Fixed some typos
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@ -66,7 +66,7 @@ tree fashion). It has the following properties:
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- Scenes can be *instanced* (more on that later).
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- Running a game means running a scene.
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- There can be several scenes in a project, but for it to start, one of
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them must selected to be loaded first.
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them must be selected to be loaded first.
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Basically, the Godot editor is a **scene editor**. It has plenty of
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tools for editing 2D and 3D scenes as well as user interfaces, but all
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@ -76,11 +76,11 @@ that compose it.
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Creating a new project
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----------------------
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Theory is boring, so let's change subject and go practical. Following a
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Theory is boring, so let's change the subject and go practical. Following a
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long tradition in tutorials, the first project will be a hello world.
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For this, the editor will be used.
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When godot executable is run outside a project, the Project Manager
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When the godot executable is run outside a project, the Project Manager
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appears. This helps developers manage their projects.
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.. image:: /img/project_manager.png
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@ -148,8 +148,8 @@ hello.scn in Scene -> Save:
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.. image:: /img/save_scene.png
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And here's when something funny happens. The file dialog is a special
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file dialog, and only allows to save inside the project. The project
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root is "res://" which means "resource path. This means that files can
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file dialog, and only allows you to save inside the project. The project
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root is "res://" which means "resource path". This means that files can
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only be saved inside the project. For the future, when doing file
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operations in Godot, remember that "res://" is the resource path, and no
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matter the platform or install location, it is the way to locate where
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