Asset Pack Devlog | 01
It’s time for our next asset pack… and this time, we’re heading to the kitchen! We have to cook like crazy!
UI animations (for the scores screen) !
Tweens all the waaaaaaaaaay
Weapon 3 is in now. It starts off pretty weak with low damage and 3 projectiles, but can be upgraded to add more projectiles and piercing. Looks pretty neat, I think.
#godotengine #godot #indiedev #gamedev
This is mind-blowing: https://www.shadertoy.com/view/7ljcRW
Some great looking mountains, made *just* by clever maths, no costly erosion simulations in sight!
Original idea and implementation by @clayjohn of #Godot fame. Visualization improved by Felix Westin. Very impressive work by both. The power of sharing stuff online for others to build upon!
After publishing a full game, it feels so strange to go back at making prototypes, but in prototypes you must focus on getting things done quickly, not on doing things well.
It hurts to write code like this, lol.
Pese a las adversidades, hoy hay directo. Cortito, pero hay.
Hoy, haciendo juegos y charlando con gente hermosa (la que viene a verme)
#godot #godotengine #hechocongodot #madewithgodot #gamedev #indiedev #solodev #devdev
@ben This is one of the reasons given by #RedotEngine for forking #Godot:
"Over the years, we've observed Godot drifting away from being truly community-driven. They still claim to be, of course, but their actions suggest otherwise: over 3000 of community PRs remain unaddressed on GitHub, while corporate interests appear to have growing influence over feature development and bug fixes."
An optimized Nodegraph in #Godot for pathfinding purposes :) each node is manually placed inside #trenchbroom (there are plans to automate this later on). My zombie is able to walk on these lines with the #astar class that Godot provides :D . This is inspired by Half-Life and I'll save the data as a resource in order to minimize load times (~800 nodes take about ~45 seconds), inspired by the AIN files :) . I'm happy with the result and flying monsters shouldn't be a problem at all anymore :D
I don't understand how #godot can have so many extremely straightforward feature improvements sitting in pull requests for years
https://github.com/godotengine/godot/pull/105032#issuecomment-2779808099
Made a video about #Godot UI.
I focused on talking about controls and themes, showing laying out a menu and a VN and a chat window as fast and easy as possible
#GameDev #Godot #CSharp #Huh So I am trying out the mesh-generation and subdivision code I wrote yesterday, and it crashed (FWIW trying to get the adjoining surface off an edge which really should have had one...)
So I delete all the cubes (this primitive approach builds things from cubes) and it stops crashing, and then I start putting them back until it crashes, and I start playing with the exact cubes I am using trying to narrow down precisely what crashes it...
And I go through a few cycles of getting it to crash, and then fixing it, and so on...
And at some point it stops crashing and now I have put everything back and it is *fine*...
This is not something I have ever seen with C# before, it occasionally happens with C++, esp. if you have incremental rebuilds and have been cancelling builds, so that some .obj file may have been miscreated, or not deleted when it should be. But I don't think I ever saw this before with C#.
Anyone else?
Build a train to expand your deck and fight off bandits in the demo for Fogpiercer https://www.gamingonlinux.com/2025/04/build-a-train-to-expand-your-deck-and-fight-off-bandits-in-the-demo-for-fogpiercer/
Build a train to expand your deck and fight off bandits in the demo for Fogpiercer
#Fogpiercer #Godot #IndieGames #Linux #SteamDeck
Build a train to expand your d...