What I learned the hard way is that, whatever engine you use there always be something that is not documented and there is no tutorial about it and if you ask on the forum you may get no answer.
even with Godot you definitely going to find a few things that may going to require a little more explanation but you find none.
Sure, however those are obstacles which can be overcome once I’ve practiced the fundamentals, have a general understanding of the nature of the beast and therefore have the skillset required to troubleshoot and problem solve.
The sooner you learn to find your way around on your own the better
Agreed; but the way to do that is not by reinventing the wheel. A tradesmen’s apprentice also ‘learns by doing’ but they’re not handed an assortment of complex tools and told “Just give it a go, how hard can it be? Oh and if you run into trouble just ask a mate.” They’re instructed every step of the way until they gain the knowledge and competency they need to go out on their own. I’m not trying to offend but you guys are programmers, people who deal in nothing but logic yet what you’re advocating in this thread is honestly illogical… I think it’s possible that some of you have been programming so long that the idea of starting out with no skillset has become too alien and unrelatable for you.
When you learned to swim did you attend swimming lessons or did they throw you in the ocean and say “Swim.”? While some people may have actually learned to swim with the latter, cruder method and while it may have been the fastest way to learn I would wager that there probably would have been better, and most likely, less stressful ways to learn.
What I can say without wagering and with absolute certainty is that different methods are better suited to some people than others. There have been numerous studies documenting how school systems are failing people due to their ‘one size fits all’ method of educating. I for instance am one of the minority of people who take in information better audibly, rather than visually. It’s for that reason that I am using a text to speech engine to assist with my learning of the Godot manual. I’m finding Ariel Manzur’s ebook extremely useful and easy to digest. It’s broken down into a way of learning which suits me. Also, since GDscript is very similar to Python at a later date it will be a hop skip and a jump to learn Python syntax leading to possibilities outside of the Godot engine.
Another mistake I made when I was getting started is engine hoping if I did not find the solution or did not understand something.
Okay… That isn’t what I’ve done, though. I left Stencyl because updates to the engine are too few and far between. Major problems with the engine are floated in the forums and they will do their best to not address them; advocating the use of user made extensions rather than make a change to the official build, or maybe even simply stating “We have no intention of doing anything to fix that issue at this time.” It feels like a project which is barely being kept alive with the bare minimum effort.
As far as GDevelop goes, I was just taking it out for a test drive in the search to replace Stencyl. I also took several other engines out for a test drive and in the end decided on Godot because it’s the one I felt most comfortable in and saw that my needs are catered for. Here’s what I told a friend of mine:
"Stencyl’s snap together code blocks is a really cool system but the engine’s updates are few and far between. I feel like it has a limited shelf life, esp. since Flash is it’s backbone.
Construct 3 is really nice but the free version is extremely limited and who wants to pay when they are just learning and not actually developing yet?
GDevelop is much the same as Construct but 100% free. However there is little in the way of learning resources available. The advice given on the forums was to just give it a go… Fumbling around in the dark is not the best way to learn IMO.
Game Maker Studio is probably the best of the WYSIWYG editors because of it’s ability to easily jump between no code mode and coding mode and for advanced users. However the coding mode uses it’s own proprietary language which has no uses outside of GMS. Also it’s not free.
Unity is capable of creating 2D games however it’s somewhat of a psuedo-2D… Kind of projecting 3D onto 2D. Despite the ample amount of tutorials around I think it’s a time sink with poor work flow.
Godot is free under MIT license (free to use and free to publish). It supports several languages. It’s capable of 2D and 3D however unlike Unity or Unreal engine their 2D is independent of the 3D. It’s interface is quite intuitive and easier than Unity to learn IMO. Also it’s availble on Steam (auto updates) and the ebook I’m using has a fair chunk free so you can try it out without spending anything."
The way I see it, maybe I’m wrong and this conversation is just the pointless goings on of a novice starting out and making mistakes. Or maybe I’m right in which case plenty of other people are making the same call as me and going elsewhere rather than with GDevelop because they aren’t comfortable learning the way you think they should. In which case you and 4ian might want to make a series of progressive tutorials a top priority. Differences aside, thank you for the link.