Why don't these fangame devs drop the game along with the trailer after completing development?
That way the game's out there instead of having a big red target on its back for months on end
mans ability to keep his fricking dick in his pants is very low. >pokemon crown devs announce beta >its less than halfway playable >so when is the game going to be start to finish playable? >probably a year or two (see 3 or 4)
really good for 2d games, basically perfect for it, especially with its low footprint and good performance on them as well as all the supporting tools
its wack for 3d tho, basically no support
so its pretty much perfect for smaller indie games, its open source too so you never get the issue where some aspect of it is broken and u just gotta hope and wait to fix it, it can still be broken, but you can fix it yourself or find someone else who did a patch that fixes it or something to get around it, have options at least
its ideal for a lot of smaller size development because of this, for both an experienced or new developer
The 3D isn't as good as Unity or Unreal, but going from 3 to 4 there has been a significant leap in how 3D looks in Godot.
Ultimately, I'd say the future is bright for Godot 4. What Godot needs though is a hit indie game. Casette Beasts came out recently, and was getting good reviews, but it hasn't hit that "Undertale" or "Friday Night Funkin'" Benchmark
The 3D isn't as good as Unity or Unreal, but going from 3 to 4 there has been a significant leap in how 3D looks in Godot.
Ultimately, I'd say the future is bright for Godot 4. What Godot needs though is a hit indie game. Casette Beasts came out recently, and was getting good reviews, but it hasn't hit that "Undertale" or "Friday Night Funkin'" Benchmark
its mostly just really basic, for some stuff it works great, for others not so much
like cassette beasts voxel + 2d style works super well with it and godot has the best tools for making a voxel game out of any of the major engines right now, unity and unreal actively fight against u if u want to make a voxel based game and u need to write a lot of shit to get around the engine + all the actual shit u need so its not really worth using them
but godot not only doesn't get in the way but you can easily get it to support voxels and there are a lot of open source libraries for voxels in godot as well
its really really fricking good for a lot of indie games
but if ur looking to make something a lot more graphically intense thats 3d, then you are going to need to do a lot of work, and unreal will probably be a better fit
Really bizarre fanbase that puts a lot of people off. If I made a game with it, I wouldn't mention the engine anywhere and would do everything in my power to avoid being associated with it.
Free and open source, no licensing fees, and the editor itself is very lightweight in comparison to other engines of its type.
However it only recently got basic performance optimizations like occlusion culling (don't draw things that are behind walls) so it's infamous for scaling poorly for larger 3D games. I don't think there are any notable Godot 4.0 games out yet so we've yet to see how well the new optimizations work.
>editor itself is very lightweight in comparison to other engines of its type
Can we talk about this? It's literally a ~70MB .exe you download off the GODOT website. Just like old times. Less than a tenth of Unity's footprint on your storage.
If you want a real answer:
It's FOSS, which makes it appealing to indie devs. It also gets a lot of praise for its intuitive node system and UI. But, it exists in an awkward position. To the left there's Gamemaker, which is easier to learn and use in some ways. To the right there's unity which is more powerful and better for 3D (currently anyway). Both of those have a better pedigree and way more tutorials for them, so nobody really uses Godot yet. It's been making strides but it's still a ways out from being a go-to engine. It's perfectly usable though.
Yeah most of the learning content for Godot is shit awful. I looked at some of the apparently semi-official stuff and it was just a godawful rats nest of terrible code. Heartbeast has some good material though and there was a based redneck called Game Endeavor who made some good stuff before he quit due to pajeets constantly demanding instructions for make clash of clans in Godot sirs. But it's pretty slim pickings.
I think 4.1 will definitely be a paradigm-shift as far as number of users goes. 4.0 is already very promising for 3D, with more time in the oven + more people transitioning to Godot 4 it'll hopefully result in way better tutorials.
Oh, and official-ish console exports from W4 games will be huge. Will probably make it way more appealing to smallish studios and indies looking to get their games on more platforms
>more people transitioning to Godot 4 it'll hopefully result in way better tutorials.
God I hope so. The few decent tutorials I've seen were examples for bigger tutorials you had to pay for.
>fricking nerds
Eh its 2023, I'd actually rather my games be made by actual fricking nerds so that they don't end up as buggy unoptimized mess.
Anyway GODOT isn't for actual fricking nerds, everyone knows if you're a nerd you use raylib. GODOT is for artsy types pissed off with Unity but can't touch anything C/C++.
I mean, I never said it wasn't. There's a reason why everyone's favourite way to use C/C++ code is to wrap it in a Pythonic API and script in Python.
