I can consider #GodotEngine as a highly recommended engine for beginners and at the same time for professionals, and I say this for the following reasons:
1. Its interface is very practical and easy to understand.
2. It has a large number of utilities and plugins.
3. Its native programming language is easy to learn and at the same time it has a native IDE.
4. Being free software, you can sell your project without the need to give a part to the Godot Foundation.
I have a super strong urge to learn C++ so I can contribute to #GodotEngine. Like it would be so nice if I could fix the problems I have myself instead of just submitting a feature request or something that probably no one would look at.
Working on another tool for playfield design, this time it's a curve-based wall generator. By simply defining a bezier curve, a mesh and an associated collision shape will be generated.
More work to do, but this is another promising step towards being able to author my own pinball designs in Godot. I hope to extend this to generating ramps and wireforms as well.
So here is the public repo for my first-pass on solving the problem of managing out-of-band #godot addons (ones not in the asset library)
It's still early in development and I have plans to possibly add a UI to it - but it does the thing right now.
The intent of this project is just to inject addons from their source repo - something that can be run in github actions as an integration step etc.
It's a WIP so don't expect the world.
hey godoters, a little help with tweens, please.
When I create a tween using create_tween() method, will this keep a node in the tree? Should I need to queue it after using the tween? I'm not sure where should I create the tween. Maybe in ready function?
I've just released v1.4.3 of my marble mini-game ⚽
Now build with #Godot 4.2, I also worked on some CI/CD improvements:
- deployment on github page
- publication on the snap store
Feel free to check out the project, tell me what you think or give me some tips on how to make the game even better 🙏
Aaand here we go!
It's late on the Sunday and I guess this is where I'll have to call it quits, but mission accomplished for this month's #GodotEngine mini!
I guess Interactive ToyBrot is now feature complete. you can save screenshots and also configuration presets which you can share or load. Getting the loading working on the web was quite the hassle, guess there's plenty of material for the next blog post (in a couple week's time, next week's is about the v1)
Woot! Everything I wanted for this month's #GodotEngine mini is functional!
For desktop. Now I need to hope the one HTML export guide I found on this has the sauce and overcome the pain of emscripten
So, that ResourceSaver fella is pretty OP, huh?
I think my only complaint is you can't "save this tres with my extension" and, conversely, you can't "load this as a tres" but... that is SO minor for small filesystem aesthetics that as "the one complaint" it's frankly inconsequential
It's so rewarding to do small stuff. Most of my #GodotEngine Mini for the month has been implemented already. Interactive toyBrot can now (in desktop) render (arbitrarily) high-resolution screenshots of whatever you're looking at, and these get saved with no GUI, so you can make desktop wallpapers and whatnot
Couple of things left to do:
Implement saving and loading the "fractal states", in case you want to save or share an interesting config and then port over some Webassembly hookups
#GodotEngine ends up demanding higher versioning discipline than I'm used to
I have the habit, when I'm working on lots of small bits, to do a handful of things and then make a small batch of commits, picking chunks and lines as I go along
But with the scene file being less readable, this ends up trickier to do and a handful of times I've found myself making larger commits than I'd like because of this:
"Well, I did X and Y and Z"
This is a bit annoying because it reduces change visibility
So I decided to start writing a tool to manage #godot addons that aren't in the asset library. Little bit more work to do...
Defined in a toml file, and the tool only injects the defined directory from the source into the #godotengine project instead of the entire repo
We use several addons that aren't in the asset library, or have beta branches or we need faster updates etc. Wanted a nice clean ci-compatible tool to manage them.
Introducing Godotons. The golang godot addon manager.
We just finished an online meeting with the Liblast team - long time no meetings! This one was over 2 hours long :D
I'm very excited about new people and the ideas bouncing around!
I think we're getting back into it and soon there will be no stopping us!
Huge thanks to all attendees! :)
Unity bugs... already overrunning my position again. This can't be happening.
