Can you add tool tips to the blocks that pop up when hovering? Like, when you’re adding the movement for the paddles in your demo how does the user know that they need X and Y values?
We have some tooltips but they’re broken - bug fix coming soon.
Do the blocks that appear in the menu change depending on what blocks can be applied in the current situation? Or can you select a block in the editor and have the list of available blocks update to what can be applied to that?
The blocks available in the list indeed vary based on the node type you’re building against. This and some other hopefully useful hints are mentioned in the README.
I tried it out, and it worked surprisingly well. It’s something half-way between drag-and-connect node-based coding, and normal text coding.
Here’s what I’d like to make of this:
(1) Make it possible to move the blocks around in-game and hot-reload the resulting scripts so that they run.
(2) Operate this from VR
(3) Operate this from multiplayer VR, so that people can collaborate and learn.
What you get in VR that you miss in conventional flat screen-sharing is the sense of where the other guy’s eyes are looking. This is what makes real-time collaboration possible, because the two people are constantly switching between the mode of working on different non-conflicted parts of the module, and the mode where one helps the other out with a small problem they can’t solve.
Hello I have been messing around with block Coding for a little bit and have been loving it. It brings me back to the days I messed around with Scratch and RPG Maker and I was wondering if you were at all planning on adding a scripting code Block. You see I really learned JavaScript from RPGMaker thanks to the Script Button in RPGMaker and I think it would help others when trying to learn GDScript. Just a suggestion.
I was wondering if in the future will there be parity between the blocks for 3d and 2d objects? Right now, the 3d blocks are more limited than the 2d ones, with certain blocks missing from the 3d section like the move under input for example. Will this be updated in the future, or is that beyond the scope of this project?
Thanks for the feedback! Our current focus is on early stage game creators, who will be starting with 2D games. So we don’t have any specific interest/drive for 3D at this point, but would be happy to consider contributions in this direction.
In addition to creating some useful nodes for 3D node types, I expect it will be necessary to tweak the block design to permit the input of vectors with 3 components (x,y,z).
This thread is pretty long. Took me a while to catch up to see if what I wanted to say had been mentioned yet or not. Not sure if there is a better option, such as enabling Discussions on your GitHub repo.
You asked on your repo’s README.md the following:
Should this be a plugin or an extension?
As an instructor of low-income students, sometimes I receive students who only have Chromebooks or admin-locked school laptops. This makes it impossible for them to install Godot. However, using the online editor at https://editor.godotengine.org/ allows them to still create games from their browser. The thing about this online editor is that it does not support extensions; however, it does support plugins, like your plugin.
I have created a zip file that loads in the online editor perfectly fine and allows the usage of your plugin. Your pong game scene loads and plays perfectly well.
To summarize: at least until extensions are supported on the online editor, please keep your block coding project as a plugin. It will allow people without the ability to install Godot to still use your block coding project to learn game development in an engine being used by more and more professional indie studios.
Would it be possible to include Endless OS Foundation’s Block Coding editor within a game where players can edit block scripts to change in game behaviors?
For example, a player could change the fire rate of a weapon, the speed of a robot, change a boolean Door_Locked variable from true to false, etc. Then, when the player saves the script, the game recompiles (at runtime if possible) and shows the changes reflected in game.
We had a blast at GodotCon, met so many interesting people! The level of interest and enthusiasm in our work was truly inspiring. We had an exhibition booth and did a live-demo presentation building a game with blocks on the main stage.
Thanks to the handful of contributions that have come our way from outside Endless! This is an open source project and we’d love to have this step increasingly towards being a community-built effort. We are experimenting with paid bounties on some tasks.
The plugin gives you blocks for the basic/obvious properties like position, rotation, scale, etc, but what if, for example, you wanted to use blocks to manipulate the Use Parent Material flag on the CanvasItem base class of a node? It wouldn’t be sensible for the plugin to provide blocks for every inspector property on the planet… but fear not. My new favourite feature of this plugin: drag any property from the inspector into the block canvas, and you get a block for it. Hold Ctrl while you do this to get a block that lets you change the value.
Check out our new v0.8.0 release for more exciting updates like UI improvements, high-level blocks for switching scenes, internationalization and more!