1 year ago
Anonymous
Why wouldn't you just use python then? Multithreading?
1 year ago
Anonymous
Python's loops are slow. Try it now. Write a script that just increments i like 10,000 times in C and also in Python, and time each. Python is just objectively slower. But of course, Python's syntax is so easy that a lobotomized monkey could learn it. So if your function needs to do something over a large number of loops, like sum an array of numbers up, or add/multiply two gigantic matrices together, you write the function in C which is faster, then use an interface in Python to call the C function. Which is how numpy works.
To answer the question about why C is faster than Python, it's to do with optimization and the level at which each language is able to talk to the CPU. C allows you to talk pretty directly to the CPU to the extent that you're allowed to poke at the physical memory addresses in there, plus the program that turns your code into something the machine uses is pretty optimized; whereas with Python, the easy syntax comes at the expense of the interpreter having to do some heavy lifting behind the scenes which slows the program down. I think I made some mistakes here but I'll leave it to actual CS majors to correct me on this explanation.
Positives: >Open Source >"Easy" to extend with C++
Negatives: >No native C# or Lua scripting, uses s custom python-like scripting language >Strictly OOP and painful to use for data oriented design, which games more complicated than a platformer or simple RPG require
Depending on what you want to make, you might be better off using another engine or rolling your own to avoid wasting years bolting functionality onto someone else's messy codebase. Unity and Unreal, on the other hand, can be used for just about anything just grabbing shit off their asset stores, but you're selling your soul and integrating chinese spyware into your devops to do it.
Godot is just an interesting toy, like RPG Maker. That perception will never change due to its architecture and design philosophy, even after its 3D capabilities inevitably mature, because large and complex games are necessarily data oriented for practical maintainability.
Can you explain how Godot is as gimped as RPG maker? If anything the fact you can use rust bindings or any language you want to code godot is a huge plus
he cant, it just doesnt have a frickin plop n drop asset store so its "too hard and also not good for games" while they champion unity which I dont think ive ever seen run well in 3d despite its popularity
>PS1 inspired game >Unity Engine >download and play it >Eats more resources than a 2004 PC game despite the lower model fidelity and baked in lighting
Is there extra packed into the engine or what? Games Lost in Vivo should not be running worse than DOOM 3
Unity is still king when it comes to 3D compared to godot, but goddamn 4 fixed almost every issue I had with 3 as far as the interface is concerned. If unity continues the frickup train that started with 2021 and now 2022, godot very well may catch up in the 3D department. For 2D, godot absolutely mops the floor with unity.
I'm playing Cassette Beasts and am genuinely surprised at how shit it runs. Wasn't godot meant to not have the same background bloat as Unity and Unreal?
cassette beasts just seems a bit technically incompetent, made by an artist for sure, 60fps limit is not inherent to godot, the engine has built in deltatime like every big engine so I don't get it. also i'm not jiving with the gameplay even after the shilling from pat.
I started a chibi skeleton beatemup but quickly realized i dont know shit about coding so now im learning python in hopes that it somehow helps me learn and use gdscript while I fart around making music that im sure rips off lots of music ive heard before but dont realize im biting from
I feel lied to. For years I disregarded this because the node system was poorly explained. Turns out it's actually just the same as the unity component system, but not hidden in sub menus
I thought Cruelty Squad was basically it.
cruelty squad is GOAT, love me that how to rob a gas station tho - https://youtu.be/iHTfRO24VEk
mine
the one thats not out yet
I'm talking about yours anon!
I hate my game.
thanks but i haven't even started it yet, i haven't even downloaded godot 4
My porn game isn't gonna appeal to everyone
Not with that vanilla bullshit.
Draw something /trash/ or /d/ worthy, then we'll talk.
Thanks anon
>I'm talking about yours anon!
How can I make a fun video game when I don't even remember what fun is any more.
i cant easily add stuff so no way
For me it's the Earthbound remake that will be shutdown by a cease and desist and be forgotten in time forever.
Why don't these fangame devs drop the game along with the trailer after completing development?
That way the game's out there instead of having a big red target on its back for months on end
mans ability to keep his fricking dick in his pants is very low.
>pokemon crown devs announce beta
>its less than halfway playable
>so when is the game going to be start to finish playable?
>probably a year or two (see 3 or 4)
how do you choose a favorite for an engine that has no games?