When they happen, they are really quite insidious or destructive. Getting an out of bounds read on a perfectly legal operation in WASM. Quality software made in Denmark.
Pic related: Meanwhile, the :godot: #godotengine team...
Just finished writing Part 11 of my Godot 4 roguelike tutorial.
It's already up on my site: https://selinadev.github.io/15-rogueliketutorial-11/
I just wanted to give a HUGE shoutout to @ughuuu (?) for his work on the Box2D Godot plugin!
Box2D seems like a largely better 2D physics engine for my use-case, BUT it had a collision detection issue. After I provided a simple repro project, a new patch release was available within 24 hours with the fix.
Ended up getting started on this month's #godotengine mini today. Picked a low hanging fruit, just building on interactive toyBrot, as I'll be even busier than expected but hoping to wrap up tomorrow. Adding the ability to save screenshots and "states" to disk, which you can load later on if you've found a particularly mandelbox setup and camera position
Is there anyway to persuade it *not* to store its `image` to disk?
i.e. I want to use it at run-time but not to store its data into its tres file.
I have tried all kinds of property_list voodoo and nothing seems to work. 😔
Any help would be grand!
We just released our new jam game "Scales of the Golden Dragon". It's a small Metroidvania about collecting the scales of dragons to gain new abilities and get revenge.
You can play it in the browser or download it at https://alghost.itch.io/golden-dragon
Feel free to leave some feedback there or here, it's much appreciated
Simple fade-in effect for #GodotEngine's RichTextLabel - was easier to implement than I thought! (Don't use something like String.substr() for fading in text, because of the word-wrapping!)
🎉 Good news, everyone! 🎉
Today marks the release of LimboAI version 0.5 for #GodotEngine! This update brings numerous quality of life improvements to the editor and debugger, introduces new tasks, and includes support for Godot 4.2!
Check out the changelog: https://github.com/limbonaut/limboai/releases/tag/v0.5
LimboAI is an open-source C++ module for Godot 4 that offers a combination of behavior trees and state machines for crafting your game's AI 🤖💡
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...
There is something that I wish was an option in #GodotEngine but I'm almost sure it's something super niche that only I want.
I would like it if the Editor gave me a choice of whether, and where, it creates -editstate- and -folding- files. In part because I sync projects to the cloud and open the project on different machines. I'd like to have a layout apply per machine instead of by project.
Yes, I realize these are really minor quibbles.
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.
Not gonna lie, Godot not having quite as many bells and whistles as Unity makes me feel like a pioneer and the tinkerer inside of me is getting a kick out of it.
After the grueling slow march towards Godot 4, the engine now develops at an incredibly fast pace and I am pretty sure I won't have to cook quite as many solutions in the future myself, but it's INCREDIBLY educational and rewarding.
I did a bit of rambling about what I'm currently tackling in my cutscene graph editor for #GodotEngine - basically implementing parts of the scripting language as UI. It's a lot of work to allow things to be defined that are very easy to write as code.
Since #Godot still lacks physics interpolation, I cooked up my own little script that takes care of it.
Just attach to the mesh (or a created "MeshRoot" node or whatever) and it'll do the rest.
It can do position, rotation, full transform and you can suspend if you wish to teleport your object.
(EDIT: Feel free to use however you wish. Attribution not needed, but welcome.)
#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/
Ho, ho, ho, it's time for Godot!
Godot 4.2 that is. An early XMas present, #GodotEngine 4.2 was just released. We go hands-on with a dozen of the best new features in this release.
We did it! 🎉 Our third feature release of the year, Godot 4.2, is out now 🤖
Over 350 contributors helped to build this release, submitting more than 1800 improvements to the engine.
