#use the godot engine
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Welp, Time to relearn GoDot and Unreal Engine again!

I can't say what I'm thinking the unity higherups should do or my blog will get suspended
#ffs#unity#unity 3d#unity company being greedy... again#use the godot engine#it's open source and free#now i have to start over#again#unity engine
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help wtf is this program im so confused what the fuck does any of this mean
#godot engine#how the fuck do people use this thing#and how the fuck is this beginner friendly#drawn with krita
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Ramona Moreau, art by @tolguachabug
Join the Discord server there's a lot going on, sometimes
You can also join the dev team over there that's cool, right?
um
pluh 🗣
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I figured out how to make a really neat mechanic w/ movable windows!! I have no idea if I'll finish this in time for the game jam it was originally made for but something about dragging around the windows and the character being able to break out of them is so fun
#mine#dev doodles#game dev#indie dev#godot#godot engine#sorry if ace attorney tumblr gets the godot dev stuff#i have no idea which tag is commonly used sfdkjfsadh
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Screenshot saturday !! character model + customization screen for a project I'm currently tinkering on :)
#godot engine#indie dev#game dev#3d art#screenshot saturday#preview#my posts#trying to figure out if storing all the various cosmetic options in one giant model is smart or if that's gonna break#idk it works for right now that's what I care about#also thinkin about posting on bluesky alongside here#i have no desire to use twitter/x but bluesky seems better ? question mark ?#freegarden
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Oh yeah, your boyfriend? Sorry, he's compiling shaders (45% complete). Yeah, he's been that way for about an hour. Yeah, you're gonna have to come back later. No, I don't know when he's done. Yeah, this just happens, is this the first time you've opened him on this device? Yeah, watch out for that, just be patient.
#Game Dev#Unreal Engine#Unreal#Unreal Engine 5#UE5#Vent#I swear to god I hate grading projects in unreal I would have been done by now if they'd just used godot but NOOOO#journal
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i've gotta program something soon...
#my posts#gets computer science degree#proceeds to do no programming for 4 months#i have like a few programming ideas but starting things is hard#i want to play with godot more it seems fun#i should probably also learn C++ for job reasons since i want to get into lower level/embedded stuff and only know C and rust#i guess the problem there is i'd have to like come up with a project to learn it with#preferably something lower level#maybe finally do that make your own file system project i skipped?#or like something with compression and parsing file formats#that's all pretty involved though so something like playing with godot would probably be better to get myself back in the programming mood#some sort of silly 2d game probably#i've had thoughts of making a silly little yume nikki-like for my friends to play that could be fun#or just any silly little game for just my friends idk#starting with gamemaker kinda made using other game engines a bit weird for me#so getting used to how more normal game engines work would probably be useful#i also want to mess with 3d games that seems fun too#but see the problem with all of this is that i suck at starting projects#and am even worse at actually finishing them#well i guess we'll see what happens?#also hi if you read all of this lol
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so if i'm thinking correctly, a party system would basically be made similarly to an inventory system, right?
#godot engine#godot#i haven't actually started using godot yet but i've been watching tutorials and i think that would work maybe?
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what if i cut you a lot
Good week i think.
I got the idle sprite animations working, although it was surprisingly tricky to get them synced despite having the same frame rate. I will probably mess around with them a lot, but glad they're here.
I also got a bunch of stuff working with the cutting. You can cut and detached limbs, the limb will shoot away from the body, and the cutting line will glow a deeper red to indicate damage.
I still need to adjust the cut limb ejections, the limb dragging and connecting itself, and a bunch of small juice things :)
-i
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being forced to use unreal rn and the c++ experience is absolutely miserable
intellisense doesnt work a solid 70% of the time, debug messages take way too much effort to write, Im still not particularly a fan of header files, creating a c++ class sometimes doesnt update the in-editor file browser AND IT DOESNT HAVE A REFRESH BUTTON??? you need to find a specific python console command to avoid restarting the entire editor????
#its awful#would use godot if was allowed to#using roblox studio is a nicer experience#all of these issues are also in the tutorial Im following#its from the unreal engine getting started page#so atleast mildly endoresed by them?#am I just supposed to.. never ever use it?#and only use blueprints?
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uh. little dude? you ok?
