As gpu particles? I wonder how to leverage that to do a whole bunch of enemies. Having the overhead of different nodes for each really tanks performance 😰 there must be a way to do enemies like that talking directly to servers
As gpu particles? I wonder how to leverage that to do a whole bunch of enemies. Having the overhead of different nodes for each really tanks performance 😰 there must be a way to do enemies like that talking directly to servers
yarncatgames.itch.io/flame-forge-...
Posted the demo for Flame & Forge on Itch.io now :) playable right on your browser, mobile included! #godot #indiedev #indiegames #gamedev
I don’t know what third party support means. I used w4games’ console port version if that’s what you mean o.O
Fairly easy. Mine was a bit harder because it has online multiplayer and there was some stuff that wasn't ready for that and I had to expose some methods myself. But I think now it's all good. www.nintendo.com/en-ca/store/...
I’ve been using it for years. I can now feel like those hipsters that’s like “I used it before it was cool 😎”
The import files are text, could maybe figure out how it’s done in the text file and make the necessary changes in the text files instead?
You can make the button itself a script and just reuse it when creating new buttons? That’s what I do. The tweens and sounds etc are all contained in the script.
This is from a particle system I made that mimics the way unity particle system works. The burst is a refcounted class. I did write custom to make the inspector for it look like that, but yeah xD it’s an array of that class.
You can make the loot table entry a class extending from either resource or refcounted. Then you can have an array of that. I definitely use that a lot. You can also write your own serialization deserialization of variables to control better how they show in the inspector.
Can you give an example? Almost everything I can think of is a variant o.O and you can also write your own resource types if needing something more specific.
What do you mean?
They look great :) good job
Made an Addon for #godot to help unity developers changing to godot feel more at home in the engine.
When I need to push performance on something in Godot I go into C++ land and there I can optimize to my hearts content, but with C++ the iteration times aren’t the same 😂
This is a project I’ve been working on for quite some time…
I always wanted to write something to help beginners, because I’ve been there. This is the book I wish I had back then!
Any share or support is truly appreciated. Hope you enjoy it!
#godotengine #tutorial #indiedev
Pssst, you can also do static variables in gdscript 🫣
Stunning!!! Love the sky colors too!
I just backed Flame & Forge on @kickstarter.com www.kickstarter.com/projects/lui...
If you’re willing to dig into C++ you could create a copy of GraphEdit and modify it to work the way you want, and be sure that no one else would end up changing it and creating conflicts in the future 😅
If you still have the question feel free to message me :) I mostly do 3d games
The actual environment is a resource, you can save the resource to the project, just reference the resource itself on the player, change there, and it’ll change on the world environment node for free.
The UI system is great, big fan of it, just gotta understand how it works then you can do whatever you want easily with it 😅
.. change the custom minimum size of it to the size you want, then you can control the size with custom minimum size docs.godotengine.org/en/stable/cl...
That is correct, the size of a container is determined by the container. In that case if you want to specify you can change your texture text to fit width or height proportionally in its expand mode, then in the layout section of it change the size flags to shrink center instead of fill and change..
docs.godotengine.org/en/stable/cl...
EXPAND_KEEP_SIZE = 0
The minimum size will be equal to texture size, i.e. TextureRect can't be smaller than the texture.
I was looking into the issues tab of godot for an unrelated issue, and ran into this: github.com/godotengine/... It sounds like the issue you're experiencing. They seem to believe it's a driver issue, and that running godot with --single-window fixes the issue for now. Worth a shot \o
Not sure 🤔 my gpu on the fedora is nvidia, and I’m using KDE Plasma as a desktop (Wayland)
My main machine is running fedora 42 but I bounce around to windows 11, osx, and cachyos in different machines. Haven’t noticed any issues in any of them with my current Godot build based on 4.5.1stable
Actually I've been using 4.5.1 stable, In the github repo there's a bunch of branches with different versions/iterations. I haven't noticed anything less stable with 4.5.1 O.o has been pretty good to me, but I haven't been doing a lot of VR development lately.
This is what it looks like in practice, you can see there that it's treated as a mesh itself like the .obj files are, so you can just plop it into a scene or into an existing meshinstance3d. You can also toggle save to file for it to create a .mesh file if you want to get rid of the .glb later