Thank you!