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submitted 2 months ago by [email protected] to c/[email protected]
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submitted 2 months ago by [email protected] to c/[email protected]

Probably very unstable, but worth trying for people that are impatient.

4
submitted 2 months ago by [email protected] to c/[email protected]
4
submitted 2 months ago by [email protected] to c/[email protected]
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How my weekend is going (programming.dev)
submitted 2 months ago by [email protected] to c/[email protected]

Getting Riff-Raff as my first joker activates all my dopamine receptors.

[-] [email protected] 17 points 2 months ago* (last edited 2 months ago)

Has it ever been better?

Actually, yes, by a big margin. Back in ~2011 mobile games were actually trying to be great. Games like Edge Extended, World of Goo, Bounce Boing Voyage, Zenonia 2 & 3, etc.

I remember early Humble Bundles being full of exciting games for mobile, now you'll be lucky to find just one of them that isn't filled to the brim with MTX or ads.

56
submitted 2 months ago by [email protected] to c/[email protected]

TL;DR:

  • 2D physics interpolation: Should heavily reduce jitter and make the game smoother on higher refresh rates!

  • TileMap layers are now separate nodes: Each layer is now its own node. This is huge because it means it's easier to manage, easier to iterate over, and each layer can have its own settings and move separately.

  • Option for checking for engine updates automatically

  • Reverse Z for the depth buffer: They made a blog post about this a few days ago.

[-] [email protected] 10 points 2 months ago* (last edited 2 months ago)

Sort of. If you earned >$1 million in revenues in the past 12 months, you have two options:

  • Pay 2.5% of your monthly revenue

  • Pay a runtime fee based on your monthly downloads

So basically, they made it optional, but you still have to pay 2.5% which is still significant. Otherwise you can use the runtime fee and report data yourself (it will probably be cheaper)

-4
submitted 2 months ago by [email protected] to c/[email protected]
[-] [email protected] 7 points 2 months ago

Just skimmed the video, it's pretty good! Provides a good crash course for people to just start making a platformer, it definitely skims some important topics like physics layers or how to properly use tilemaps, but I expect follow up videos to start explaining things more.

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submitted 2 months ago by [email protected] to c/[email protected]
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submitted 2 months ago by [email protected] to c/[email protected]
[-] [email protected] 10 points 2 months ago

I was recently contracted to make a neat prototype of a game. It's a twinstick shooter with MOBA elements, you got minions coming out of towers attacking other minions and the goal is to destroy towers to make your way in and destroy the enemy base.

Screenshot of the game

Navigation in Godot is pretty neat, very hassle-free.

Screenshot 2

9
submitted 2 months ago by [email protected] to c/[email protected]

LogLog games explain why they'll stop using Rust for game development after 3 years, and caution why they think it's the wrong tool for the job.

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submitted 2 months ago by [email protected] to c/[email protected]

LogLog games explain why they'll stop using Rust for game development after 3 years, and caution why they think it's the wrong tool for the job.

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submitted 2 months ago by [email protected] to c/[email protected]
[-] [email protected] 5 points 2 months ago* (last edited 2 months ago)

I've bought the $1 tier to get into shaders and I sort of agree. I took the Unity 2D course when I was starting out game development and it was excellent, really gave you everything you need to know to understand and learn how to make real games.

I'm 75% through the shader course (which is fairly short, like ~2 hours long) and it's just okay. It gives you a decent introduction on how shaders work, teach you a few simple effects like distortion and dissolving and color swapping, then you're on your own. I didn't feel like I learned enough to be confident making my own shaders and I still only have a surface level understanding of it. Not great for a paid course, I'm starting to think that's the reason it was only $1 in the bundle.

I still 100% recommend their 2D unity course but it seems like how good the course is depends on the instructor. Rick is the best instructor they have, the new ones aren't cutting it. Maybe I should make my own tutorials because a lot of Godot offerings currently are lacking.

[-] [email protected] 2 points 2 months ago

Nice, good luck!

[-] [email protected] 6 points 2 months ago

Godot 4 came out a year ago so they're all new courses. They do have a forum for assisting people that own the course where a teaching assistant helps out. I haven't tried any of their Godot courses but I have finished their Unity course and the experience was really good.

[-] [email protected] 2 points 3 months ago

The only thing I'd like is fact-checking itself, which is impossible considering how they work (it basically guesses everything). LLMs are close to being useful but I find most of the time they're not usable because it keeps spouting wrong info.

[-] [email protected] 44 points 3 months ago* (last edited 3 months ago)

I've been following this proposal around for the past few months, it's really interesting. Godot could be the de-facto library for complex 3D rendering in any app since it's really feature-rich and not that huge (I think the runtime is like ~60 megabytes? It could likely be smaller with further optimization and stripping features you don't need).

Also I don't remember who said this but if this goes through it could allow C# web builds by loading Godot is a library.

Kind of a shame this came as 4.3 is in feature freeze, it would've been nice for it to be included in the next update.

[-] [email protected] 2 points 3 months ago

Your Inception is a great choice, but I also low-key wished pizza tower's music got in to meme on the other instances

[-] [email protected] 37 points 3 months ago

One of the devs wrote a blog post a while back talking about his first impressions with Godot.

TL;DR: Really positive on Godot but things that should be improved are text and how Godot handles texture atlases (I totally agree on both)

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