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04.01.2026 17:49
jmtuscg_gb (@jmtuscg_gb@mastodon.social)

Bé, doncs ja he acabat el meu primer joc amb Godot i per a una jam.
M'ha faltat traduir el molt poc text del joc a castellà i català i polir un munt de coses (el doble salt i el salt a paret les més greus).

La jam és la TOY BOX JAM 2025, el meu petit plataformes, menys de 5 minuts si tot surt bé és:
jmtu.itch.io/chicks-and-me

La resta de jocs presentats a:
itch.io/jam/toy-box-jam-2025/e

I la pàgina de la jam:
itch.io/jam/toy-box-jam-2025




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04.01.2026 17:40
jmtuscg_gb (@jmtuscg_gb@mastodon.social)

Bueno, pues ya he terminado mi primer juego con Godot y para una jam.
Me ha faltado traducir el muy poco texto del juego a castellano y catalán y pulir un montón de cosas (el doble salto y el salto en pared las más graves).

La jam es la TOY BOX JAM 2025, mi pequeño plataformas, menos de 5 minutos si todo sale bien, es:
jmtu.itch.io/chicks-and-me

El resto de juegos presentados en:
itch.io/jam/toy-box-jam-2025/e

Y la página de la jam:
itch.io/jam/toy-box-jam-2025




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04.01.2026 17:12
aslankemalaslan (@aslankemalaslan@mastodon.online)

PyGame ile de böyle başlamıştım.

Yılan, Pong, ... ツ

Bunlar olmazsa olmaz.
En basit oyunlar.

Bu "Pong" ile "Yılan" kodları PyGame ile bir sayfa bile tutmuyor!

Godot'da klasörlere bölmüşler! ツ
Sistemli çalışıyorlar! ツ

Neyse kodları görebiliyorum.

Kodlama bildiğimden değil, ama artık aşinalık kazandığım için koda bakınca daha iyi anlayabileceğimi sanıyorum!

#godot #gamedev #snake
_______
• Oyunları indirdiğim GitHub linki: github.com/lichen63/godot-games





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04.01.2026 16:42
Taffer (@Taffer@mastodon.gamedev.place)

Broke ground on a fresh iteration of Skelly, my RPG about the Skeleton War. If Real Life™ can STFU for a bit, I'll actually make progress this time. ✌️

Going to use Mini Medieval and the freshly purchased Demonic Dungeon tilesets from @VEXED; I love how they look, and want to play games made with them, so why not do it myself. 😁

#godot #gamedev




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04.01.2026 16:30
aslankemalaslan (@aslankemalaslan@mastodon.online)

Şimdilik Godot dosyalarına sahip olan ve Godot ile açılabilen birkaç oyun indirdim.

Bunların dosyalarını inceleyerek ilerlenebiliyor mu bakacağım.

Kod yazılıysa ilerlemek daha mı kolay olacak.

Yoksa grafik arayüz ile mi ilerlemek zorundayım, henüz hiç bir şey bilmiyorum.

Henüz indirip açtığım dosyaların içinde ne var bakmadım bile!

Niyetim PyGame ile yarım kalan oyunumu Godot ile devam ettirmek!

#godot #gamedev
_______
• Oyun Yapma Çalışmalarım: youtube.com/watch?v=yitSkSAtUy





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04.01.2026 15:19
w (@w@spectra.video)

Makin some rocks in Blender for Bat Egg

spectra.video/w/gduqqhDLwgyv2U




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04.01.2026 14:01
aslankemalaslan (@aslankemalaslan@mastodon.online)

C++'ın modası hiç geçmez diye düşünmüştüm, ama sanırım pek öyle değil!

Yine de yan eğitim olarak şimdilik Geany ile C++ öğrenmeye devam edeceğim.

Genel kültür iyidir.

Fakat asıl ilgimi oyun motoruna yöneltmek istiyorum.

Kodlama ile birlikte olsa güzel olacaktı.

Belki hâlâ olur.

Çünkü Godot ile ilgileniyorum!

PyGame ile yarım kalan oyunumu Godot ile yapmayı denemeyi düşünüyorum!

Python'dan büyük hayâl kırıklığına uğradım!

#godot #gamedev #cplusplus #geany

youtube.com/watch?v=it0lsREGdmc




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04.01.2026 10:07
w (@w@spectra.video)

Some more dinosaur game dev - misc fixes visual improvements application icons and MAKING A POO

spectra.video/w/mLPmofCZZSMwCg




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04.01.2026 09:07
notes (@notes@transfem.social)

I'm not restarting the 3D Zelda project, but the broken health bar always bugged me, so I got to thinking about it more today and with a little perseverance I did it! It also works if you change the HP by amounts other than 1.

