issue223:godot
Différences
Ci-dessous, les différences entre deux révisions de la page.
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| issue223:godot [2025/12/01 08:16] – créée d52fr | issue223:godot [2025/12/01 18:25] (Version actuelle) – d52fr | ||
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| - | I just got myself a few books on Godot and found them lacking. I went onto Youtube and looked at a few “basic” tutorials. I copied down Brackey' | + | **I just got myself a few books on Godot and found them lacking. I went onto Youtube and looked at a few “basic” tutorials. I copied down Brackey' |
| You can understand my frustration. That’s when it hit me. If I’m having issues like these, others may too... This article series is aimed at complete n00bs – no experience required! This is mainly because I am a n00b too! I’m using this series as a way to explain what I understand, so that I can be sure that I know, the bit that I know, you know? | You can understand my frustration. That’s when it hit me. If I’m having issues like these, others may too... This article series is aimed at complete n00bs – no experience required! This is mainly because I am a n00b too! I’m using this series as a way to explain what I understand, so that I can be sure that I know, the bit that I know, you know? | ||
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| Fire up Godot and let’s get to grips with it. This article series may be a bit image heavy, but bear with me. | Fire up Godot and let’s get to grips with it. This article series may be a bit image heavy, but bear with me. | ||
| - | When you open Godot for the first time, you are greeted with a window with a header like the one shown above. | + | When you open Godot for the first time, you are greeted with a window with a header like the one shown above.** |
| - | Before you do anything, I want you to click on the “settings” button on the right. Here you can set the interface language and change the theme, as well as the scaling – important if you are a bit sight impaired. You also get to change the “Directory naming convention”. By default it is “kebab case”, I prefer to have my directories in “Title Case”, like a normal person, but there are other options for your preference. | + | Je viens de me procurer quelques livres sur Godot et je les ai trouvés insuffisants. Je suis allé sur YouTube et j'ai regardé quelques tutoriels « basiques ». J'ai recopié le tutoriel 2D de Brackey et je me suis retrouvé avec un mini-jeu. Mais attention ! Copier-coller n'est pas la solution pour apprendre. (Je veux savoir pourquoi !) Même si je peux dire que ce tutoriel de Brackey a fonctionné, |
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| + | Vous pouvez imaginer ma frustration. C'est là que j'ai eu le déclic. Si j'ai ce genre de problèmes, d' | ||
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| + | Voici donc un tutoriel sur l' | ||
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| + | Lancez Godot et familiarisons-nous avec le logiciel. Cette série d' | ||
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| + | Lorsque vous ouvrez Godot pour la première fois, une fenêtre avec un en-tête similaire à celui ci-dessus s' | ||
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| + | **Before you do anything, I want you to click on the “settings” button on the right. Here you can set the interface language and change the theme, as well as the scaling – important if you are a bit sight impaired. You also get to change the “Directory naming convention”. By default it is “kebab case”, I prefer to have my directories in “Title Case”, like a normal person, but there are other options for your preference. | ||
| That was the first thing none of the books or tutorials covered, but I think one should know about. Now we can go and create a new project. | That was the first thing none of the books or tutorials covered, but I think one should know about. Now we can go and create a new project. | ||
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| At the first field of entry, we can name our project, be it a game or application. The project path gives you a new folder in your home folder, but if you are like me and set up a folder with sub-folders already, you *will get a warning when browsing to said folder, containing say, another folder with your assets. (“The selected path is not empty”) If you are 100% sure your path is correct, you can ignore this warning. The next part, the renderer, does not matter and I’ll show you *why in a bit. For “Version control Metadata” we will be setting ours to “none”, as we are all home users and do not intend on training someone’s AI for free, just to put you out of a job, later. Once you click “Create”, | At the first field of entry, we can name our project, be it a game or application. The project path gives you a new folder in your home folder, but if you are like me and set up a folder with sub-folders already, you *will get a warning when browsing to said folder, containing say, another folder with your assets. (“The selected path is not empty”) If you are 100% sure your path is correct, you can ignore this warning. The next part, the renderer, does not matter and I’ll show you *why in a bit. For “Version control Metadata” we will be setting ours to “none”, as we are all home users and do not intend on training someone’s AI for free, just to put you out of a job, later. Once you click “Create”, | ||
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| Though Godot is a “game” engine, there is nothing stopping you making applications with it. In fact, there are a few applications made with Godot, and even other game engines! So don’t write off Godot as ‘just’ a game engine. Much like Lazarus or Visual Basic, it excels at making “windows” and buttons and labels for people to interface with. | Though Godot is a “game” engine, there is nothing stopping you making applications with it. In fact, there are a few applications made with Godot, and even other game engines! So don’t write off Godot as ‘just’ a game engine. Much like Lazarus or Visual Basic, it excels at making “windows” and buttons and labels for people to interface with. | ||
| - | Let’s move on. Going down, we find what's shown above. | + | Let’s move on. Going down, we find what's shown above.** |
| - | Please note, I’m using the default layout for this article and you can change the layout to suit your needs. | + | Avant toute chose, je vous invite à cliquer sur le bouton « Paramètres » à droite. Vous pourrez y définir la langue de l' |
| - | Let’s concentrate on the centre, as the columns on either side can be moved. You will see that there is a pointer, highlighted, | + | C'est le premier |
| - | While we are on the topic of making mistakes, at any time, you can press CTRL+z to undo! As a newbie, this will be your saving grace a lot of times. OK - the next two buttons I have never used, and you are welcome to click them. You will see that nothing changes and no handles appear. We don’t need them as of now, so we leave them be. (for now...) | + | Dans le premier champ, vous pouvez nommer votre projet, qu'il s' |
