#godot game engine
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See her move.
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neonrain-dev · 2 months ago
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Friendly reminder I have a Steam page.
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I need a thousands wishlists for better algorithm chance so kindly, please wishlist even if you don't have the hardware to play it.
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dogeiscut · 3 months ago
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okay i feel like i gotta at least show off the grappling hook since i teased it a bit in a debbuging screenshot in an earlier post. also im tagging these posts with #godot 3d and items game since "3d and items" is the working title and i want to make it easier to find posts involving this game on my profile
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sticktrix · 10 months ago
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A few animations from my next game
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somerandev · 5 months ago
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✨ Day 58 of Game Dev for 🫱Teleport Man🫲
I WANTED THE BUTTON FOR STARTING A NEW GAME TO FEEL IMPACTFUL
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beastinthecave · 9 months ago
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Just finished a short game to test a couple mechanics for a larger project I am working on ^_^
Its a narative fiction game inspired by Vermis, Wayfarer and Roadwarden.
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hyphinett · 1 year ago
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Catharsis in the 2020's
Gotta tell you it feels good to beat up a virtual drone after a week of the headache that is physics programming!
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valla-chan · 1 year ago
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The April Update for Triple Laser RPG is here!
Tons of crashes, portraits being missing, softlocks, typos, and visual bugs have all been FIXED, making the game now completable as originally intended!
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Hello everyone! As you may know, Triple Laser RPG was a Portal 2 inspired game jam project created in 3 weeks for the Triple Laser Jam hosted by Krzyhau, and as such shipped with numerous previously-unfixable issues including missing audio, missing portraits, options not saving after restart, bugged typing speeds, numerous softlocks and crashes, camera issues, issues with the pickup system, multiple typos, and more.
In this update, all of these problems have been addressed! The game is now properly fully completable, and has been embellished with a few extra details including dialogue changes and a hidden Easter egg.
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If you played the original version of the game, I urge you to give it another shot!
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(this is also my first game so i'd love for you guys to try it out!!!)
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atreyu-1319 · 1 month ago
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Public Playtest
Here is a link to the game on my itch.io so that those that want to can check out what I have in the game so far. It is in a VERY rough and early stage but right now I just need playtesting feedback. After you've played the game please fill out this Google Form so that I can continue to improve it.
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sirunknowngames · 4 months ago
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Emperor's Arena Update
Happy New year. It's been a couple months since my last post about this, and I haven't been working as much I as would like on this project. Still, I've made some progress recently
Here's a quick version of the arena you spawn after death
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And the fight intro.
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I still have a lot of strong ideas for enemy characters, which I think will be an important thing for a game of this format, since the whole game is essentially just boss fights against powerful characters. However, I've only actually implemented a couple.
There's still a lot of systems I haven't started working on, but I'm excited to work on them. Eventually.
Unfortunately, I'm heading back to school again soon, so I may have less time and energy to work. But also I did much of the work on Disciples of Varahces at school, so I'll still do a bunch of work on this too.
I'll try getting a demo out with a few early enemies once the main systems are done, then once that's done I can work more deeply into later game content.
Let me know your thoughts about the stuff I've previewed above (including the fight UI). Til next time.
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rei-makes-big-robo · 2 months ago
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Soup time!!!
I moved things over to Godot 4.4 and nothing broke! Switched the project over to Jolt physics and promptly began making Grembot gibs. After I got all the gibs done and tested everything out I was like hmmmmm how many gibs can this handle all colliding at once... So it was Soup Time and the answer is it gets rough around 700 but really gets bad at 800. Despite everything at 864 it just results in a physics tick taking 1000ms to complete which uhhh put into perspective how low impact everything else I'd been doing was. Now if only I could figure out how to instantiate the gib scenes with alternate colours I'd be mostly ready to start building enemies to tear apart. In the end I'm likely going to just have to make a gib for every colour variant I make... I feel myself losing steam on this project but fun little memes like this that push development forward have kinda become what keeps it going. I'm aiming to push out a demo level set to gauge interest with and depending on the results of that will decide how far this goes. I want to give it a fair chance but I feel like I have other things I want to try making at the moment. I've learned a few things in making this that have given me visions of how I can apply stuff from this to the Godot Hammerden port and that really excites me. With Hammerden being a VR project though it's tough to allocate time to a passion project like that especially considering its higher fidelity aesthetic. Anyways hopefully my rambling has been somewhat interesting or at least entertaining, I think that's everything for this "devlog" :3
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neonrain-dev · 6 months ago
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Stuff I did during the weekend.
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Wanted to do something like this before I work on the proper tutorial zone.
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dogeiscut · 3 months ago
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forgot to show off the working world map (that long path takes 30 seconds to traverse btw)
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sticktrix · 9 months ago
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Now the animations for the first enemy in my next game
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godot-official · 2 months ago
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Looking for a behaviour tree implementation for Godot.
Currently comparing Beehave & LimboAI, does anyone have some experience with these, or maybe other suggestions?
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coreyjaechicken · 1 year ago
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Me trying to add collision to a square:
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