Whee! Conveyors.
I've almost got enough elements to make a complicated block-pushing puzzle.
That's what we all want in a Sonic game right? Block pushing puzzles?
While yes - Tom talks quite a bit about Godot, this video is also just a great candid insight into a certain code structure and scalability. You don't see these a lot.
Worth a watch!
#Godot #MadeWithGodot #GameDev
https://www.youtube.com/watch?v=Mj56ssAD9P0
Do Godot folks have any favorite Best Practices articles? Or favorite teacher / creators in general?
I'm an experienced engineer, but totally unfamiliar with Godot principles. It's a weird niche of "not new to code, but new to this API" I guess.
Do Godot folks have any favorite Best Practices articles?
I'm an experienced engineer, but totally unfamiliar with Godot principles.
It's a weird niche of "not new to code, but new to this API" I guess.
Officially going to start developing a game today.
I'm hoping this doesn't end up in the pile of abandoned projects, but I'm pretty excited!
Diving head-first into #Godot
I wrote a small profiler for Godot!
It runs in-game, and allows checking minimum / maximum usages of RAM, VRAM, objects drawn, etc. Not a lot of features like what the built-in profiler or more powerful alternatives have. But good for an easy to use setup. I plan on doing a bit more, to make it easier to setup.
https://codeberg.org/thealexstewart/basic-godot-profiler
#godot #indiedev #profiling #godotengine
Jee, tein elämäni ensimmäisen Godot-harjoituksen ja koodasin miinaharavan. Seurasin tietenkin opasvideota koska itsellä on ihan nollakokemus Godotista eikä peliohjelmoinnista ylipäätään ole juuri sen enempää kokemusta.
Haasteena peliohjelmoinnissa on tuo assettien kanssa leikkiminen. Olen ihan onneton tekemään grafiikka ja suunnittelemaan käyttöliittymiä niin tuo puoli tuntuu aina tosi vastenmieliseltä 😄
Mitähän sitä seuraavaksi koittaisi tuolla tehdä? 🤔
RE: https://mastodon.gamedev.place/@GameFromScratch/116222286212000441
It's not "working properly" tbh, you still need to set values in raytracing Params dropdown to make it ACTUALLY working properly:
[0] is for RT debug render (0/1)
[1] is for samples count (doesn't really do much, but slows down the whole render)
[2] is for max bounces (set to 2)
[3] toggles DLSS RR from what I deducted, it acts like a sort of denoiser (set to 1)
See reply under this post for the comparison example
Get in, we’re learning Godot 3D! Let’s make some new powerups, it’s easy with inherited scenes: https://youtu.be/g0-RrfoUNP4?si=r6xflvBHI2_QXOoM #godot #indiedev #gamedev
Pixelated holo card effect with shimmer and parallax. Design inspired by hex card in Balatro.
Slay the Spire 2 is made in Godot, and that makes a difference when it comes to piracy
"We figure people who want to pirate it will find ways to pirate it, so there’s no reason to waste dev resources on it."
"The open-source aspect remained a huge advantage as we got further and further into production," Card wrote. "We never hit the sort of 'dead ends' you can hit with Unity when you just can’t find a solution to your problem."
https://www.polygon.com/slay-the-spire-2-godot-engine-piracy-open-source-steam/
#Godot #SlayTheSpire2 #OpenSource
Godot - major refactor needed.
Equipment is getting quite complex, and is currently stored as a Dictionary of Dictionaries of Arrays
I'm thinking of making it a Class. But maybe a Resource?
Equipment needs to know:
Playbook/General
Name
Description
Load
is_equiped
Each item can only be instantiated once, and the only bit that ever changes is is_equiped
Advices?
#godot #gdscript #gamedev #godotengine #ttrpg #rpg #BladesInTheDark