| - | Next, we have “Pan mode” (middle mouse button move or G) that is not to be confused with move mode (second icon). One moves the canvas on the screen, while the other one moves the screen or viewport. You can try it out, but without something to reference it against, you will not “see” it move. (You know, like relativity, if there is nothing to move relative to, are you moving anything?) So drag the Godot icon to the screen before testing! Than brings me to my next point, play, play play. You cannot break anything in an empty project. Even if you manage to do so, you discard it and open a new one, so feel free to try out anything and see what it does! The next icon is the “Ruler” “R” or “r”. Not as in king, but as in measurement. When you are in this mode, you can drag a ruler out of the margins and it will measure, in pixels, as you move it. This can be handy when you need to do some maths, like say, you are making Pong and you don’t want your paddle to go out of the playing area. You have no idea how big your paddle is, so you measure it and then subtract half from the edge of the screen, for your stopping position. | + | À gauche, vous trouverez les éléments du menu, suivis des vues, dont les noms sont accompagnés d' |
| - | The next two icons are for snapping. When you need to snap things to a grid layout, for instance, when you are painting a level, you will use these. They are “Smart Snap” and “Snap to Grid” and we will see them in action a bit later in this series. On an empty project, you won’t see anything. The upright ellipses are for configuring the snapping behaviour. The next two are for nodes you are working on. The first locks the node, for when you have something just so, and you don’t want it to change and the next one is “Grouping” the node and it’s children, for instance, if you want to move the lot at once. Like before, there are other ways to achieve this too, though, I used to use it often in the beginning when I first used Godot, I now seldom do. I suspect it will be the same for you. The bone icon is just that, options for skeletons, if you use models. For now, we will be sticking to the simple things, getting you to do stuff. If there is interest, we can move on to more in-depth things. The thing I want you to take home is try, plop the Godot icon on the screen by dragging it to the centre pane and try out the buttons on it, (with it selected) to see what they do. I’ll leave “View” to you, as it is just that, viewing options. | + | Bien que Godot soit un moteur de jeu, rien ne vous empêche de créer des applications avec. En fait, il existe déjà des applications développées avec Godot, et même avec d' |
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| + | Poursuivons. En descendant, on trouve ce qui est illustré ci-dessus. | ||
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| + | **Please note, I’m using the default layout for this article and you can change the layout to suit your needs. | ||
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| + | Let’s concentrate on the centre, as the columns on either side can be moved. You will see that there is a pointer, highlighted, | ||
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| + | Veuillez noter que j' | ||
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| + | Concentrons-nous sur la partie centrale, car les colonnes latérales sont déplaçables. Vous remarquerez un pointeur, sélectionné par défaut. Il s'agit du pointeur « Sélection ». Pour l' | ||
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| + | **While we are on the topic of making mistakes, at any time, you can press CTRL+z to undo! As a newbie, this will be your saving grace a lot of times. OK - the next two buttons I have never used, and you are welcome to click them. You will see that nothing changes and no handles appear. We don’t need them as of now, so we leave them be. (for now...) | ||
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| + | Next, we have “Pan mode” (middle mouse button move or G) that is not to be confused with move mode (second icon). One moves the canvas on the screen, while the other one moves the screen or viewport. You can try it out, but without something to reference it against, you will not “see” it move. (You know, like relativity, if there is nothing to move relative to, are you moving anything?) So drag the Godot icon to the screen before testing! Than brings me to my next point, play, play play. You cannot break anything in an empty project. Even if you manage to do so, you discard it and open a new one, so feel free to try out anything and see what it does! The next icon is the “Ruler” “R” or “r”. Not as in king, but as in measurement. When you are in this mode, you can drag a ruler out of the margins and it will measure, in pixels, as you move it. This can be handy when you need to do some maths, like say, you are making Pong and you don’t want your paddle to go out of the playing area. You have no idea how big your paddle is, so you measure it and then subtract half from the edge of the screen, for your stopping position. ** | ||
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| + | Puisqu' | ||
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| + | Ensuite, nous avons le « Mode panoramique » (accessible avec le bouton central de la souris ou la touche G), à ne pas confondre avec le mode déplacement (deuxième icône). L'un déplace le canevas à l' | ||
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| + | **The next two icons are for snapping. When you need to snap things to a grid layout, for instance, when you are painting a level, you will use these. They are “Smart Snap” and “Snap to Grid” and we will see them in action a bit later in this series. On an empty project, you won’t see anything. The upright ellipses are for configuring the snapping behaviour. The next two are for nodes you are working on. The first locks the node, for when you have something just so, and you don’t want it to change and the next one is “Grouping” the node and it’s children, for instance, if you want to move the lot at once. Like before, there are other ways to achieve this too, though, I used to use it often in the beginning when I first used Godot, I now seldom do. I suspect it will be the same for you. The bone icon is just that, options for skeletons, if you use models. For now, we will be sticking to the simple things, getting you to do stuff. If there is interest, we can move on to more in-depth things. The thing I want you to take home is try, plop the Godot icon on the screen by dragging it to the centre pane and try out the buttons on it, (with it selected) to see what they do. I’ll leave “View” to you, as it is just that, viewing options. | ||
| Join us next issue as we explore further! | Join us next issue as we explore further! | ||
| - | Complaints? misc@fullcirclemagazine.org | + | Complaints? misc@fullcirclemagazine.org** |
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| + | Les deux icônes suivantes servent à l' | ||
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| + | Retrouvez-nous dans le prochain numéro pour poursuivre notre exploration ! | ||
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| + | Des réclamations ? misc@fullcirclemagazine.org | ||
issue223/godot.1764573367.txt.gz · Dernière modification : 2025/12/01 08:16 de d52fr
