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18.08.2025 09:43
post (@post@sopuli.xyz)

Creating collisionshape2d from an image of a map?

sopuli.xyz/post/32247198




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18.08.2025 07:09
Fencer (@Fencer@mastodonczech.cz)

Hi everybody. I think there's one more topic I haven't touched on yet, which also belongs in our series on raymarching technology. It's about creating arbitrary shapes using planes with various positions and rotations. So let's take a look at how we can compute the rendering of the so-called Platonic solids. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
youtube.com/watch?v=xRMrwlOGfYE




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18.08.2025 07:09
post (@post@programming.dev)

Godot 4: Raymarching, part 10 (tutorial)

programming.dev/post/35884444




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18.08.2025 06:04
ocombat_dices_team (@ocombat_dices_team@mastodon.gamedev.place)

Worked on a prototype of the game from the game jam. It turned out to be a tactical roguelike. What do you think?

You can play the prototype and leave feedback at combat-dices-team.itch.io/tota

#IndieGame #IndieGames #GameDev
#SoloDev #IndieDev #IndieGameDev #Godot #godotengine #WIP #PixelArt





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18.08.2025 02:07
DoodleDonut (@DoodleDonut@equestria.social)

It's almost comical how much more modeling I'm able to get done when it's just terrain instead of buildings and whatnot. Is it a bit cheap and/or lazy? Maybe. But it's fun to race on and I can go crazy with path geometry.

Also, casual reminder that I updated the demo for Critter Drifters a few days ago. It lets you play three tracks!

store.steampowered.com/app/375

#godot #gamedev #indiedev #indiegames





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18.08.2025 01:56
asgardius (@asgardius@social.asgardius.company)

Virtualx Engine successfully compiled for FreeBSD. My Godot fork works well on a VM. Vsync is the only feature that doesn't work on FreeBSD
#freebsd #godot #asgardiusvirtualx





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18.08.2025 01:16
TheDevBlog (@TheDevBlog@mastodon.social)

💥💥💥
First touches of combat! Looks pretty good IMO, although it still needs a bit of polishing. Time to sign off. Battlefield 6 is calling my name.





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18.08.2025 00:58
phorphable (@phorphable@mastodon.social)

and there is the scramble.

i might want to rework the whole cube logic since i am using one physics frame for one move. scrambling with 100 random moves then takes around 3 seconds. it is technically fine i think but it also could definitely be faster





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18.08.2025 00:12
ArmouredWizard (@ArmouredWizard@dice.camp)

Hawk Hill Manor
I should have realised things were going too well...
If I hardcode Sapling -> Tree, everything works, but if I export the new_stage variable, and drag Tree.scn into the inspector, I get errors in my Inventory Code, of all places! "Not a resource"!!! when trying to load Tree inventory with Starting Items.
It thinks there is an Item there (there is - logs.tres), but it's not the right sort.
Yet it works hard-coded

:(

#gamedev #godot #godotengine #gdscript




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17.08.2025 22:58
ArmouredWizard (@ArmouredWizard@dice.camp)

Hawk Hill Manor
Forester plants Saplings, that have a growth_timer.
Once timer counts down to 0, it disappears, to be replaced by a Tree, that can be harvested by Lumberjack!
Still some wrinkles to iron out, but headed din the right direction!

#godot #godotengine #gamedev





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17.08.2025 21:42
hypnicjerk (@hypnicjerk@mastodon.gamedev.place)

After a big long refactor, back to the fun part: building new features. We now have a message box.

#GodotEngine #Godot #GameDev





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17.08.2025 21:40
hyperlinkyourheart (@hyperlinkyourheart@mastodon.ie)

I finally posted my pixel art planet shader on #GodotShaders

godotshaders.com/shader/animat

#Godot #GodotEngine #PixelArt #Shaders #GameDev





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