godot

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07.02.2025 10:10
videos (@videos@fedimovie.com)

【ゲーム制作】クローンゲーじゃありません! その17【VOICEPEAK東北きりたん】

fedimovie.com/videos/watch/eac




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07.02.2025 08:58
post (@post@programming.dev)

A Godot 4.3 tilemap editor written in Rust

programming.dev/post/25090989





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07.02.2025 06:53
polished (@polished@mastodon.social)

New Game? New Self-drawn Art? ....yes 🤠





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07.02.2025 02:02
DoodleDonut (@DoodleDonut@equestria.social)

Ran into a slight gameplay issue when making this underwater area. I wanted to prevent the player from getting to the island using the "superjump" powerup (which gives you a one-time use big jump), so I put it way out there and made the water very deep.

But, that caused a secondary problem, which is that it's kind of annoying to get back out of the water if you're way down there (nobody likes water mechanics, and yet here I am adding them -- very small amounts at least).

Then I realized I had made these little wire gizmos the player can ride on and the secondary problem was solved. Sometimes additional mechanics create problems, and sometimes they solve them :)

And yes, I'm aware what the island looks like. Probably gonna make it a floating something instead...

#godot #gamedev





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06.02.2025 23:20
Virtualrook (@Virtualrook@gamerstavern.online)

Godot XR Day 13, some animation work and AI ~🔴 LIVE 🔴
#godot #vr #xr #gamedev

youtube.com/@VirtualRook/live




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06.02.2025 22:30
Enora (@Enora@mastodon.art)

Started integrating 3D buildings in game. Carefully adding assets and porting everything over from the blender scene to godot.

Note: lighting will eventually be baked 🫡 Probably going to bake the lighting in Blender using geometry nodes, or build a tool for it in Godot.
The trick is that buildings have multiple upgrade levels, so I can't really bake the shadows using the regular tools as that would mean 3x the data in lightmaps. Baked capsule shadows instead.

#godotengine #godot #IndieGame





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06.02.2025 21:52
propellant_dyke (@propellant_dyke@mastodon.social)

Yah, I can now store integers from 0 to 2^17 (~130k) in the normal buffer without decoding error. And it can be extended to 2^19 easily.

Still roughly 3% of the theoretical limit 🫠

But this is enough for several bitflags reserved for post processing effects and an acceptable range of object ID for outline detection.




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06.02.2025 21:37
rp (@rp@peoplemaking.games)

I can't express how relieved I was when I finally discovered the cause of audio cutting out for some The Rise of the Golden Idol players.

github.com/godotengine/godot/i

If you have Windows and audio output that can go lower than a sample rate of 44kHz, and a spare minute, maybe give the MRP a go!

#godotengine #godot




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06.02.2025 20:50
DoodleDonut (@DoodleDonut@equestria.social)

Physics!

I'm going to have to properly learn how to use all the #godot joints now, don't I...





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06.02.2025 20:49
MilitaryG (@MilitaryG@mastodon.gamedev.place)

@gamingonlinux heh unity isn't able to have text to speach without huge headache.

#godot however has it out of the box 3 lines of code...




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06.02.2025 20:37
nikisquest (@nikisquest@mastodon.social)

I really wanted these rocks to mesh better with the crumbling castle interior so I darkened and de-saturated them while also adding like an impact crater. Do you think it fits in better?
Original Assets by @nauris
@0x72





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06.02.2025 18:29
crenfrow (@crenfrow@hachyderm.io)

#cr20gc #devlog #gamedev #godot

Whoops! A whole week went by.

I had to take care of some life stuff, but I've found some time to keep working on this rendition of Jetpack Joyride (doesn't feel accurate to call it a "clone").

There was an obstacle which I didn't entirely foresee as being an obstacle which was implementing the system responsible for queuing-up segments of hazards. I didn't take the time to come up with multiple approaches and as a result ended up with something way too complex. I imagined a use-case I was unlikely to actually, er, use. That use-case being "putting different kinds of hazards in the same segment". I also tried too hard to generalize my code and it just became a brittle mess. So after spending way too long on this I ended up throwing most of it out and replaced it with code that assumes simple non-hybrid hazard segments, and it works really well!

I've been writing my blog post for the last game and am looking to publish that before the end of the week, but outside of that I plan on finally getting some kind of menu/gameplay loop in place for the current game.




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