My upcoming coomer game
post deets
not out yet
What's wrong with Marisa?
shes eatin sketti
Can someone pill me on what makes GODOT distinct from other game engines, or do I have to google it?
open source
It has bad performance and very limited 3D capability so that's pretty cool
i can say the same about your mother, but i wont
It makes unity shills seethe.
see:
Ok, thanks.
really good for 2d games, basically perfect for it, especially with its low footprint and good performance on them as well as all the supporting tools
its wack for 3d tho, basically no support
so its pretty much perfect for smaller indie games, its open source too so you never get the issue where some aspect of it is broken and u just gotta hope and wait to fix it, it can still be broken, but you can fix it yourself or find someone else who did a patch that fixes it or something to get around it, have options at least
its ideal for a lot of smaller size development because of this, for both an experienced or new developer
Good to know, thanks.
>its wack for 3d tho, basically no support
Really? What's wrong with it?
The 3D isn't as good as Unity or Unreal, but going from 3 to 4 there has been a significant leap in how 3D looks in Godot.
Ultimately, I'd say the future is bright for Godot 4. What Godot needs though is a hit indie game. Casette Beasts came out recently, and was getting good reviews, but it hasn't hit that "Undertale" or "Friday Night Funkin'" Benchmark
its mostly just really basic, for some stuff it works great, for others not so much
like cassette beasts voxel + 2d style works super well with it and godot has the best tools for making a voxel game out of any of the major engines right now, unity and unreal actively fight against u if u want to make a voxel based game and u need to write a lot of shit to get around the engine + all the actual shit u need so its not really worth using them
but godot not only doesn't get in the way but you can easily get it to support voxels and there are a lot of open source libraries for voxels in godot as well
its really really fricking good for a lot of indie games
but if ur looking to make something a lot more graphically intense thats 3d, then you are going to need to do a lot of work, and unreal will probably be a better fit
So I could probably do something with the same graphically weight as Rayman Origins without issue?
Really bizarre fanbase that puts a lot of people off. If I made a game with it, I wouldn't mention the engine anywhere and would do everything in my power to avoid being associated with it.
weird i had the exact opposite experience
and everyone clapped after
Free and open source, no licensing fees, and the editor itself is very lightweight in comparison to other engines of its type.
However it only recently got basic performance optimizations like occlusion culling (don't draw things that are behind walls) so it's infamous for scaling poorly for larger 3D games. I don't think there are any notable Godot 4.0 games out yet so we've yet to see how well the new optimizations work.
>editor itself is very lightweight in comparison to other engines of its type
Can we talk about this? It's literally a ~70MB .exe you download off the GODOT website. Just like old times. Less than a tenth of Unity's footprint on your storage.
If you want a real answer:
It's FOSS, which makes it appealing to indie devs. It also gets a lot of praise for its intuitive node system and UI. But, it exists in an awkward position. To the left there's Gamemaker, which is easier to learn and use in some ways. To the right there's unity which is more powerful and better for 3D (currently anyway). Both of those have a better pedigree and way more tutorials for them, so nobody really uses Godot yet. It's been making strides but it's still a ways out from being a go-to engine. It's perfectly usable though.
Yeah most of the learning content for Godot is shit awful. I looked at some of the apparently semi-official stuff and it was just a godawful rats nest of terrible code. Heartbeast has some good material though and there was a based redneck called Game Endeavor who made some good stuff before he quit due to pajeets constantly demanding instructions for make clash of clans in Godot sirs. But it's pretty slim pickings.
I think 4.1 will definitely be a paradigm-shift as far as number of users goes. 4.0 is already very promising for 3D, with more time in the oven + more people transitioning to Godot 4 it'll hopefully result in way better tutorials.
Oh, and official-ish console exports from W4 games will be huge. Will probably make it way more appealing to smallish studios and indies looking to get their games on more platforms
>more people transitioning to Godot 4 it'll hopefully result in way better tutorials.
God I hope so. The few decent tutorials I've seen were examples for bigger tutorials you had to pay for.
>It's FOSS, which makes it appealing to fricking nerds
fixed that for you
>nerds don't make good games
Are you actually moronic?
>fricking nerds
Eh its 2023, I'd actually rather my games be made by actual fricking nerds so that they don't end up as buggy unoptimized mess.
Anyway GODOT isn't for actual fricking nerds, everyone knows if you're a nerd you use raylib. GODOT is for artsy types pissed off with Unity but can't touch anything C/C++.
>GODOT is for artsy types pissed off with Unity but can't touch anything C/C++.
Yeah, that's me.
Okay but C syntax is cancer.
I mean, I never said it wasn't. There's a reason why everyone's favourite way to use C/C++ code is to wrap it in a Pythonic API and script in Python.
Why wouldn't you just use python then? Multithreading?
