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Feedbacks about a first time experience #38139
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Googling it for the answer takes few minutes. Also it's in the docs.
The shortcut for both renaming and 3D view can be changed, so...
There are NodePaths for that.
Nothing can be done about it. You could ship your game files along with Godot executable as a workaround. The script editor complaint is somewhat relevant, but the others come from the inability to search for information (?). Like, you can find all necessary stuff in the docs or on google and rebind the shortcuts if they trigger you. Not much can be done on Godot side about all this, so I don't think this feedback is really useful... |
@KoBeWi I don't think I follow, do you suggest that I've tried It also does seem to work when you |
@Xrayez Yeah, I mean you can export NodePath and it gets automatically updated when node is moved/renamed etc. It's the only way. We could make it more convenient by allowing to export Node directly (which would internally be stored as NodePath); using Also auto-refactoring tool for changed paths is difficult to do. We'd either need to remember previous path for each node (or rather whole path history, there's no telling when you need to update script) or scan scripts for using node paths and auto-update them (which is a problem, because it would only work with tightly tied scripts and static paths; also no tool for auto-editing scripts exists yet). |
Unfortunately, we can't simplify the icon changing process until someone makes an easy-to-integrate C/C++ library to edit PE executable metadata, including the icon. This way, rcedit would no longer be required (and there would be no need to install WINE on non-Windows platforms). We used pe_bliss in the past but ended up removing it in Godot 3.0, as it had too many bugs and is now unmaintained. Creating a new library from scratch may be a better idea at this point. PS: I transferred this issue to the main repository as it doesn't contain an actionable feature proposal. |
As I'm fairly new as well I will just explain my view on things :)
Using bbcodes to solve this feels natural since one would generally only use a RichTextLabel if planning to use bbcode anyways.
Documentation is there and can be easily found. Would be nice to have an additional tooltext in the export window though. Right now it just seems like it doesn't work.
New scripts do open automatically if attaching to a node. Scripts won't be opened if creating them via the FileSystem dock. That's a bit inconsistent. However I always directly attach, therefore this wasn't much notable for me.
Yeah this default is strange and also made it more difficult to onboard the others. Maybe we can change that to something more common for new users?
I would call that a bad coding habit in godot.
Maybe include a popup on first launch to ask which export templates should be downloaded? On a sidenote, we also participated in the ludum dare, quite enjoyable to make games with godot :) |
F5 is already used to run the project (and F6 for the current scene), so we can't move the F1-F4 keys two columns towards the right, unfortunately.
I'm not sure about this. I think it's better to just let people download individual export templates to make the download faster instead: godotengine/godot-proposals#647 |
How about the normal
Oh didn't know that this isn't possible right now. Would explain why I should download so much even though I only tried to export to windows^^ |
I can see two downsides with this:
This would still require 2 keystrokes, but it's not as bad since it wouldn't block text input anymore. Are there any other keys currently using this combination in Godot?
As far as I know, they don't add shortcuts automatically, but the plugin author could do it manually. |
Switching between editors now requires holding Ctrl to avoid conflicts with the new F2 shortcut. The asset library can now be accessed by pressing Ctrl + F4 on Windows and Linux, or Alt + 4 on macOS. This partially addresses godotengine#38139.
Switching between editors now requires holding Ctrl to avoid conflicts with the new F2 shortcut. The asset library can now be accessed by pressing Ctrl + F4 on Windows and Linux, or Alt + 4 on macOS. This partially addresses godotengine#38139.
Switching between editors now requires holding Ctrl to avoid conflicts with the new F2 shortcut. The asset library can now be accessed by pressing Ctrl + F4 on Windows and Linux, or Alt + 4 on macOS. This partially addresses godotengine#38139. (cherry picked from commit 79e4e26)
Closing, as the main actionable issues described here have been addressed. Please open new feature proposals if needed. |
I will try to fill in the template but this issue is a bit special, in sense of I'm reporting a guy (not me) who complains about his first experience in Godot. I was happy to see this nice project was made with Godot, I had a very fun and productive moment to use Godot for this last ludum dare, so my curiosity ask him how was his first time with Godot, and...and...
😭 😭 😭
This sentence was followed by a list of points (see below). I don't have really proposal for there points but I think is interesting to have first time experience feedbacks.
Describe the project you are working on:
LD46, 2D card game
Describe the problem or limitation you are having in your project:
The text was updated successfully, but these errors were encountered: