godotengine, Wake up honey, it's #SteamNextFest time⏰
If your Godot game is participating, leave a link to the demo below! 🔗⬇️
j_bertolotti, Super-noob #Godot question:
I have a very simple 2D platformer with a tilemap to make the background and the platform, and a character with basic movement. I know how to "paint" some of my tiles with the "physics layer" so the character can stand on them etc, but if I try to include a "rigidbody2d", it bounces against my charachter, but passes straight through the floor tiles. Let' s say I am baffled and have no clue which beginner mistake I am making.
Tearcell, I'm mildly embarrassed I can't think of a better solution for this. 24 export variables for 24 hours.
Schedule is a component that some NPCs will have, and tasks are resources to be dragged and dropped in.
Problem is most will be empty, since tasks take more than 1 'slot' to complete. But I need this easy for a non coder to use.
stephann, @Tearcell An alternative that could work for you:
class_name Slot extends Resource
@export_range(0,23) var hour : int
@export var task : TaskThen you could do:
@export slots : Array[Slot]
Tearcell, @stephann Oh hm, that WOULD be a pretty good alternative. Easy fast mock up too, I'll give it a whirl and see how I like it.
Tearcell, #HorrorFolkloreJam entry is progressing! The idea here is to build a sort of Castlevania 2 like town with people having set schedules like in stardew valley, as you hunt for specific targets at the right time to not blow your cover.
Work in the last couple days involved a 2d character controller, getting an Astar implementation going, and getting the NPC to follow a very simple schedule.
beanjbunny, Oh man oh dang I just figured out how to do something really hard and my code worked the first time and the hell do you MEAN 27 errors come here I'll show you 27 errors #godot #godotengine #indiedev #gamedev
khalidabuhakmeh, @beanjbunny Oh bugger! 🤣
beanjbunny, this isn't a me thing godot this is a you thing
GameFromScratch, Godot Tile Maps are dead, long live TileMapLayer.
In the upcoming #GodotEngine 4.3 (currently in beta), the TileMap class has been deprecated and replaced with the streamline TileMapLayer node. We look at how to use it and what's changed.
https://gamefromscratch.com/godot-tilemap-replaced-with-tilelayers/
NicolasPetton, I just published my very first #godotengine tutorial!🎬🌟🌟
I often get asked how I implemented mirrors in Dreamed Away, now you know!
gamingonlinux, Fight the devs of Fishards*, if you win - it goes open source! Lose and it's deleted from Steam https://www.gamingonlinux.com/2024/06/fight-the-devs-of-fishards-if-you-win-it-goes-open-source-lose-and-its-deleted-from-steam/
*In the game, obviously
noodlejetski, @gamingonlinux sure sure, in the game, totally
godotengine, We heard you like custom splash screens over here?
So we collaborated with the one and only @kenney to give you some extra colorful options for this #PrideMonth ✨🌈
Get them below!
godotengine, @glukozavr @kenney he's so skilled ✨
fractilegames, @godotengine @kenney These look really nice
aenderlara,
ArmouredWizard, The next bit I want to do is the Town Scene.
This will have Shops to buy equipment, and sell loot
I have an Inventory System, that includes "external Inventory" e.g. treasure chest. I'm thinking that something similar, but with Prices attached, should work?
The system uses click-to-pick-up, click-to-drop (in inventories) rather than drag-n-drop, so checking Player has enough Gold on Pick up, subtract Gold on Drop (into Player inventory)?
lapspider45, Alright I'd like to get my first ever post on Mastodon going by talking about our latest game, Ballet of Steel, made over the course of 10 days for Bullet Hell Jam 5. I made all the music, over 16 minutes in total, and worked together with Slascoplerd on SFX.
The following thread is a #postmortem from my POV as the composer, and I will also be going over our attempt to remake the game in #godotengine and realise the game's original vision...
#gamedevGameplay video of Ballet of Steel, a "turn based bullet hell" game.
godotengine, Graphics are so impressive these days
Show us yours? 👁️
stephann, @godotengine I'm waiting next gen consoles to release my game because I think current gen isn't powerful enough.
fred, @godotengine I know it's a meme, but I find it a bit sad for people that are looking forward advances in Godot's render. Would be nicer something similar from Godot
Tearcell, Little project detour for a gamejam! We're gonna do a small game for the month long Horror and Folklore jam!
https://itch.io/jam/horror-and-folklore
We're reaching to our Caribbean roots for this one, and the research has been alot of fun already.
ArmouredWizard, I have an Inventory System
Items are stored as ItemData (and sub-classes, e.g. ItemDataConsumable)
A Consumable can have Ratings (e.g. heal_value, mana_restorted)
When Used, this triggers the Function in it's Class, which checks what property the item has, and acts appropriately.
I can see this getting very cumbersome.
Do I stick with it, and keep expanding the USE function, or try to mangle a new solution?
khalidabuhakmeh, More #godotengine goodness is coming in the next release of #JetBrainsRider.
The support for #GDScript is going to be awesome. #gamedev
https://blog.jetbrains.com/dotnet/2024/06/05/rider-2024-2-roadmap/
marcusskov, Hot on the heels of the previous release is 0.7.2.
The highlight feature here is the addition of the PhantomCameraManager singleton.
Based on feedback, the Editor Updater has also received some notable changes.
Full release note with all the changes:
https://github.com/ramokz/phantom-camera/releases/tag/v0.7.2
ArmouredWizard, Progress:
Inventory Tutorial finished.
Basics working. Features include Stackable, Usable, Equipment, Chests and HotBar.
Screenshots show Proc-Gen dungeon with random Portal (white) and Chest (red).
dahnielson, Great timing! I was just about to figure out the animation system in Godot. Can't wait for the 4.3 along with all the other improvements (like exporting GDScript files as binary files).
https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3/
risingtail, #godot developers, what's your best practice for Steam cloud saves? Until now I've used the Godot "user data folder" for save games, but obviously Steam has no knowledge of that folder. Just curious what you all do, if you use cloud saves at all.
risingtail, @raptor85 @aaron_codes I know how it works 😂 was referring specifically what folder options people are using
raptor85, @risingtail @aaron_codes, it honestly doesn't matter, it's wherever your game already stores saves, but OS-wise defaults are app specific folders under "%USERPROFILE%\AppData\Local" on windows and "$XDG_DATA_HOME" on linux (if XDG_DATA_HOME is not set, you should default to ~/.local/share per desktop spec)
mrcopilot, Thank you for the heads up, clarification and the mountain of dev work on #Godot
It is all very appreciated.
#GameDev #GodotEngine #Godot4 #DevLog #BlendingIsHard
https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3/
Gonzelvis, Stunt Xpress is a game where you drive a delivery van off a ramp, and while airborne, shoot a parcel into a plane flying nearby... And no. That's not a scripted event 😉 #godotengine #indiedev #indiegame
rpginabox, Video games are fun - making them should be, too! 🕹️
No more "not fun" stuff dragging you down so you can focus more on bringing your idea to life! ✨
godotfoundation,
rpginabox, Slayer just released a new "Basics" tutorial that covers everything you need to know about climbable tiles in RPG in a Box - both grid-based and free movement! Go check it out if you've been wanting to add things like ladders and climbable walls to your game! 🥳
RPG in a Box Basics: Ladders & Climbables:
https://youtu.be/ryQKVx5OpRUPlease consider subscribing to Slayer's channel while you're there so you'll get notified about new videos! ❤️