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Merge pull request #311 from PeterDavidCarter/master

Update tutorial
Rémi Verschelde 8 years ago
parent
commit
1536f754e6
1 changed files with 14 additions and 14 deletions
  1. 14 14
      tutorials/step_by_step/scenes_and_nodes.rst

+ 14 - 14
tutorials/step_by_step/scenes_and_nodes.rst

@@ -9,12 +9,12 @@ Introduction
 .. image:: /img/chef.png
 
 Imagine for a second that you are not a game developer anymore. Instead,
-You are a chef! Change your hipster outfit for a toque and a double
+you're a chef! Change your hipster outfit for a toque and a double
 breasted jacket. Now, instead of making games, you create new and
 delicious recipes for your guests.
 
-So, how does a chef create a recipe? Recipes are divided in two
-sections, the first is the ingredients and the second is the
+So, how does a chef create a recipe? Recipes are divided into two
+sections: the first is the ingredients and the second is the
 instructions to prepare it. This way, anyone can follow the recipe and
 savor your magnificent creation.
 
@@ -28,7 +28,7 @@ other nodes display 3D models, etc. There's dozens of them.
 Nodes
 -----
 
-But let's go to the basics. A node is a basic element for creating a
+But let's start with the basics. A node is a basic element for creating a
 game, it has the following characteristics:
 
 -  Has a name.
@@ -43,10 +43,10 @@ The last one is very important. Nodes can have other nodes as
 children. When arranged in this way, the nodes become a **tree**.
 
 In Godot, the ability to arrange nodes in this way creates a powerful
-tool for organizing the projects. Since different nodes have different
-functions, combining them allows to create more complex functions.
+tool for organizing projects. Since different nodes have different
+functions, combining them allows for creation of more complex functions.
 
-This is probably not clear yet and it makes little sense, but everything
+This is probably not clear yet and makes little sense, but everything
 will click a few sections ahead. The most important fact to remember for
 now is that nodes exist and can be arranged this way.
 
@@ -55,7 +55,7 @@ Scenes
 
 .. image:: /img/scene_tree_example.png
 
-Now that the existence of nodes has been defined, the next logical
+Now that the concept of nodes has been defined, the next logical
 step is to explain what a Scene is.
 
 A scene is composed of a group of nodes organized hierarchically (in
@@ -69,15 +69,15 @@ tree fashion). It has the following properties:
    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
-the editor revolves around the concept of editing a scene and the nodes
+tools for editing 2D and 3D scenes as well as user interfaces, but the 
+editor is based on the concept of editing a scene and the nodes
 that compose it.
 
 Creating a new project
 ----------------------
 
 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.
+long tradition in tutorials, the first project will be a Hello World.
 For this, the editor will be used.
 
 When the godot executable is run outside a project, the Project Manager
@@ -102,7 +102,7 @@ opened:
 As mentioned before, making games in Godot feels like being in a
 kitchen, so let's open the refrigerator and add some fresh nodes to the
 project. We'll begin with a Hello World! To do this, the "New Node"
-button must be pressed:
+button must be pressed (looks like a plus symbol):
 
 .. image:: /img/newnode_button.png
 
@@ -175,7 +175,7 @@ is run.
 
 These settings are all stored in the engine.cfg file, which is a
 plaintext file in win.ini format, for easy editing. There are dozens of
-settings that can be set in that file to alter how a project executes,
+settings that can be changed in this file to alter how a project executes,
 so to make matters simpler, a project setting dialog exists, which is
 sort of a frontend to editing engine.cfg
 
@@ -191,7 +191,7 @@ With this change, pressing the regular Play button (or F5) will run the
 project, no matter which scene is being edited.
 
 Going back to the project settings dialog. This dialog provides a lot
-of options that can be added to engine.cfg and show their default
+of options that can be added to engine.cfg, and shows their default
 values. If the default value is ok, then there isn't any need to
 change it.