Python's loops are slow. Try it now. Write a script that just increments i like 10,000 times in C and also in Python, and time each. Python is just objectively slower. But of course, Python's syntax is so easy that a lobotomized monkey could learn it. So if your function needs to do something over a large number of loops, like sum an array of numbers up, or add/multiply two gigantic matrices together, you write the function in C which is faster, then use an interface in Python to call the C function. Which is how numpy works.
To answer the question about why C is faster than Python, it's to do with optimization and the level at which each language is able to talk to the CPU. C allows you to talk pretty directly to the CPU to the extent that you're allowed to poke at the physical memory addresses in there, plus the program that turns your code into something the machine uses is pretty optimized; whereas with Python, the easy syntax comes at the expense of the interpreter having to do some heavy lifting behind the scenes which slows the program down. I think I made some mistakes here but I'll leave it to actual CS majors to correct me on this explanation.
Do you know how it would compare to Pixel Game Maker?
Never heard of it. Probably pretty well though. Watch a few tutorials and give it a shot.
developed by trannies, for trannies
Positives:
>Open Source
>"Easy" to extend with C++
Negatives:
>No native C# or Lua scripting, uses s custom python-like scripting language
>Strictly OOP and painful to use for data oriented design, which games more complicated than a platformer or simple RPG require
Depending on what you want to make, you might be better off using another engine or rolling your own to avoid wasting years bolting functionality onto someone else's messy codebase. Unity and Unreal, on the other hand, can be used for just about anything just grabbing shit off their asset stores, but you're selling your soul and integrating chinese spyware into your devops to do it.
Godot is just an interesting toy, like RPG Maker. That perception will never change due to its architecture and design philosophy, even after its 3D capabilities inevitably mature, because large and complex games are necessarily data oriented for practical maintainability.
what about performance? my game is data heavy and I want run it even on year 2003's toaster but unity is a literal hog.
Can you explain how Godot is as gimped as RPG maker? If anything the fact you can use rust bindings or any language you want to code godot is a huge plus
he cant, it just doesnt have a frickin plop n drop asset store so its "too hard and also not good for games" while they champion unity which I dont think ive ever seen run well in 3d despite its popularity
>PS1 inspired game
>Unity Engine
>download and play it
>Eats more resources than a 2004 PC game despite the lower model fidelity and baked in lighting
Is there extra packed into the engine or what? Games Lost in Vivo should not be running worse than DOOM 3
pretty sure both the free and paid slenderman games were in unity and ran like shit
Brotato's pretty fun.
Waiting for 4.1
Formerly Waiting for 4.0
Subsequently Waiting for 4.2
I was just kidding about Cruelty Squad being it. Is that actually correct? The best Godot game is a schizophrenic, delightful to play nightmare?
Best game hasn't been released yet. Pic related.
Ace Attorney Trials and Tribulations
How many godot games are of any popularity? The only one I've played is Cruelty Squad which I have beaten and I really like it.
Brotato was a big one of recent note.
only one off the top of my head would be yomi hustle
Where can I learn GDScript for free? The Godot devs only provide basic tutorials and just shill GDQuest's €80 GDScript tutorial
Honestly gdscript is dead-simple.
Like you can do just about anything with little bit of python knowledge and an ability to read official docs.
Unity is still king when it comes to 3D compared to godot, but goddamn 4 fixed almost every issue I had with 3 as far as the interface is concerned. If unity continues the frickup train that started with 2021 and now 2022, godot very well may catch up in the 3D department. For 2D, godot absolutely mops the floor with unity.
I'm playing Cassette Beasts and am genuinely surprised at how shit it runs. Wasn't godot meant to not have the same background bloat as Unity and Unreal?
Casette Beasts was also developed in Godot 3, which still has issues.
Does 4 have better performance than 3?
cassette beasts just seems a bit technically incompetent, made by an artist for sure, 60fps limit is not inherent to godot, the engine has built in deltatime like every big engine so I don't get it. also i'm not jiving with the gameplay even after the shilling from pat.
>he bought trans beasts
lmao
>bought
nope, daddy phil gave it to me with my gamepass sub. thank god I didn't buy it, it doesn't even support controllers properly
I have never played a godot game.
They call it GODOT because everyone's waiting for GODOT to become good.
I started a chibi skeleton beatemup but quickly realized i dont know shit about coding so now im learning python in hopes that it somehow helps me learn and use gdscript while I fart around making music that im sure rips off lots of music ive heard before but dont realize im biting from
hopefully mine, once i launch it
look for Ghost Hand in Twitter, for anyone wondering what game it is.
I feel lied to. For years I disregarded this because the node system was poorly explained. Turns out it's actually just the same as the unity component system, but not hidden in sub menus