I don't know if I am just not made for network programming or if the Godot Docs (and most tutorials) just leave out some key information and examples.
I know networking (TCP/UDP, Ports, Routing, NAT, NAT-Traversal and all that stuff) but am lost when I read the docs on how to setup a simple multiplayer scene...
Сегодня с выходом Godot 4.2 сделал механику посадки и роста растений на грядках.
Также вы можете увидеть тут случайное отражение по горизонтали для растений, просто потому что это выглядит немного более естественно.
Рост происходит по таймеру, раз в секунду вызывается метод который просматривает все растения и каждое из них имеет шанс 1 из 11 вырости в эту секунду. Разумеется что рост с такими настройками очень быстрый, но просто как прототип.
so we go again huh? #godot4 lets build the exact same stuff I made 2017 in FIlm Neige
#GodotEngine 4.2 was released today! With it comes a new GDScript feature to enforce static typing — This is extremely valuable for C# programmers who are looking to try out GDScript.
Here's an article with details: https://allenwp.com/blog/2023/10/03/how-to-enforce-static-typing-in-gdscript/
Simple Item Management Plugin for #godot
- added a new consumable generator.
- consumables correctly added to cons database AND item manager
- items correctly deleted
Will have to check some spelling mistakes and some UI Issues before passing on to weapons and armors.
Which other kind of items do you feel should be implemented in the generator?
I'm making terrific progress with my custom Graph Edit! The rules allow the creation of Directed Acyclic Graphs only so that a valid topology can be computed. Then, the graph evaluates each node in topology order and passes values between connected nodes. This reminds me of Microsoft Excel but with nodes rather than grids 😆
After some days working hard on a song for 2024 I'm back to my Item Management system inside Godot.
Now that the junk creator is working as intended I'm duplicating and modifying it for "Consumables", with all the same functionalities + 3 different variables and related amounts one might need for their items.
Using now a better rendering technique for smoother lines. Improved selection of glyphs to prevent overlap. Generating connections even when no explicit binding point is used. Cleaner instance ids.
More info and downloads: https://www.patreon.com/posts/unlws-is-looking-93645922
Took a long time to get back on the wagon for this, because I knew cutting it up from being a single texture sheet to an array of them was going to cause me some troubles.
It did. To the point I had to port everything out of gdscript and into C# because some inefficiencies in the mesh generation system started to eat my processor.
Aside from the random z-fighting that always seems to be coloured to the second sampler2DArray's first item (I have no idea why... I swear there's no geometry there!), and aside from the 18 errors that Godot's own source code has with the comment "bug? this should always be a variable", it seems to be back to normal now
One thing I have released that might be of interest to some of you here, is a build container for Godot3d projects that has blender and fbx importers all preconfigured, as well as itch.io butler for automated itch.io uploads using Github actions or Gitlab pipelines.
You can find that here:
Moving forward with the tool. Now there is no need to draw the glyph, that can be placed, moved and rotated.
Added also a button that generates a simple Text Meaning Representation.
What is great about UNLWS is that it matches almost one to one with the TMR, there is almost no need to disambiguate. At least with simple sentences.
Video and Downloads: https://www.patreon.com/posts/generating-tmrs-93479544
New post: Checking Unker Non-Linear Writing System (UNLWS)
The next few episodes in How to Make an ARPG in Godot 4 will focus on how we can click and move items in the inventory.
In this 25th episode we will start by doing some refactoring, so it will be easier to click and move later.
So, I have to sign my build on Windows and Mac, which I don't wanna afford for a jam game. I don't know whether it runs on Linux, since I don't have a Linux machine to verify. And the Web Export is buggy and doesn't load on some browsers/machines. Nice!
My jam ratings are gonna be great!
