Dev snapshot: Godot 4.5 beta 4
https://programming.dev/post/34752663
Cuddle up for day #343 of #Godot games using #GodotSteam! Today is Cuddle Corner by Dango Dynamics! Collect a variety of tiny friends to roam around your desktop. Spend those coins to get them beds, decorations, and treats to enjoy too. Just recently released!
https://store.steampowered.com/app/3647690/Cuddle_Corner/
@pixelberk testing building pickups.
The idea is to spawn resources in a semi-randomized radius around buildings. And they get added to the resource counter when picked up.
#gamedev #devlog #indiedev #indiegame #godot #godotengine

This week, @khaleer integrated some buildings in game as we gradually move away from colorful cube to represent buildings and towards GLTF meshes.
@pixelberk Also progressed on the inventory system that stores resources for crafting, expedition supplies, and story items.
#devlog #indiegame #gamedev #godot #godotengine #indiedev #indiegames

Hi #PitchYaGame check me out 🙂
https://yphil.itch.io/megabatar
#megabatar #godot #emacs #game #IndieDev #gamedev #retrogaming #emulation #gaming #linux #floss

Dooots is now out (and its free) !!
If you like to pop bubble wrap, you will love this game i think !!
https://qaqelol.itch.io/dooots
Boosts are appreciated 💗
#MadeWithGodot #Godot #GodotEngine #GameDev #Indie #itch #FreeGame #Free #Art #2D #VideoGame #web
With all the stuff happening in my life right now, I didn't had time for any game dev or art stuff lately...
So today I created a gradient #colorPallet with a program I made in #godot and tested it in two simple #lowPoly scenes which I created in #blender3d
I almost forgot how much fun it makes. And I really like the end result. Gradient Textures with low poly looks so pretty if you ask me 😍
#3dart #color #blender #gamedev #gameart #gameassets #3drender

Dev-Log # 5.2 - Crafting UI progress
@esklarski and @pixelberk are working on crafting UI and shipbuilding.
The solar foundry can now toggle between producing ingots or steel plates and has a nice bounce animation when you add more yardies (workers).
The ship system now seems to scale nicely from 2 inventory slots to 27. Larger ships have two engines.
#indiegame #indiegames #indiedev #gamedev #devlog #godot #godotengine

And this past couple of days, I have been integrating the walk animations into the project. I haven't dealt with the attack ones yet.
However, I did add some cool stuff to the project while adding the walk cycle:
- I wrote a little piece of code to handle "joystick bounce", which was causing the character to flip around when releasing the joystick in certain gamepads
- I wrote a little "inertia" mechanic, which rotates the character when it spins around.
#godot #gamedev #indiedev #gaming

In order to figure the answer to these questions, I needed an actual rigged model to put in the game.
Using Blender, I created a temporary model using primitives to match the expected character proportions, and then I made a skeleton for it.
After some trial and error, I got a rig that felt easy enough to work with, so I started animating the little monkey.
#Godot #Blender #gamedev #indiedev #gaming #indiegame #gamedeveloper #game

-Should the attack hitboxes be animated in blender as part of the character rig?
-Should I instead have 2 animators for my player character? The one from the rig plus an additional one that only animates hitboxes?
-Animations from rigs support events/callbacks just fine, but they are "removed" every time the asset is reimported. What's the best approach to handling animation events?
This is just some of the questions that would appear once I swapped the visuals of the player.
Before I added more mechanics to the game, I wanted to make some progress in the visuals department, specifically regarding the player character, as I was sure that was going to require revisiting some of the stuff I had already implemented.
For example, the attack hitboxes of the player were currently animated together with the blue capsule in Godot, which means the moment I replace the capsule for an actual rigged model I would have to redo how I animate them.