How is you're game going, user?

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>play game made in godot by a team of literal trannies
>it's actually really good
i'm now giving them 15 bucks a month

It's going alright, but I'm lazy and procrastinate a lot.

I finished the sprites and programming for a few enemies yesterday.

I constantly question if people are going to enjoy my game when it's done, it's a constant loop.

>Godot
ah, yes, the failed projects logo

post sprites, begin your shilling journey today

I'm the kind of guy that's terrified of people stealing my ideas. For this reason I don't make dev logs or share anything from my game anywhere.

Is there any way to get an offline copy of Godot's documentation? I can't get internet to my PC right now

you will have to start shilling it at some point, y'know, otherwise it will be a guaranteed flop

docs.godotengine.org/en/stable/
>You can also download an HTML copy for offline reading (updated every Monday). Extract the ZIP archive then open the top-level index.html in a web browser.

Just finished my second jam game
A couple more and I think I'll be ready to make a real one.

Sweet. Thanks, user.

why do these threads target godot over unity etc
i know how to program, should i just use unity or is godot that much better

The only thing Godot has over unity is no fees if you make it. It is also open source but no one ever actually makes use of that.

I last used Godot in 2019 but it felt like shit compared to current Unity.

How come I always hear game dev shit with godot and unity?

is unreal engine just not good for regular game devs?

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It has less shills but still gets spammed here

Anybody use Unreal here? Are blueprints a meme or something you should actually use? I feel like they are one of the reasons why Unreal games run like shit. I'm trying to mix both blueprints and pure code together right now, and it's way more hellish than just using one or the other I feel. Or maybe I'm just retarded, I dunno.

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I'm trying to learn about multothreading and multiprocessing

Unity is the superior engine, has more learning resources available and might actually get you a job if you're serious while Godot is simpler and has a better license (open source, no splash screen, doesn't force you to upgrade if you earn too much money).

However nothing of that matters if you're just making indieshit as a hobby because you won't need the advanced features and will never hit any license limitations.

>might actually get you a job
Lol

my shitty cute robot sokobon-esque puzzle game is entering the actual tangible game zone albeit in a very rough state

It's going good! Almost everything is done, just gotta do bugfixing now.

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>he doesn't burst into flames
soulless

Godot will overtake Unity because it is open source
it will be to game engines what Blender is currently to 3D modelling software

It's a very powerful tool but for 2d it's pretty shit and it's hard to learn compared to it's competitors so the average indie dev is better off with unity or godot.

My programmer is a lazy asshole. I asked him to program a few new deaths and he said no.

>but for 2d it's pretty shit
wot, why? it's even got blueprints specifically for 2D shit

fire him (pun intended)

Programmers don't add things like that and all xir would need to do is a single if to check cause of death

How is you're game going, user?
>You are game
I recommend you hire an editor.

>he doesn't view his creation as an extension of himself
ngmi

using unreal to create an indie game is like killing a fly with a shotgun

He said "sounds like a pita", so doubt it will get added. I'll try my best to convince him though.

Like the other replies said, it's overkill for most people.

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>"sounds like a pita"
What the fuck does this even mean

pain in the ass

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Then they're a retard and you shouldn't have hired the first neanderthal to come by

Never said I'm not retarded, but he's my best friend and we're also almost done with the game. I wish we had more death animations but maybe if I nag more he'll do it, or maybe I can get him to patch it in later.

Ground pound. Works like a ground slam, a helm-breaker drop, and (if you hold the impact through contact with the ground) spawns an AoE shockwave that scales by fall height and can get pretty atomic-divekick-y.

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Gonna make some more concept art. Then I think I'm draft up some place holder melee animations and hook things into a basic combat system for now. How would one implement a ui-less health system, ala dead space, in a first person perspective, without using the strawberry jam effect?

>How would one implement a ui-less health system, ala dead space, in a first person perspective, without using the strawberry jam effect?
Wristband/glove with a meter on it? Like some sort of gunshot-wound-sensing fitbit?

make a thread without a faggot op, then we talk

Health bar on boobs
or even better, boobs are the health bar

>nothing to show since none of the work is all resource management related
>can't improve how the game looks and show it off for upvotes

coding sure is fun

I've yet to see a good optimized game made in unity
Also UE texture streaming is aids

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It's going. Just scratching the surface, but I'm having fun.

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It's a good thing you included "good" so you could disregard every game

>Are blueprints a meme
just don't overuse them and you will be fine

if I actually finished it, would you play my game?

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wtf this is just benboquest with a mage instead of an anime girl

Yeah, if the soundtrack is good.

This webm didn't sell me on it

The background would look so fucking good with the pillars being a paralax layer or whatever you call it.

>another godot shill thread
fuck off tranny, kys

remove that shitty lighting first

>I feel like they are one of the reasons why Unreal games run like shit
Blueprint carries a cost, but it’s SUPER unlikely the interop layer cost on your CPU thread is what’s bottlenecking your framerate below 60. Unless you’re trying to real low-level optimization-focused code like object pooling, pathfinding, physics, AI querying, etc.

I do all my gameplay logic in BP and my game runs at 100+FPS most of the time (it dips below 80 in scenes with lots of overdraw) and it’s almost always render thread bottlenecked.

Unironically yes, compared to Godot at least.

>FOSS
>shill
user, I...

it is, but the rooms are too small to really see it now.
ok maybe this one sucks but you'll all love the next one. you'll see

I'm going to start after finals. I promise.

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I got all done making tilesets, finally. Now comes the actual hard part.

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what gaem

~99% of UE games are made by a team of 10+ people. It's just not a smalldev game engine.

ah yes, windows 98 screensaver but as a game!

I should have specified that its a fantasy setting. I suppose some kind of gem, or other kind of object/symbol you hit a button to hold up would work?
You play as a man, sorry. I might do battle damage stuff for enemies/monsters. Probably not going to do any straight up nudity, might go lewd with some of it though. I want to hit that weird mainstream M-rated game demographic.

Hmm. Its weird because your character sprite work doesn't appeal to me, but those effects look really sweet. Maybe lean more into the cool stuff you have going there, and I might.