A wise choice seeing some of the improvements youβve suggested already. π
Good luck!
Iβd love to be able to pull off / dock any window anywhere. And these windows should be any type, materials, scenes, resources, etc.
A wise choice seeing some of the improvements youβve suggested already. π
Good luck!
Iβd love to be able to pull off / dock any window anywhere. And these windows should be any type, materials, scenes, resources, etc.
Iβve been wrestling with Mixamo animations for too long now. Found these from Quatrenius on Itch.
quaternius.com/packs/univer...
Hopefully, theyβll make part this smoother going forward.
#gamedev #indiegames @godotengine.org
Amazing colours
Looks like a cross between the Take On Me video and the bookshelf scene from Interstellar π
Wild! You always post really interesting stuff π
Image of a lowpoly skull in blender.
I think the "PROG" will become a flaming skull
#ERROR_PROTOCOL #screenshotsaturday @godotengine.org #indiegame #gamedev
First thing I did in my 2D XNA games was make it not weird and set up to +y
Great job, the line work looks really clean and stable.
Screenshot of the main menu from a WIP indie game called ERROR_PROTOCOL. The image depicts a menu with a blue skull with an "x-ray" effect shader, the title text in glowy neon orange, and a row of buttons to play the game / load various sub menus.
Working on a bit of UI
#screenshotfridayevening
An image from the Godot game engine editor v4.6 showing the difference between the top and bottom borders of the Collision Layer widget.
Upgraded to #godotengine 4.6. today. Literally unusable!
(but seriously, great work on the theme changes)
I did that for my previous games Paladin and Glitchangels - random themes when launching π
Thatβs quite the difference! Looks great, good job π
Interesting. Wasnβt sure if youβd done it in 3D with some pixel shader. After reading your article I went down a Filmation rabbit hole, remember all those games I played as a kid.
Looks great! Is this employing the same techniques as Alien 8 / Knight Lore would have done?
Looks amazing π€© nice one!
Iβm at that stage of the project where every time I boot it up I change the UI colours.
@godotengine.org #indiegames #gamedev
Some quick and dirty footage of #ERROR_PROTOCOL.
@godotengine.org #indiegames #gamedev
Screenshot of a WIP FPS written in C# using the Godot game engine. The image shows the play area (the inside of a cube) with some human NPCs that require rescuing by the player. The player's gun looms large in the bottom rigt hand corner of the screen.
It's been a fun distration messing about with the Robotron sprites but it's time to get serious now!
#ERROR_PROTOCOL @godotengine.org #gamedev #indiegames
Screenshot of a WIP indie FPS shooter written using C# and the Godot game engine. Image depicts a curved areana, rendered in a pseudo wireframe style with chunky, pixelated enemies aproaching the player.
Very slowly, I feel it's starting to come together. Little by little.
#ERROR_PROTOCOL @godotengine.org #indiegames #indiedev
Iβm not really doing much physics. Just CharacterBody3D.MoveAndSlide but it made a massive difference.
Fixed a big perf issue in #ERROR_PROTOCOL today by switching @godotengine.orgβs physics engine to #joltphysics. There seems to be some problem with continuous collisions but I think thatβs fixable by tweaking some of the Jolt options.
#indiegames #gamedev
I really like the aesthetic here.
SKATE STORY
ON MONDAY
A screenshot of a WIP FPS game written using C# and the Godot game engine. The image shows a 3D scene featuring a number of entities with debugging components to help understand entity transforms
Debugging Transforms
#ERROR_PROTOCOL #indiegames #gamedev @godotengine.org
Better I think.
I'm not sure my attempt helps!
Anyone know how to create ASCII art diagrams for code comments - I'm trying to describe operations like this...
Any ideas? Is there a tool for drawing lines in stuff? @lorenschmidt.bsky.social maybe? You always have great comments π€
Eagle eyed viewers will spot the obvious bug π Should be projecting Velocity not vertical.
Screenshot of some Godot / C# code to decompose a CharacterBody 3D's velocity into horizonal and vertical components.
Turns out it was quite straightforward to decompose the velocity π this means I can dynamically grab them when I need them and not have to think about storing different things separately.
#indiegames #gamedev #ERROR_PROTOCOL @godotengine.org