¿Es esto maltrato animal?
Por cierto, ¿Alguna idea de qué podría ser el icono de las vidas? No quiero usar los típicos corazones, que están muy manidos, ni una cara de flamenco o algo así... no sé qué ponerle.
¿Es esto maltrato animal?
Por cierto, ¿Alguna idea de qué podría ser el icono de las vidas? No quiero usar los típicos corazones, que están muy manidos, ni una cara de flamenco o algo así... no sé qué ponerle.
I was hoping for at least 100 copies sold in the first week. I've gotten that many sales in the first 12 hours. Thank you so much, everyone https://store.steampowered.com/app/2840590/no_signal/ #gamedev #indiedev #godot #videogame
Today I released a hard sci-fi point-and-click adventure game about exploring an abandoned space station, reading messages by the long-gone research staff, and finding the secrets they left behind https://store.steampowered.com/app/2840590/no_signal/ #gamedev #indiedev #godot #space
So, the other day I found a bug in #Godot and opened an issue on #GitHub, in exactly 17 hours someone had already fixed the issue and created a pull request
I can't believe Godot is free and bugs are fixed so quickly.
https://github.com/godotengine/godot/pull/108921
Hey! I wanna know about optimizing #Godot games for #mobile. Do you have any resources or general tips on that?
I read this article, in which they mention minimizing the amount of times the GPU needs to read textures. I assume this could be achieved by reusing textures/materials when possible, right?
Looking through Composition for Godot.
It seems that "The Godot Way" is to make everything Scenes/Nodes, with attached Scripts, and drag them onto the Scene that wants them. Or to export a variable, and add the component Node there.
I need to ado a LOT of rewriting to sort this out.
All advices welcomed
I spent the whole day with Godot multi-threading. I tried the WorkerThreadPool and also spawning Threads manually, but the performance gain between doing the stuff in a thread is less than expected.
My goal was to multi-thread a intensive task, that takes about 2000ms on the main thread. But in the end it was only 25% faster when ran 10 tasks simultaneously.
Does someone have a Godot multi-thread success story? I really want to see how it's done properly.
Made a shark today. I also slapped some metal textures on it and the raptor model for the other boss race. I want it to be clear they are animatronics which I'm currently leaning toward being the enemy of the "story".
One of the biggest challenges I am facing in my #Godot #GameDev journey is the composition pattern. I need to read now about it. But briefly, what I'm running into is this. I have some entities finished of nodes and resources and things, but when I have some entity interacting, I need to have some kind of interface that I can call into! If I don't know what are the components that compose a particular entity, how do I know what methods I can and can't call meaningfully?! And if I do know, if I have some kind of parent entity that implements a particular set of methods that call into the components, what's the difference between that and inheritance? especially since I don't have a ton of different types. With an ECS, I'd know how to solve it by definition, but with the node tree it seems less intuitive to me.
KLAXXON! #SOURCE issue 2 is now available for download! In case you don't know what I am on about SOURCE is my attempt at an #opensource "pay what you feel" magazine. In this issue we look at #Godot, #Inkscape, #OpenStreetMap #Logseq #Termux and #Syncthing
There's a little more info and a direct to pdf link on my blog as well as links to Issue 1 which was a deep dive on Computational Fluid Dynamics with #FreeCAD.
https://concretedog.blogspot.com/2025/07/source-issue-2-out-now.html
Please Boost!
Did some shader experiments today.
This is a combination of these two shaders, with some additions of my own:
https://godotshaders.com/shader/animated-pixel-art-planet-shader/
https://godotshaders.com/shader/3d-pixelated-planet/
Do you own Robot Anomaly on Steam? Consider leaving a review!
Reaching 10 reviews adds the "Positive" label to the game!
Well, I'm stoopid.
Trying to set up Git (with Kraken), and it doesn't connect to my Project.
I've got gitattributes and gitignore files in the above folder, and project folder. and a new empty (just README.md) folder below my project, with the Name I gave in Init.
No .git folder
Instruction on Kraken site don't match with my Client.
I'm scared to try deleting anything.
So tired of falling at the first hurdle :(
(Screenshot from website)
If there are any resources explaining State Machine WITHOUT using idle/run/jump, I'd be interested to see them.
Preferably Game States (Build/Inspect/Destroy)
I just can't see how they are supposed to work - actual implementation.
I need to learn about this.
:(
YouTube is just mocking me now.
There are already 3 gazxillin "Make an FPS" .
Do I have to make my own "Make a 3d Colony Sim/RTS" tube?
**cries into keyboard**
Having a heck of a time trying to implement State Machine.
It doesn't help that I don't understand Godot and it's Nodes.
The only explanations of State Machines are for FPS, showing how to Idle/Move/Attack.
I cannot seem to figure how to apply this logic to a RTS/Colony Sim.
Nothing will talk to each other. I don't know where to place/access Data/Functions.
It's like I'm not supposed to make an RTS. Godot doesn't do that. Or at least no-one uses Godot to do that.
It was a good night; I was able to fix serious bugs, and now we are back to a more playable version, moving us closer to release.
The major change from the demo is that I'm implementing a game mode. The player can choose between Isometric and Oblique views.
Today in #godot #IndieDev adventures, I have completely failed to implement *automatic* two-way doors/teleports. E.g., step in one, pop out the other. Step out, and back in, and pop out the first....
That step out, then back, is the problem.
I can't reliably tell when the player has left the door area. Everything that's supposed to tell me whether there is overlap is flipping back and forth every physics frame while the player overlaps the door. I'm at a loss.