I had a gamejam all this week, and we just uploaded first final version (still will work on it for some time, it needs additional branch of the story
) but you can check it out if you are interested:
Dobbin the Bunny game on itch.io
I will upload more WIP of the project after resting a bit, so expect small spam in there ![]()
I had a gamejam all this week, and we just uploaded first final version (still will work on it for some time, it needs additional branch of the story) but you can check it out if you are interested:
https://pixelberk.itch.io/dobbin-the-bunny
I will upload more WIP of the project after resting a bit, so expect small spam in there!
Made with
and some ❤️
💖 Announcing... RIZZ DUNGEON: SKELETON KEY TO MY HEART! 🗝️⚔️
Fighting is hard, right? Let your party do it for you! Romance Monster Girls and traverse the Dungeon! Hopefully they'll all get along... right?
Wishlist TODAY on Steam!
✨: https://store.steampowered.com/app/4029090?utm_source=mastodon&utm_campaign=rdsktmh-announcement&utm_product=rizz
#gamedev #indiedev #godot #indiegames
Attività / funzionalità che devo imparare su godot:
- creare delle animazioni decenti
- utilizzare skeletons / bones
- gestire correttamente le risoluzioni
- usare efficacemente gli shader
- usare le localizzazioni
- ... tanto altro...
C'è un sacco da imparare.
macaquinho
#Godot #Blender #gamedev #indiedev #gaming #gamedevelopment #indie
Hawk Hill Manor
After spending two days rewriting the Logic and tracing why everyone lived in the same hotel room, I eventually found the typo!
Now I can continue with the "Destroy Building" section.
#gamedev #godot #godotengine #gdscript
Episode 6 of the #20_games_challenge! I made Doom! Or something... It's a first-person shooter nonetheless!
Time lapse video: https://youtu.be/Egxl552GGpw?si=WAOReH5p8naKNZZ3
Source code: https://codeberg.org/HexagonNico/TwentyGamesChallenge
#gamedev #indiedev #godot #godotengine
Is Valve showcasing Godot in their new Hardware Announcement?
https://lemmy.world/post/38729644

@alexkalopsia
For managers in #Godot, I setting props in their *own scenes* for better encapsulation & reusability. Only override in `Game.tscn` if needed for scene-specific logic.
For non-manager nodes (enemies, items, etc.), I always set properties in their own scenes, keeps things modular.
**Perf?** No runtime difference, but cleaner scenes = happier devs. 😊
Use `@export` for flexibility and signals/groups to avoid tight coupling. How do you handle it?
#Godot question: you have your main game scene Game.tscn, containing a few managers (all of them are their own scenes). Do you usually populate their fields in their own scenes, or in Game.tscn? What about non-manager nodes? Is it a matter of preference? Any perf benefit? @godotengine #gamedev
Did some PoC work around the #shmup I'm planning to build next. Dropped the project and my notes in a worktree repo: https://worktree.ca/heavyliftingindustries/godot_experiments/src/branch/main/shmup-camera/README.md
hohoHO #Godot can use your system accent color? Slick!
