EDIT3: i'm going to close this to new submissions since they've slowed to a trickle now
new to mastodon? do you make cool shit? if you've got under 100 followers, reply to this with 1-4 images of stuff you've made and i will boost you to my 5.8k followers, because i want people who do creative work to find a place on mastodon
please note i will be spacing out boosts to not spam my followers too much
EDIT2: if you're a composer (or do similar non-visual work) you should probably drop a link to where people can listen to your work. maybe add cover art if you have any
EDIT: if i miss your post it's likely you're on an instance mine has muted, I'm sorry, but there's nothing I can do about that
But for now here's a prototype of a #PointAndClick game based around #Teletext called "HisText" that I'd worked on in Unity.
Get Ready for Techno-babble:
If I remember correctly the idea was that in an alternate timeline where the internet didn't take off and Teletext grew and filled its place. You play as a worker for a body that certifies Teletext Cartridges (TeleCart). TeleCart's allow for Custom Firmware and applications to be loaded onto the common place Portable TV. Due to lack of contact with an influential #CorpoChurch around their submission of a TeleCart, with the intent of spreading their holy book. Under protest you are sent to their private enclave to investigate. Talk to residents of the enclave and investigate the Church's activities to unravel a mystery that really isn't your job. Also Eldritch.
It was fun coming up with that whole world. I intend to come back to it in #godot.
I'd love to see what kind of a game dev community we have here on beehaw and help each other out. Whether you use Unreal, Unity, Godot or even your own engine, let's see what you got!
@GungJoe Hm that IS a good point as well. I'll see how 'easily' our system allows for that sort of swapping. #Dialogic for #godot is pretty flexible, but I may need to add the functionality.
The HTML5 export for Godot 4 is badly, badly broken on apple devices, in ways that they won't be able to fix, possibly for years
Godot 3 has a significantly smaller footprint and works perfectly on these devices.
But I do miss those sweet sweet Godot 4 features (async, it's async, I want async so BAD) and I'm worried that Godot 3 is going to moulder and gradually die.
Do I build for deprecated-but-stable or do I build for modern-but-janky-as-hell?
Hey there, friend. Today is day #7 of #Godot games using #GodotSteam. This time we have Am Madness by @digitalcryptlcl! A fever-dream platformer that is, in its own words, unforgiving. The levels with local light seem pretty brutal actually. Check it out!
Decided to start learning #gamedev, using the #godot engine plus #blender for 3d modelling. Pretty fun start and hope to get better (yes i know the floor and roof texture is stretched shhhhhh). Its nice that i can use all #foss software to make a game now.
I really REALLY hate that the only reasonable way to generate a UI on macOS is #SwiftUI. Nothing against Swift, it's just that it's the ONLY choice and #Apple seems to have forgotten that there are people in the world who like to "Think Different".
@masukomi Uh you already can. Look at #godot It's a C++ program that gets it's own nice .app release. The thing is that .app is just a special folder structure that has the binary app you make with whatever language you want, and then it's resources all packed in there with some plists to tell it how to work together. And those plists are just xml with a couple changes from standard. I'd recommend looking at godot and how they do it.
@Lachee There is certainaly a small but vocal part of the #godot community that says its good for non-game apps, but I haven't tried it for non game stuff personally.
Thinking of switching over to #godot , don't like the direction #unity is heading (I will lament the loss of all those assets I bought though, not that I ever used any of them).
Any godot users who have some good suggestions for getting started as a Unity convert?
Is there a #godot plugin that utilizes top_level to tween to the parent's position? It seems really obvious but I can't find a plugin for it ... I'll whip one together if no one replies.
2023 will be the year of new things.. I bought a new refurbished laptop (Dell Latitude 7300 13") and decided to give #Linux a try (Ubuntu latest LTS version installed) :linux:
I'm trying to think more about my environment impact and I'd like to get more involved in open-source tools as well
I also plan to use #Godot more to get my hands on it, and learn GDScript. If I feel confident I may even try to release gamejam entries using it still this year :godot:
Oh wise Internet, if I want to start doing some #gamedev using #godot, which version should I use? 4 is out and looks all shiny and new. But all the tutorials are for 3. I'll be making 2D stuff so is there anything compelling in 4 that 3 is missing?
Just finished the second devlog of my #Godot4 leveldesign plugin. It's a more in-depth writeup about the implementation, the C# and plugin caveats, and stuff that the docs don't mention.
Pretty happy with how my little Space Invaders clone turned out in #godotengine. The shield destruction and moving the different aliens in lock step were the most fun to work through. Here's a side-by-side comparison of the original arcade version and mine on the right. The original arcade game took 9 months and specialized hardware. Mine took 2 days and #godot to get this far. As someone who played the original in the arcades in the 80's, that still blows my mind. #vintage#arcade
I am currently migrating a Unity multiplayer prototype. I want to cast an explosion force at a certain position with a set strength for all clients. I'm using the ENetMultiplayerPeer system and my Player nodes synchronize their rigidbody properly.
How do I detect all rigidbodies in a radius? In Unity, I was able to use Physics3D.OverlapSphere?
How can I create a (sync) explosion force for all rigidbodies in that radius?
Though it was for work, I genuinely enjoyed the process of learning enough Godot 4.0 to make some intro games. The language used to describe the elements, scenes and players, always put me in the mind of a stage play.
It's not about the cool techniques. First and foremost, what kind of story do I want to tell? And what can only be told in a stage play where the audience is fooled into thinking they actually have a choice in how the story unfolds?
Today was my last day as a professional web developer for the near future. I got the opportunity to work with #godot on games full time, so I’m super excited to see where that will take me.
Any indie/hobbiest game devs here? Show off what you're working on!
I'd love to see what kind of a game dev community we have here on beehaw and help each other out. Whether you use Unreal, Unity, Godot or even your own engine, let's see what you got!
Test various factors such as barrel lifetime, external ballistics, and more with the firearm range!