#use the godot engine
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lostdata109 · 2 years ago
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Welp, Time to relearn GoDot and Unreal Engine again!
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I can't say what I'm thinking the unity higherups should do or my blog will get suspended
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squiddo01 · 3 months ago
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help wtf is this program im so confused what the fuck does any of this mean
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shotgunhandsofficial · 2 months ago
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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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fern-fully · 2 years ago
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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 I have no idea if I'll finish this in time for the game jam it was originally made for but something about dragging around the windows and the character being able to break out of them is so fun
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snailmakesgames · 7 months ago
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Screenshot saturday !! character model + customization screen for a project I'm currently tinkering on :)
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quohotos · 9 months ago
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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.
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0x4468c7a6a728 · 10 months ago
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i've gotta program something soon...
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emeraldcatears · 5 months ago
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so if i'm thinking correctly, a party system would basically be made similarly to an inventory system, right?
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psycho-coded · 2 months ago
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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 :)
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-i
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blushyplushiegirl · 4 months ago
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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????
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pixelaves · 1 year ago
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uh. little dude? you ok?
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stemmmm · 2 years ago
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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*
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nillthirteen · 6 months ago
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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.
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gameshowtrainwreck · 7 months ago
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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!)
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snailmakesgames · 1 year 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.
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tribow · 1 year ago
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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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