So ive been developing with #godot for 2 or 3 weeks already, and already managed to irreversibly break my project (irreversible from inside the editor, at least)
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🛠️ Title: Pixelorama
🦊️ What's: A libre pixel art drawing & animation tool
🏡️ https://pixelorama.org
🐣️ https://github.com/Orama-Interactive/Pixelorama
🔖 #LinuxGameDev #VFX #PixelArt #Godot
📦️ #Libre #Bin #Arch #RPM #Flatpak #Snap
📕️ https://lebottinlinux.vps.a-lec.org/LO.html
🥁️ Update: 1.1.7
⚗️ Major release(Stable)🍎️
📌️ Changes: https://orama-interactive.itch.io/pixelorama/devlog/1128716/pixelorama-v117-is-out-with-an-experimental-android-version
🦣️ From: 🛜️ https://github.com/Orama-Interactive/Pixelorama/releases.atom
🦉️ https://www.youtube.com/embed/6srsqLhGhKk
🐹️ https://www.youtube.com/embed/u-TJ1WcCA6k
🕵️ https://www.youtube.com/embed/MhMT5BldTLU
🕯️https://www.youtube.com/embed/-FEZeitwpyY
🎮️ https://www.youtube.com/embed/ffxglqmE4sU
🎮️ https://www.youtube.com/embed/CwT_Tz006Pc

Added a section of the game where your headlight is broken and you must navigate only by glow stick light.
Careful around the bottomless pit!
#indiegame #gamedev #screenshotsaturday #godot
I'm starting work on the third entry of Throbo bagdins. This is the first day of work. The game will be done and out on December 25. #gamedev #godot #pixelorama #art #pixelart #ThroboBagdins #christmas
🚦 Only in the city…
A traffic light minding its own business, and suddenly — disc to the head.
City life is rough.
Disc design by Ryguy's Tyes
#DiscGolfCity #DiscGolf #IndieGame #GameDev #CityLife #Godot
Here is an old prototype I made with #UnrealEngine showing some ideas. I've now switched to #Godot, which means I'm basically starting over. But Godot is really more aligned with my values, objectives and constraints (#FreeSoftware game, compatible with old hardware, slow development).
Now that I have a basic landscape and water system, my next focus will be to implement the construction mechanics in the Godot game.
I love this tutorial / demo showing how to make a 3D game in Godot. It has the right amount of detail, and the only math needed is a basic understanding of `v = a t + v0` for physics, and vector basics, which he explains. He shows the one line code to change the coordinate basis of a scene.
Given how easy this guide is, and how much I like the presenter, I plan to finish this series, skip making small games, and start work on my main project idea.
Day 29:
Refactored terrain generation so it now dynamically generates its nodes.
Now, it will generate dynamic chunks based on view distance.
The image shows the now higher draw distance.
This has the nice side benefit that it doesn't try to store all that useless data in the main scene, which would get overridden anyways. Makes loading and saving faster.
And since it's marked as a tool, I can still see the world in the editor :)
Now I can add multiple levels.

Just upgraded my #godot to #v4.5.1 and even without exploring all the new features I can tell my game run way more faster and efficiently. I don't know what they did under the hood, but damn, thank you @godotengine for all the effort !
And by the way, in few days I will release the next upgrade of my game : Among other things, I've added extra options to fine tune the graphics according to your hardware capability :)
Until then, check out the previous release here :
https://denissalem.itch.io/jailbreak

Follow up! Added (somewhat hacked together) networked shooting and an enemy. #godot #madewithgodot #screenshotsaturday