Learn how #GodotEngine makes your gamedev journey more fun:
#PixelOver 0.14.5 just released ! Improving depth displacement for 3D images. Also added Japanese translation and other enhancements/fixes.
its really annoying that whenever you switch branches, #GodotEngine keeps some weird state outside of my view as a user
the project.godot file seems to completely have it's own mind, causing certain global class_name scripts to not be available, causing the game to not even launch :///
kind of a core issue is it not? how is this still an issue 😩
Okay, I've wanted to do this for a while, but let's get a #GodotTipsTuesday going over here on Mastodon! If you got 'em, share 'em! I'll start...
Frustrated by not being able to scroll past the end of a script and put the end of the file at the top of your screen? You can change that! In Editor Settings > Text Editor > Behavior > Navigation you can check "Scroll Past End of File"
The 2D Game Creation Mega Bundle just launched. A collection of sprites, vectors, backgrounds, characters, game kits, SFX and Music packs and more. It's actually pretty huge. Works in #GodotEngine, #Defold, etc.
STREAM ANNOUNCEMENT 📢
sideprojects w/ bram on Friday 1st of December 7PM Central European Time!
join the nice & cozy stream, where i chat a bit about #GameDev, and just some day-to-day life stuff.
follow @watch to stay up-to-date, and when we go live!
✨ boosts appreciated 🙏 ✨
New Release Candidate for #GodotEngine 4.2!
This has been a busy week for the team, triaging, debugging, and fixing regressions reported after our first RC.
This may be the one? 🤞
Please test it through and through!
Accompanied by the first bit of snow here in Berlin, yesterday evening the ratings for #GodotWildJam came in. Our game Ratonera made it to rank 40 out of a total of 146 games. Surprisingly high, considering how half-baked the actual game loop is! 😂 I'll ship a post-jam version somewhere next week to address some of that.
You can find the game here: https://njamster.itch.io/ratonera
I may still be on death's door, but at least it's slightly less than yesterday.
Actually able to do a little bit for #GameDevFridays today, which was nice!
Of course I really do mean "a little bit". See that new tile indicator down in the bottom left? It's now a progress bar that fills up as you get closer to unlocking a new tile.
That's it. That was my day 😅
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.
Submissions for the #GodotEngine 2023 Showreel are open! Read more on our blog 👇
Weeell, so much for "making it in time"! 😂 Released the game on @itchio, still had 1 minute to submit (yeah, I know, I know...), but didn't factor in that they require you to fill in a brief questionnaire about your game as well. 🙈 Long story short: The game is *not* part of the #GodotWildJam, but if you want to you can still give it a try here:
I ranted a little about #godotengine yesterday, as I sometimes do.
I would like to add -- and emphasize! -- that if I were to make a list of things that I think are great about Godot, and a list of things I (maybe even strongly) dislike about it, the former would be several orders of magnitude longer than the latter.
So. TV done for the night, back to gamedev mode. And I have news!
After a bit of a run-up, and a lot of being tempted to scrap the whole thing and hide, I've officially done the scary thing.
It's just a short intro video, with all those things you hate like intro sequences and unnecessary exposition👍
Idk why this was so terrifying when I literally already have another YT channel but whatever. Brains, eh? 😅
If you're one of the people running Linux on ARM, we now have official editor and export template builds provided for your platform!
The last couple of #GodotEngine 4.2 releases, RC1 included, are waiting for you to give them a try 🦾
🏁 One last turn, and the checkered flag is in sight! #GodotEngine 4.2 reaches its first Release Candidate today, so make sure to download it and give it a good shake.
Alright, #GodotWildJam, Day 2 (for me). Still doesn't look like much (so messing up horribly remains in the cards yet), but at least I've settled on a game idea now! So if everything goes according to plan, tomorrow I'll replace this boring, white circle with that sleek cat from day one and give it more agile red circ... I mean, prey.
New beta build for #GodotEngine 4.2!
We've now fixed almost all showstopper bugs that would prevent the release, but some of those fixes were fairly complex.
We need *a lot* of user testing on this build to make sure we're not introducing new issues. 🙏