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a/getting_started/step_by_step/img/signals_18_timer_autostart.png b/getting_started/step_by_step/img/signals_18_timer_autostart.png deleted file mode 100644 index c39abe13e..000000000 Binary files a/getting_started/step_by_step/img/signals_18_timer_autostart.png and /dev/null differ diff --git a/getting_started/step_by_step/img/signals_18_timer_autostart.webp b/getting_started/step_by_step/img/signals_18_timer_autostart.webp new file mode 100644 index 000000000..bd5d4268a Binary files /dev/null and b/getting_started/step_by_step/img/signals_18_timer_autostart.webp differ diff --git a/getting_started/step_by_step/nodes_and_scenes.rst b/getting_started/step_by_step/nodes_and_scenes.rst index 4db3dc680..74211a007 100644 --- a/getting_started/step_by_step/nodes_and_scenes.rst +++ b/getting_started/step_by_step/nodes_and_scenes.rst @@ -48,7 +48,7 @@ Scenes allow you to structure your game's code however you want. You can **compose nodes** to create custom and complex node types, like a game character that runs and jumps, a life bar, a chest with which you can interact, and more. -.. image:: img/nodes_and_scenes_3d_scene_example.png +.. image:: img/nodes_and_scenes_3d_scene_example.webp The Godot editor essentially is a **scene editor**. It has plenty of tools for editing 2D and 3D scenes, as well as user interfaces. A Godot project can diff --git a/getting_started/step_by_step/scripting_languages.rst b/getting_started/step_by_step/scripting_languages.rst index cde7c62fa..a8bdd1ecd 100644 --- a/getting_started/step_by_step/scripting_languages.rst +++ b/getting_started/step_by_step/scripting_languages.rst @@ -45,7 +45,7 @@ language specifically for Godot and the needs of game developers. It has a lightweight and straightforward syntax and provides the tightest integration with Godot. -.. image:: img/scripting_gdscript.png +.. image:: img/scripting_gdscript.webp For C#, you will need an external code editor like `VSCode `_ or Visual Studio. While C# support is diff --git a/getting_started/step_by_step/signals.rst b/getting_started/step_by_step/signals.rst index 17f07a2f7..1a35687b8 100644 --- a/getting_started/step_by_step/signals.rst +++ b/getting_started/step_by_step/signals.rst @@ -271,16 +271,16 @@ In the Scene dock, right-click on the Sprite2D node and add a new child node. Search for Timer and add the corresponding node. Your scene should now look like this. -.. image:: img/signals_15_scene_tree.png +.. image:: img/signals_15_scene_tree.webp With the Timer node selected, go to the Inspector and enable the **Autostart** property. -.. image:: img/signals_18_timer_autostart.png +.. image:: img/signals_18_timer_autostart.webp Click the script icon next to Sprite2D to jump back to the scripting workspace. -.. image:: img/signals_16_click_script.png +.. image:: img/signals_16_click_script.webp We need to do two operations to connect the nodes via code: