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  • Book Overview & Buying Learning GDScript by Developing a Game with Godot 4
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Learning GDScript by Developing a Game with Godot 4

Learning GDScript by Developing a Game with Godot 4

By : Vanhove
4.8 (10)
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Learning GDScript by Developing a Game with Godot 4

Learning GDScript by Developing a Game with Godot 4

4.8 (10)
By: Vanhove

Overview of this book

In the digital landscape driven by interactive experiences, the demand for creative individuals with the skills to create captivating games has never been higher. Written by Sander Vanhove, a seasoned game developer with over 20 games to his credit, this book will serve as your entry point into game development, showing you how to leverage the powerful features of the open-source, versatile GDScript 2.0 to develop your ideas, from simple platformers to complex RPGs. Whether you're an aspiring game developer, a hobbyist seeking a creative outlet, or simply someone intrigued by the world of game programming, this book will guide you through the intricacies of the Godot 4 game engine. Starting with a primer on the fundamentals of programming, you’ll cover everything from data to logic, while familiarizing yourself with Godot’s built-in tools such as the physics engine, navigation, and cameras. As you progress, you’ll unlock deeper insights into more advanced tools that will take your programming to the next level. Aided by easy-to-follow step-by-step tutorials, examples, exercises, and experiments, you’ll seamlessly integrate this newfound knowledge to create a Vampire Survivor-like game from scratch. By the end of this book, you’ll have become proficient in leveraging the Godot 4 game engine to bring your gaming visions to life.
Table of Contents (22 chapters)
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1
Part 1:Learning How to Program
7
Part 2: Making a Game in Godot Engine
14
Part 3: Deepening Our Knowledge

Saving a branch as a new scene

In the Creating new scenes section of Chapter 2, we learned how to create new scenes for different code experiments. This process can be followed to create any scene at all. But another way to do this is to save part of an existing scene tree. We’ll be splitting a branch of the scene tree into its separate sub-scene that we can reuse anywhere.

Creating a separate player scene

Let’s save the Player node as a separate scene so that we can work on it in isolation. Go to our Main scene and follow these steps:

  1. Right-click the Player node.
  2. From the pop-up menu, select Save Branch as Scene:
Figure 8.1 – Selecting Save Branch as Scene to save the node as a separate scene

Figure 8.1 – Selecting Save Branch as Scene to save the node as a separate scene

  1. Now, we have to select a location and name for the new scene. Leaving everything as-is should do the trick:
Figure 8.2 – Saving the scene under an appropriate name

Figure 8.2 – Saving the scene under an appropriate name

  1. The new...

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