It's little moments like these that make me think that maybe game dev isn't impossible for me, just that it requires a
lot of thinking, breaking concepts down into smaller tasks, and time away from problems.

class_name HudHealth
extends Node


const NAME_HEART: String = "HudHeart" ## The name of each heart node. Used to identify heart nodes from other nodes.
const HRT_SECTIONS: int = 4 ## Don't change this from 4, everything breaks otherwise.


export var hrt: PackedScene ## The heart scene
export var hp: int = 0 setget _hp_set
func _hp_set(value: int = hp) -> void:
	hp = clamp(value, 0, hp_max)
export var hp_max: int = 3 * HRT_SECTIONS ## Determines the maxmimum amount of health the player has. Every 4 hp adds a new heart to the health bar.
export var grid_collumns: int = 10 ## Determines how many hearts can be in a row before a new row is started.

onready var grid = $"../Grid"
onready var btn_add = $"../ButtonAdd"
onready var btn_subtract = $"../ButtonSubtract"
onready var lbl_debug = $"../LblDebug"


var target_heart: int ## Determines which heart in the grid should be segmented.



func _ready() -> void:
	grid.columns = grid_collumns

# Empty any heart nodes that might already be children of the grid node
	for i in grid.get_child_count():
		if grid.get_child(i).name.begins_with(NAME_HEART):
			grid.get_child(i).name = "_REMOVE" # Necessary for some reason or else future HudHeart node names will continue counting as if the previous ones were still there despite those already being deleted. Very strange.
			grid.get_child(i).queue_free()
		else:
			printerr("There were stray nodes in the HudHealth grid node at child " + str(i) + ", name " + grid.get_child(i).name + ". Deleted.")
			grid.get_child(i).queue_free()
# Add hearts to grid
	for i in ceil(hp_max / HRT_SECTIONS):
		var h: Control = hrt.instance()
		grid.add_child(h, true)
		get_node("../Grid/HudHeart" + str(i) + "/Heart").value = 0 # Make all hearts' values 0
# Ensures grid h-separation and v-separation are appropriate
	for i in grid.get_child_count():
		if grid.get_child(i).name.begins_with(NAME_HEART):
			var h: TextureProgress = grid.get_child(i).get_child(0)
			grid.add_constant_override("hseparation", h.rect_size.x)
			grid.add_constant_override("vseparation", h.rect_size.y)
			break # Only needs to happen once.

	update_hud_health()


func update_hud_health() -> void:
	target_heart = ceil(float(hp) / HRT_SECTIONS) - 1 # find the target heart based on player's HP

	for i in grid.get_child_count():
		if grid.get_child(i).name.begins_with(NAME_HEART):
			var h: TextureProgress = get_node("../Grid/HudHeart" + str(i) + "/Heart")
# Handle all hearts before the target heart
			if i < target_heart:
				h.value = HRT_SECTIONS
# Handle the target heart
			if i == target_heart:
				h.value = hp % HRT_SECTIONS
				if hp % HRT_SECTIONS == 0:
					 h.value = HRT_SECTIONS
# Handle all hearts after the target heart
			if i > target_heart:
				h.value = 0

	lbl_debug.text = "HP: " + str(hp) + "\nTarget Heart: " + str(target_heart) + "\nModulo: " + str(hp % HRT_SECTIONS)


func _on_ButtonAdd_button_up():
	hp += 1
	_hp_set()
	update_hud_health()


func _on_ButtonSubtract_button_up():
	hp -= 1
	_hp_set()
	update_hud_health()

I'd like to improve it to the point where the bar fills and depletes smoothly like it does in
Breath of the Wild, but that seems like adding complications to a currently working and serviceable solution.

#zelda #gamedev #indiedev #indiegames #godot #lambgamedev

RE: https://transfem.social/notes/a80qv4k7f6po6olz





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04.01.2026 02:22
w (@w@spectra.video)

Some more dinosaur game dev - a few misc bits and pieces maybe some more TTS work maybe a new ‘dinosaur’

spectra.video/w/qcFPaXJempNad2




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03.01.2026 21:20
w (@w@spectra.video)

Some more dinosaur game dev - TTS work this time!

spectra.video/w/4ypPjyeANTRLqE




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03.01.2026 21:02
Kaesekuchen (@Kaesekuchen@social.anoxinon.de)

I think I use #godot wrong. A few times now I created scenes that rely on nodes of the planned parent scene.

I set those dependencies via the inspector. I have to do this for every parent scene of the same kind.

Is there a way for the parent scene to register node inter dependencies via some kind of interface? or the other way round. Child nodes look up nodes of the specific type in the scene tree?

Like a dependency injection container?

#gamedev #godotengine




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