We're looking for another Godot developer to join our team working on Sunken Shadows, a 32bit FPS roguelike currently in development. It would most likely be a revenue share.
We're close to releasing our first trailer and demo of the first two biomes in the game, and could use some help building out more game mechanics like more enemy AI, boss fights, player upgrades.
If you're interested in joining or know someone that might be, feel free to DM me!
Hoy en directo hemos hecho un #SuikaGame 3D.
Han sido 5 horas intensas, pero es totalmente jugable.
En el siguiente cerraremos el proyecto:
*Mejorar la iluminación
*Mejorar la interfaz
*Menú de opciones
¿Quieres aprender Godot y formar parte de una comunidad creativa?
He puesto la descarga a la versión actual en el Telegram del canal:
Clutter Rush, my game for the 20 Second Game Jam is online. Check it out if you have 20 seconds to spare.
The assets are all based on free ones (models by Bubble Tea and Zorro Infernal, music by Kevin MacLeod (Incompetech), sounds by Kenney ( @kenney), more on About screen).
It was a fun opportunity to learn animation with Blender and Godot, and to experiment with 3D graphics, I learned a lot.
(Sorry, couldn't resist. Here's another for #GodotTipsTuesday.) I was so happy when I found out there are other versions of print(). Here's a few I find useful:
* prints() to print several things at once
* print_stack() to get the current stack
* print_debug() is like regular print() but with stack info attached
Let's do this again! Time for #GodotTipsTuesday!
This visualization is perfect for showing why using lerp_angle() is great when trying to figure out how to rotate something to a new direction without that pesky "oops, spin all the way around in the wrong direction if you rotate past 0" problem. (Credit to reddit user /u/lamasaurus for the animation!)
The #GodotEngine Foundation is now one year old, and what a year!
We launched our Godot Development Fund in September, which gathered a lot of support from the community.
Here's an update about where we stand, and what this new level of funding enables:
If you are writing a tool and want to provide a link (or whatever) to the documentation for it, here's the trick:
var _ed = EditorInterface.get_script_editor().get_current_editor()
_ed.request_help.emit(&"testObj") # search help dialog
_ed.go_to_help.emit(&"testObj") # direct to help!
Works in Godot4.2
h/t to @efi for putting me onto the answer!
I had a need for this myself - with several addons supporting 4.x only in branches or addons not in the asset-lib.
This addon attempts to solve this by providing an easy way to fetch and install addon contents into a project and then update just as easily.
It's still fairly early in dev but it does the thing.
Hey godoters, just a question: what's the difference between Vector2() and Vector2i()? It's the integers for the second option? When should I use one or another?
I migrated Zweifisch to #godotengine version 4.2. Overall the process was kind of smooth, but some 3d mesh/lightning stuff broke. And it made some workarounds apparent. Should not have done them in the first place. 🌚
It's time for a new #Stream this Friday :)
sideprojects w/ bram on Friday 8th of December 7PM Central European Time!
join the nice & cozy stream, where i chat a bit about #GameDev, life, player damage and win- & lose conditions
✨ boosts appreciated 🙏 ✨
const pls = "pls!"
func _init() -> void:
static func _static_init():
..and we get 'pls!' printed.
I restart G and no _init messages are printed. So, there is a sense in which testObj exists and can have its const read, yet— it's not been new()ed by me (at least).
So say, I have "testObj" and want testObj, so I can get testObj.pls
Hi everybody! I have recorded another video tutorial about shaders in Godot. This time, we will demonstrate how to create a spectrum analyzer that responds to music played by the Godot audio system. This is a nice effect known from various music applications and can be useful for enhancing your game. Let's do it.
#Godot #Godot4 #GodotEngine #shaders #GodotTips #devlog
Monday morning 6am 🥱
Time for another #beehave release to fix some bugs around null blackboards.
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?
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! :)
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!
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.
#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 😩
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!
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.