#im usually hesitant to share anything about projects im working on in case they end up falling through#but im learning how to use the godot engine and am trying to make a game!#even if nothing comes of this i think the fact that im actually Making gameplay is pretty sick#also idk what i should tag this with if at all
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yeah i dont know a lick of code and i know programming is hard but i know exactly what i want to do and im really smart so i can definitely make a game
*the first piece of code i got out of following a youtube tutorial doesn't run*
#m.txt#i dont want to learn how to program for reals this was supposed to be simple#there are 3 different tutorials for making a 'stardew valley-like' farming game in specifically godot on youtube#2 of them dont use even remotely the same system as that does while the 3rd uses a bunch of code that isnt functional int he engine anymore#and none of the information translates to 3d because that's a completely different system entirely#and as far as i can gather the built in system for easily making a tile grid in 3d loves to throw errors
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Look, I wanna be clear, I have nothing against GameMaker as a piece of software, or against anyone who works on it or uses it regularily. It's a very powerful piece of software, and I'm sure if it works for you, it's fantastic.
but holy shit I hate using this fucking thing so goddamn much. I prefer Godot's workflow so much more, it's so much easier to keep all the code logic straight in my head, I have so much more control over every minutia, I can set it up exactly how I want it, there's built in documentation. Then, as required by my module, I have to switch back to GameMaker, where all the code is siloed away from all the other code, 40% of the screen is taken up by menus I barely need, the godot analogs of which take up 10% of the space, and I have to comb through every event just to find the one stupid piece of logic causing everything to break.
I get that part of this is probably either inexperience, or my fault, but god I just do not click with the workflow, and I'm dreading having to use it all next semester as well.
#gamedev#game development#godot engine#programming#I'm not tagging this with gamemaker#cause they don't deserve this level of negativity#I just need to get this out of my system#genuinely dreading having to use gamemaker to design levels after I'm done writing this#girlboss gaslight gamedev
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For those kicking around with the Godot Engine and having trouble finding center-mass of a Mesh3DInstance as an equilateral prism (on a 1:0.866:1 dimensional ratio) where it orbits a point instead of rotating in place:
you have to keep in mind that Godot will adjust the height by bringing both the top boundary of the prism down and the bottom boundary of it up at the same time...
You have to translate it up along the y-axis by half the height (in order to align the bottom of the prism with the origin), then translate it down by the formula for finding center point of an equilateral (approx. 2/3rds down going from the apex to the opposite, or (sqrt3)/6).
once that's done, you can attach animations to the parent node, and it should rotate instead of orbit.
(video was via RamblingStranger @ godot cafe, dude had to make a video demonstrating what they were talking about in order to get it to click for me. This is also how I learned that you can just type the calculation you're looking for and it'll solve for it as the output. Handier'n shit!)
#godot 4#godot engine#gamedev#order of operations error#mesh3DInstance#New Prism Mesh#eccentric#eccentric orbit#center of an equilateral triangle#i am using a lot of math everybody jokes i would not use as an adult#video#video games#quiz show#game show#tv#the mobile app does not support .webm files?#not rotating properly#not rotating right#following in the footsteps of the nameless others who decided 'i should write this down in case somebody else has this problem#god bless you good people for solving my problems years ago
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No music yet, but I've got a proper title screen!!
I think this is starting to heavily lean more towards GBC than NES but... I really love it so I may end up keeping it anyway LMAO
I think the main thing that might make it not NES-faithful is the parallax between the game logo and the background .. Colors should be okay going by the palette per 8x8 grid rule, but it definitely would not be able to move like that unless the entire thing was a huge sprite. Oh well.
#my posts#pixel art#godot engine#gamedev#indiedev#mana defenders#preview#music is so daunting...#i can't use cc0 music or anything#so like i have to make something#but it's so hard#playing an instrument is so different from composition ..
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Been thinking a lot about performance optimizations for the game.
The play area is meant to be huge with hundreds of enemies all doing their own thing in whatever location. The game should operate without the player's influence.
So that's hundreds of objects that all check their surroundings, send signals, have collision checks, timers, AI behavior, can shoot bullets, and whatever else.
For the bullets, I've been debating on just pooling them. In my mind, there probably won't be much more than 1000 bullets active at any time. That's not a crazy number, but considering how many objects are already being processed pooling the bullets can at least relieve a little strain.
The asteroids have big numbers too, there's hundreds of them. However, they're super simple in terms of movement and collision mask (They only check for colliding with each other). Many of them will be entirely off-screen so maybe I can find a method to stop an asteroid's processing until they return to camera view. Heck I can do that with off-screen enemies too!
Buuuuuut that would interfere with the idea that the game operates without player influence. An enemy's position should constantly upate , ESPECIALLY the boss. Maybe I can have enemies stop checking their surroundings until they're in view of a camera? (They do occassional query PhysicsState query checks to choose a target).
The game is meant to increase difficulty with the more enemies you defeat so instead of spawning new enemies I could replace off-screen ones with stronger enemies.
....Do I pool enemies? A lot can be defeated at once although not a lot would be spawned at once...probably. Some enemies could spawn other enemies too....
Aaaa. Optimizations are rough especially since they put a complete pause on gameplay development, but I need to address it early before the gameplay loop is fully constructed. I mean to make this chaotic game be multiplayer (or at least try to) so this is necessary.
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