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08.09.2025 23:35
ratking (@ratking@mstdn.io)

Going to release a little side project (a collab with a pixel artist) this week. It's a "jam sized" game that I put a little bit too much work into.

#gamedev #godot #godotengine





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08.09.2025 21:56
buendiagames (@buendiagames@mastodon.gamedev.place)

Let's go for an #introduction! We are two siblings making games as a hobby.

We use #Godot :godot: and free software to make our games. You can try them at itchio: buendiagames.itch.io/

We're looking forward to connecting with cool people making games!! We'll be posting updates on our little projects (hopefully)!




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08.09.2025 20:54
objects (@objects@lesbi.in)
GOING LIVE!

The flailing toddler of programming Revengeance!

Come join as I try to figure out more of Godot and keep working on the project!

twitch.tv/Nyalruko

#Godot #Vtuber #VtubersEN #envtuber



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08.09.2025 20:45
ArmouredWizard (@ArmouredWizard@dice.camp)

Quick play at Markov name generation.

#gamedev #namedev #godot #godotengine #gdscript





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08.09.2025 20:08
DoodleDonut (@DoodleDonut@equestria.social)

Added basic chunk optimization so I don't have to iterate over quite literally every blade of grass (only the ones near to the mower).

I did have to do some shenanigans with #godot though, as the maximum instance count for MultiMeshInstance3D is 65536 and the documentation for populating a surface in code doesn't seem to exist. If I want to have more than that, I have to have multiple MultiMeshInstance3D objects and I have to export the meshes as separate objects which is annoying.

Any Godot experts know a way to populate a surface like the editor UI gives you, but in GDScript? I basically just need to do the same thing but with more than 65536 instances, which it doesn't allow.

Maybe I shouldn't be pushing it past 65536 I guess, but that gets pretty sparse pretty fast if you're talking grass clumps.





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08.09.2025 19:49
view (@view@mastodon.art)

OK, ripped out all the skill logic and replaced everything from the ground up with the new leveling system, and created the concept of traits that govern it.

#indiedev #godot





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08.09.2025 19:43
yurisizov (@yurisizov@mastodon.gamedev.place)

✏️ It might be hard to tell, but this pencil has dynamic shading, reacting to the rotation, to match the general implied ambient light source.

🌞 I'm playing fast and loose with scale, but try to keep lighting consistent!

#gamedev #ui #godot





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08.09.2025 18:49
view (@view@mastodon.art)

OK, #godot question:

I have resources. _init gets automatically called, but it doesn't seem like the resource actually exists when it is called? The values are all empty, even if the resource is defined as a file ahead of time.

Is there a function for resources that gets called in a more useful way, like _ready in nodes?

#gamedev




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08.09.2025 14:50
jolexxa (@jolexxa@mastodon.online)

I’m excited to share the little reactive programming library I built for #csharp and #godot, although it will work in any c# project.

This will guarantee deterministic execution and defer mutations when executing bindings to guard against reentrancy issues.

github.com/chickensoft-games/S

#gamedev #indiedev #dotnet




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08.09.2025 14:03
godotdigest (@godotdigest@mastodon.gamedev.place)

Godot Digest 28

This edition's newsletter is brief, with fewer tutorials, but a significant release: 4.5 release candidate one is now available!

godotdigest.substack.com/p/god

#godot #godotengine #gamedev




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08.09.2025 12:34
rafalagoon (@rafalagoon@mastodon.gamedev.place)

Directo de desarrollo de juegos y más 👀

👉 twitch.tv/rafalagoon

Vamos a hacer que tu lunes sea menos lunes:

-Veremos noticias
-Haremos juegos
-Charlaremos de cosas insustanciales

¡Ven a currar juntos!
#gamedev #indiedev #godot #godotengine #hechocongodot #madewithgodot




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08.09.2025 11:39
themipper (@themipper@mastodon.social)

Now I have incorporated all optimizations for the player, attacks and enemies.

Reduced the enemies to one circle collider vs 3 before. (collide,hit,hurt)

Changed everything to RigidBody2D with linear_velicity.

All entity logic is executed every 20 physics calls with entities being offset so they execute in different calls.

All npcs use a flow-field for navigation.

Now everything feels right. Player and enemy movement are fluid.





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