I have to say, making this video has been tough. And no, it is not what you might think. It is because I am using a new video editor; Blender.
Blender is amazing and weird. Frankly, I am not sure if it is up to the task. Simple actions such as adding text on the screen is a chore. The same goes with manipulating tracks. 
Although I am all for open sourced software, and more than willing to learn how to use it.

This is the result so far; part 1 out of N tutorial videos, where I will be covering how you can handle shooting.

The Player Controller with RigidBody2D is a demonstration of how you can implement your own player in a platformer-style game. If you wish to code along, download the project files here. You can also download the result project files from the tutorial here. You need to be using Godot Engine 2.2 (or newer) in… Continue Reading [Godot Engine] Player Controller with RigidBody2D

A beginner tutorial creating a real clock in Godot Engine. This can be instanced and reused in games and projects. You can download the Project Files from my video tutorial right here. In this tutorial I will be demonstrating how you can create a clock that shows you your local time.… Continue Reading [Godot Engine] Creating a Real Clock in Godot Engine

I aim to create several videos each week, answering your QA questions from Godot’s official QA section. I have two suggestions. One involves using a SamplePlayer and check whether or not it is playing. The other is to play the sound effect with an StreamPlayer and use the “finished” signal to… Continue Reading [QA – Godot Engine] Playing Music after SFX is done playing

The Player Controller with KinematicBody2D is a simple demonstration of how you can implement your own player in a platformer-style game. You can find a demo on my GitHub page. You can download the Source Code from my video tutorial here. A few differences between RigidBody2D and KinematicBody2D RigidBody2D is used when you want… Continue Reading [Godot Engine] Player Controller with KinematicBody2D

Godot Gameboy Shaders will make almost any game look like if it was played on an GameBoy. By fine tuning your configurations, you can change the look of your game. For a full demo of Godot Gameboy Shader, go to my GitHub page. You can download the Source Code from my video… Continue Reading [Godot Engine] Godot GameBoy Shaders

Marching Squares is an algorithm that allows us to determine which tile to place in order to get the best looking terrain, something similar to the image on the left. For a demo of Marching Squares, view my GitHub page. You can download the Source Code from my video tutorial here. Information before Implementation We begin by creating a… Continue Reading [Godot Engine] Marching Squares