In "Using the animation editor":
"Once you created the animation"
should be:
"Once you've created the animation"
In "Animating the mobs":
"Then open Mob.tscn and open its animation player."
Mob.tscn doesn't have an animation player.
In "Jumping":
"In games, you really want controls to be responsive and giving instant speed boosts like these, while unrealistic, feel great."
should be:
"In games, you really want controls to be responsive and giving instant speed boosts like these, while unrealistic, feels great."
or:
"In games, you really want controls to be responsive and instant speed boosts like these, while unrealistic, feel great."
"Notice that the Y axis is positive upwards. That's unlike 2D, where the Y axis is positive downward."
should be:
"Notice that the Y axis is positive upwards. That's unlike 2D, where the Y axis is positive downwards."
or:
"Notice that the Y axis is positive upward. That's unlike 2D, where the Y axis is positive downward."
Changed code to use new event-style connections; changed
custom signal example to use the new `SignalName` global;
use `double` instead of `float` for `_Process` argument
The last code which would make the tutorial incompatible for 4.0 was this. I ran it locally on my 2D project to ensure it works.
Basically to replace the yield one-shot timer, I used this https://docs.godotengine.org/en/latest/classes/class_scenetreetimer.html
Fixes https://github.com/godotengine/godot-docs/issues/6234
@Calinou Related to this: If I do an upgrade/polish of the 2D tutorial [like I did with 3.0](https://github.com/godotengine/godot-docs/pull/6243) where I upload more **.webp** images and clarify and ref hyperlink here and there, would it be accepted soon, or delayed until after .webp support? Asking because it will take a day or two (I already have the images which is the hard part), and if that upgrade is merged in 4+ months, I would rather schedule my priorities in another way
* [Dodge The Creeps] Explicit add child node clarification
Added explicit "add child node" instead of "add animated sprite 2d node as a child"
Also added Ctrl+A shortcut so users get slowly familiarized with the optimal workflow
* Project Manager Polishing
The logic behind this commit is my own experience as a newbie, where I had the project with the label opened, and on the "download this and just import it with project manager" part, i did not know how to open the project manager, and spent like 5 minutes before just closing and re-opening Godot
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
Placed it above the code, instead of below. It was bad because "This function" yet it's the code above, so it wasn't even "the above function" lol
Now, the code explanation is above the code, like the rest of the docs, and the eye rolls linearly instead of "what is this" then reading below "aaah!" and reading above again lol
All the code has 1 line in ready(), then suddenly at the "finished/full" script, it has a very old version which doesn't even compile (final argument gives error)
Also, changed "check autostart property" to "enable autostart property" so it's more clear