Hi! I'm freeman, a neurodivergent game developer with no income focused on open source and this is the first release of my material library for Material Maker.
They can be used as they are or modify them to create more complex ones!
Adventures in procedural mesh generation in @godotengine continue.
I now made a tool to create meshes inside the editor in realtime using just two points. The player will be able to do the same things in game, allowing them to build the most zany tracks.
Spiral generation and assigning materials will be next.
"Slay the Spire" was an indie mega-hit -- it currently has 130,000 "overwhelmingly positive" reviews on Steam. I've put some 180 hours into it -- that's how good it is.
The devs switched away from the proprietary #Unity engine due to enshittification. They, and other indie devs who have switched to open source engines, won't be coming back. This is how we win.
Does anyone have Godot Engine logo in pixelart form? I wanted to use pixelated logo in credits as my game has quite low res, but can't find anything like that in the official presskit. I can use official SVG's and rescale them, but wanted them to look as crisp as possible.
Back to prototyping video games! Here's a somewhat working proof of concept of a cycling game where you press buttons alternately to pedal the bicycle pedals. #godotengine
Does Godot play nice with screen readers? Is there anything in particular that must be done to expose text to a screen reader?
If a blind gamer mode could be toggled for my game what would be the standard way to activate that? How would a blind person expect to activate such a mode?
I've never tried to make my games/prototypes be blind accesible but would like to start learning how.
My Direct3D 12 PR has been finally merged into #GodotEngine!
It only took 16 months. 😆 Since open, I've done lots of polishing and bug fixing.
It's already been running on @w4games' customers' Xbox dev kits during Early Access.
And that's only the beginning...
A professional frame independent FPS camera with RAW input who remains constant at ANY window size and resolution, allowing for high quality control even on extremely low res games!
This fixes a problem even present on the official Godot FPS guide and TPS demo. I'll prepare a tutorial and an example project for you!
meanwhile, i have 3 USD, so would be great if you could give me some Christmas support!