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20.04.2026 01:39
DoodleDonut (@DoodleDonut@equestria.social)

Worked some more on a beach area for the latest #gamedev project. Still not quite sure what it is, but I'm leaning toward a shorter more experience-y thing.

Basically...I just want to make a little game where you do fun random stuff, explore nice areas, and weird shit happens.

#godot #gamedev





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19.04.2026 23:54
spotlessapple (@spotlessapple@mastodon.gamedev.place)

Simple follow system set up with the farmer in the demo scene (distance check -> view angle check -> raycast)
#godot #solodev #gamedev





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19.04.2026 20:08
yopox (@yopox@rivals.space)

the theme of the ludum dare is signal, how could I not do an oscilloscope :msn_blush: :msn_blush: :msn_blush: #ludumdare59 #ld59 #godot #gamedev





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19.04.2026 20:07
post (@post@lemmy.world)

I made a ship out of self-made prefab parts. I

lemmy.world/post/45812849




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19.04.2026 19:46
rubberduck (@rubberduck@mastodon.gamedev.place)

testing the new meshlib editor in #godot 4.7 dev, as an option to support the art development progress (shorter test cycles)

#godotengine #goddel #experimental #indiedev #gamedev





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19.04.2026 19:10
Craigp (@Craigp@mastodon.social)

question: Does anyone else have the issue when editing a theme where you simply cannot get the "override" button to work?

Like, it doesn't matter how many times you click it or wait, it never works?

The only way around it appears to be to click "override all" and then DELETE all the other options?

What is this. How do I make this just do what it's supposed to?





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19.04.2026 18:01
yurisizov (@yurisizov@mastodon.gamedev.place)

Impostors are very nice! Even when nothing in your game state changes, you still render every frame anew. With impostors, you can "bake" the render of an object and then draw it cheaply as a texture.

Each stack here is 4 pieces, 12 draw calls. Impostor makes it just 1 draw call for the whole stack!

Everything is rendered on demand, at runtime, using RenderingServer directly. I took inspiration from this article, but adapted it for 2D:

hexaquo.at/pages/using-godots-

#gamedev #godot





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19.04.2026 16:22
ArmouredWizard (@ArmouredWizard@dice.camp)

Ruby Radiance
Nibbling around the edges of my code.
Replaced 3m X 3m Grid with 1m x 1m, and made Corridors 2 squares wide.
Working on Items, and Use_Item functions.
Need to make some proc gen ccode for Items - proof of concept works, but I have to write some large Tables, and make Assets.
Also need to work on minimap: "fog of war" unrevealed areas, rotation

#gamedev #roguelike #gdscript #rpg #rougelight #godotengine #godot





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19.04.2026 16:05
Crayon_Laser (@Crayon_Laser@framapiaf.org)

Vous connaissez Dog Walk ?
C'est un petit #jeuvideo libre et gratuit de Blender Studio sorti l'été dernier, développé sous #blender et #godot , basé sur des modèles fabriqués en papier et carton, puis peints à la main.

C'est tout mignon, c'est accessible à tous les publics, c'est court et c'est une belle illustration de ce que le libre permet.

Vous pouvez y jouer en passant par là ou sur le site de Blender Studio :

store.steampowered.com/app/377




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19.04.2026 15:56
XeroSlingsby (@XeroSlingsby@foojay.social)

"The vector for going forward in #Godot is (0,0,-1)."





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19.04.2026 15:50
liblast (@liblast@mastodon.gamedev.place)

Progress with the Liblast Ubershader.
Added wear, dirt and dust effects.
Added detail material, working on normal map mixing (argh!).
#gameArt #3D #SciFi #Godot #GodotEngine #Robot #TechnicalArt #Shaders #Grunge





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19.04.2026 13:55
ArmouredWizard (@ArmouredWizard@dice.camp)

Ruby Radiance
UI is starting to look less grey-box. Still lots of work to do.
Inventory and minimap can be toggled
Apples can be eaten (+1 HP). Potions crash the game, as they are still ItemDataConsumable (depreciated).
More Items and Item Creation system, needed.

#gamedev #godot #rpg #gdscript #roguelike #godotengine #rougelight





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