Working on a Digital Asset Manager built using the Godot Engine. I've yet to find a tool that matches my specific requirements, so I'm building it myself!
The main purpose is to easily and efficiently browse my asset catalogue.
There is easy support for gltf, ogg, png, and jpg. Will try to support everything else though (mp4, flac, bmp, fbx, whatever).
I have a weird bug in the Web Export of my game. I cannot continue walking right here. But in the Windows build I can. Wonder what this is all about. #godot#godotengine#godot4#gamedev
Trying to learn from the #MetSys SampleProject how to make my own (mini) map. To no avail so far. The result is always gigantic and I cannot find a way to scale it down properly.
Hey #Godot folks: What's th best way to just draw a circle on the screen around one of my nodes dynamically? Apparently the _Draw method (I'm working in C#) isn't the same as in every other engine and graphical framework ever.
In my latest video I talk about how my enemy behaviours work via a state machine and how building shareable states makes it easy to design new enemies.
I just downloaded the Godot 4.2 beta, so I could try the Metroidvania System. I am still a bit confused, but it looks promising. #godot#godot4#godotengine#gamedev
We are very happy to announce a special event: Multiplayer Best Practices. We will talk about best practices, real-life experiences and hear some lessons learnt from a Godot multiplayer game creator. 👾🕹️
I'm very tempted to get the Steam Deck. Especially to have the game released and play well on it. Any of you Godot Devs out there have any experience with Steam Deck? If so, how have the process been for you?
Thinking about remaking my interaction tutorial for Godot 4 next. What types of interactions would you like to see me cover? (besides the usual door, elevator, NPCs) #GodotEngine#Godot4#indiedev#gamedev#YouTube
Car physics. I still need to add "friction" and a top speed (which I'll probably enforce with the concept of drag), but I'll save that for the stream. Just took not being half-asleep on stream to get this fiddly little algorithm working properly.
One of the LimboAI's cool features is a visual debugger for behavior trees. Inspect any behavior tree in a running scene. You can collapse sections of your game's AI that you are not interested in, and leave only those you wish to follow in detail.
LimboAI is a C++ module for Godot 4 that offers a combo of behavior trees and state machines for crafting your game's AI. 🤖💡 It's free and open-source.
Check it out here: https://github.com/limbonaut/limboai
So, I have to sign my build on Windows and Mac, which I don't wanna afford for a jam game. I don't know whether it runs on Linux, since I don't have a Linux machine to verify. And the Web Export is buggy and doesn't load on some browsers/machines. Nice!
My jam ratings are gonna be great!
Car physics are brutal. I couldn't quite get it working last night on stream, but I think I've identified the issues I was having. Hopefully I can get it sorted before tomorrow's stream!
I'm having issues with vscode (C#) and editor signals, when I connect any signal (example onbodyenter) the script doesn't generate any code, it's annoying to write down the function, I spent 40mins checking one collision and still couldn't make it right.
I really want to improve my C# and coding in Godot and I don't want to switch back to gdscript #Godot4#godotengine#godot
It had this annoying line hanging over its head all evening.
I jump down the rabbit hole and tried to find as many fixes as possible instead of just one.
And thus forgot to connect the sad little robot to it's programming menu so it can start moving again.