diff --git a/getting_started/first_3d_game/01.game_setup.rst b/getting_started/first_3d_game/01.game_setup.rst index e3f81624d..1d94259dd 100644 --- a/getting_started/first_3d_game/01.game_setup.rst +++ b/getting_started/first_3d_game/01.game_setup.rst @@ -8,8 +8,7 @@ importing the start assets and setting up the game scene. We've prepared a Godot project with the 3D models and sounds we'll use for this tutorial, linked in the index page. If you haven't done so yet, you can download -the archive here: `Squash the Creeps assets -`__. +the archive here: `Squash the Creeps assets `_. Once you downloaded it, extract the .zip archive on your computer. Open the Godot Project Manager and click the *Import* button. @@ -17,7 +16,7 @@ Godot Project Manager and click the *Import* button. .. image:: img/01.game_setup/01.import_button.webp In the import popup, enter the full path to the freshly created directory -``squash_the_creeps_start/``. You can click the *Browse* button on the right to +``3d_squash_the_creeps_starter/``. You can click the *Browse* button on the right to open a file browser and navigate to the ``project.godot`` file the folder contains. @@ -108,7 +107,7 @@ the viewport. We're going to move the ground down so we can see the floor grid. To do this, the grid snapping feature can be used. Grid snapping can be activated 2 ways in the 3D editor. The first is by pressing the *Use Snap* button (or pressing the :kbd:`Y` key). -The second is by selecting a node, dragging a handle on the gizmo **then** holding :kbd:`Ctrl` while still clicking to enable snapping as long as :kbd:`Ctrl` is held. +The second is by selecting a node, dragging a handle on the gizmo **then** holding :kbd:`Ctrl` while still clicking to enable snapping as long as :kbd:`Ctrl` is held. .. image:: img/01.game_setup/use_snap.webp diff --git a/getting_started/first_3d_game/03.player_movement_code.rst b/getting_started/first_3d_game/03.player_movement_code.rst index 18f113cc6..8b1eac88c 100644 --- a/getting_started/first_3d_game/03.player_movement_code.rst +++ b/getting_started/first_3d_game/03.player_movement_code.rst @@ -143,7 +143,7 @@ call its ``normalized()`` method. .. tabs:: .. code-tab:: gdscript GDScript - #func _physics_process(delta): + func _physics_process(delta): #... if direction != Vector3.ZERO: diff --git a/getting_started/first_3d_game/img/01.game_setup/04.start_assets.webp b/getting_started/first_3d_game/img/01.game_setup/04.start_assets.webp index bd373a380..d128e0a95 100644 Binary files a/getting_started/first_3d_game/img/01.game_setup/04.start_assets.webp and b/getting_started/first_3d_game/img/01.game_setup/04.start_assets.webp differ diff --git a/getting_started/first_3d_game/index.rst b/getting_started/first_3d_game/index.rst index dacb13543..a4aeb6ca6 100644 --- a/getting_started/first_3d_game/index.rst +++ b/getting_started/first_3d_game/index.rst @@ -33,7 +33,7 @@ This tutorial is for beginners who followed the complete getting started series. We'll start slow with detailed instructions and shorten them as we do similar steps. If you're an experienced programmer, you can browse the complete demo's source code here: `Squash the Creep source code -`__. +`__. .. note:: @@ -44,7 +44,7 @@ source code here: `Squash the Creep source code We prepared some game assets so we can jump straight to the code. You can download them here: `Squash the Creeps assets -`__. +`__. We will first work on a basic prototype for the player's movement. We will then add the monsters that we'll spawn randomly around the screen. After that, we'll