Spent the past day experimenting with godot 4 and ended up making a character with:
sprint + stamina + crouch
a food meter with working "food", no model yet
sleep meter with working bed (I broke the sleep setting for the video)
working flashlight with batteries (can be recharge with a battery pickup)
It's pretty fun to learn, hopefully this game actually comes together (its going to be a horror game/ simulator about working as a lighthouse keeper)
my shader works! I made a tricky shader from scratch! yay learning new things! 😁
This thing takes tile data in the form of a tiny image where each red pixel represents a tile ++ what kind of edge it is in the green channel (making it look yellow) and the shader turns that into a smooth bordered shape.
So the battle engine can now generate one of these tiny pixel-data images for weapon/movement range and get a nice way to show that range.
A space sim I started to make in Godot out of interest. The basic idea is to have a semi realistic space docking sim with economic motivationin and a mother ship that needs to be maintained etc.
This is the base skeleton with pacholder textures and docking to stations and modules delivery crates working.
Made this last year not sure if and when this gets worked on. Most likely next year as a break to underbridge.
Short presentation of the most basic delivery flight:
Hi everybody, and especially Godot and shader effects enthusiasts. After the last video, where we delved into the third dimension and created an animated shield around a 3D character, I would once again return to 2D and demonstrate how we can generate an electric discharge effect, which could serve as an obstacle in our space shooter, for example. Let's get started. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog
We are back from GodotCon and recovered enough to have our next meetup! 🙂 🎉
Godot User Group Berlin - Meet and Greet, Wednesday 15 Nov 2023 18:30 to 20:00 at @xHain_hackspace
New game in development! A bullet heaven game, but you are in a Kayak 🛶
Please show your love by wishlisting: https://store.steampowered.com/app/2632680/Delta_Kayak/?utm_source=mastodon&utm_campaign=post
Wrestle Jump 2 has gotten something short of 1000 downloads so far on mobile and hundreds of play times on @itchio, too, that's quite ok! Especially as it's gotten some positive reviews from players. Thanks to everyone who played/reviewed/commented/boosted! I'm updating it soonish with a more lively AI and a bunch of new levels, and then it's time for new projects :---)
#100DaysOfGameDev Day 20. I'm much happier with this takeoff and landing movement. I still have some refining to do though. Sometimes when it "decides" to land, if it's too close to the original position, it circles several times because it can't turn fast enough to face the origin. Eventually the random stops will get it there but it looks odd.
So my dad (who is not super familiar with how open source works), suggested that I "reach out to the people at Godot and try to set up some networking meetings with the higher ups." Specifically with the goal of "finding out whether Godot is a good company for me."
I appreciate it because I know it's out of love and support, but I can't help but laugh a bit at how much it just doesn't work like that (at least I don't think).
So to be able to say I took his advice, anyone "at" Godot wanna give me career advice? (This includes literally anyone)
For context, I just graduated a few months ago and am now working on a Full Stack Dev certificate because I wasn't able to find a job with my existing degree. I don't even know what advice I'd be asking for.
🇬🇧- Goha : The Game, a visual novel where you play as Goha, a wise poor man in the middle ages in the middle east who solves problems using his mind. Available now (Arabic/English) here :
🇪🇬- جحا : اللعبة, قصة بصرية حيث تقوم باللعب كجحا ، حكيم فقير فى العصور الوسطى فى الشرق الأوسط يقوم بحل المشاكل بإستخدام عقله. متاحة الآن (العربية/الإنجليزية) هنا :
So it's official! As the new owner, I'm happy to announce that https://godotforums.org is back! It's heartwarming to see the community already being so active. I have a vision to grow the community and make it the best place to be for anything Godot related. Welcome! #godot #godotengine #godotforums #gamedev #games #indiedev #indiegamedev #godot4
been quiet here because running more than one social media account is exhausting 😅 anywho I'm still streaming on Twitch and doing game dev! Most recently I participated in @Bymossypine 's #MossyMonth by creating a cute platformer called "Snailed It!" in #Godot4 .
You can play it for free here: https://fletchmakesstuff.itch.io/snailedit
I've been making extensive improvements to my cutscene graph editor for #Godot, and it is starting to look like something.
Here's the dialog for adding conditions to dialogue choices that determine if the choice is displayed or not. (Doesn't actually save the condition yet though).