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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

Index

As this ebook edition doesn't have fixed pagination, the page numbers below are hyperlinked for reference only, based on the printed edition of this book.

Symbols

2D coordinate system 146, 147

_ready() method 74

@tool annotation 305-307

reference link 307

risks 306

A

abstraction 93, 104

advantages 94

private member 93

public member 93

Android

game, exporting to 295

anti-pattern 311

application layer 248-250

client-server network 251

peer-to-peer network 250, 251

Area2D node 186

arguments 74, 75

arrays 54

creating 54

data types 56

elements, accessing backward 55, 56

elements, modifying 56

manipulating 57, 58

strings, working 57

values, accessing 55

autoloads

highscores, storing in 239

in remote tree 241

using 239

axe

sharepening 178

B

base networking code

client-server connection, creating 253

multiple debug instances, running 255-257

...

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