Fixed some typos

This commit is contained in:
Stephen Belanger 2016-11-05 12:50:16 -07:00 committed by GitHub
parent ace75a2340
commit 4f659864db
1 changed files with 5 additions and 5 deletions

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