Godot won.

Not a single fricking engine besides unity and unreal can now compete with godot development speed.

Godot literally now has more than 1k volunteers working on each release.
There's a newer version with hundreds of github commits every 2 months.

It's fricking over.

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  1. 4 months ago
    Anonymous

    Try to finish a game with it and every other feature is half-finished or just outright broken. I've seen this story play out before. Only true idiots would fall for these big engines with big promises instead of using smaller and simpler frameworks.

    • 4 months ago
      Anonymous

      and the other engines are bug free moron?

      Unity has literal 10 year old bugs they refuse to fix.

      FOSS doesn't mean perfect software without any flaw, moronic american.

      • 4 months ago
        Anonymous

        >unity
        >smaller and simpler framework
        based moron

        • 4 months ago
          Anonymous

          Are u aware you can use godot like a framework?

          • 4 months ago
            Anonymous

            elaborate what you mean by this, I need a good laugh

            • 4 months ago
              Anonymous

              engine is open source.

              And you can literally write your own game loop using their API.

              https://docs.godotengine.org/en/stable/tutorials/performance/using_servers.html

              You can literally using their compilation flags to only ship whatever sub system you want and leave from the binary any system like 3D or physics outside your binary.

              • 4 months ago
                Anonymous

                >While it is not currently possible to compile it out, it can be completely bypassed.

              • 4 months ago
                Anonymous

                Good morning sir!

      • 4 months ago
        Anonymous

        >and the other engines are bug free moron?
        The other engines have games we actually give a shit about.

      • 4 months ago
        Anonymous

        anyone got the webm of cris dancing topless in the shower? i forgot to save it

      • 4 months ago
        Anonymous
        • 4 months ago
          Anonymous

          Having to be fluent at english automatically filters all the moronic not anglos.

          So I assume all the moronic opinions actually comes from some normie anglo.

          Americans are the most stupid breed of anglos, and logically I assume the most moronic anons to be american.

    • 4 months ago
      Anonymous

      I wanted to use something small and simple but I can't drop Unity. You can make literally ANYTHING with it. Shit is powerful af.
      Right now I'm making small games and could use a framework or a smaller engine but what if I want to make a 3D for my next project? Unity would allow me.
      >use a framework for small games and Unity for 3D then
      Nah, if I drop a tool for a couple of weeks I start forgetting shit. It's better to stick with one and only tool. Become a master.

      • 4 months ago
        Anonymous

        Become a master of the company/project that's going to go under in 5 years. Nice plan!

        • 4 months ago
          Anonymous

          Oh you are one of those...

          • 4 months ago
            Anonymous

            Enjoy your tool while it lasts. You cannot fool reality. You either know how to make games or you don't. And if you need a tool that does most of the work for you, you don't. Time will teach you a painful lesson.

            • 4 months ago
              Anonymous
              • 4 months ago
                Anonymous

                I don't think even John Blow is like that. That's some advanced idiocy that that Anon is spewing.

        • 4 months ago
          Anonymous

          if they go under, MS or Valve will buy them for cheap. Don't care, sticking with Unity.

    • 4 months ago
      Anonymous

      >Only true idiots would fall for these big engines with big promises instead of using smaller and simpler frameworks.
      Do you have any idea how many good and successful games were made in Unreal and Unity?

      • 4 months ago
        Anonymous

        And yet now Unity friends have to pay a percentage of their profits to Unity, and many of them decided to change to Godot because of this. The success of the engine in terms of how many games it releases is irrelevant when it comes to the future of its existence.

        yes, and how many other engines besides the big 3 can do that?

        Yes, godot is shit, but I'm talking about other engines beside godot, unity and unreal.

        [...]
        the bugs are being fixed by other autists.

        >the bugs are being fixed by other autists.
        If this was true systems wouldn't be getting rewritten over and over every new release. Watch how many systems are rewritten from scratch and have a completely different API when Godot 5 comes around. Pay attention to this, you will see that I'm right.

        • 4 months ago
          Anonymous

          you have basic fundamental missunderstanding of how FOSS is developed.

          watch this.

          • 4 months ago
            Anonymous

            No, I don't.

    • 4 months ago
      Anonymous

      >Oh no, the engine only does MOST things for you, better stop and code everything from scratch myself so that my game takes 4 years instead of 2!

    • 4 months ago
      Anonymous

      You think people shouldn't use blender either?

      • 4 months ago
        Anonymous

        Not him, but No, you shouldn't,
        Unless you're just some hobbyist who can do without the standard tools because your skills won't match them anyway.
        If the only way you can convince someone
        what you've created is worth watching "because I used Blender" it's already fricked.

    • 4 months ago
      Anonymous

      So fork it or fix it moron, it is free and open source.

      • 4 months ago
        Anonymous

        Yea, just fork the millions of lines of code you've never interacted with before, moron.

    • 4 months ago
      Anonymous

      >instead of using smaller and simpler frameworks.
      name 5

    • 4 months ago
      Anonymous

      >and every other feature is half-finished or just outright broken.
      Wow just like big bro unity.

    • 4 months ago
      Anonymous

      agreed. open source projects can get to feature parity but it takes a decade (blender)

  2. 4 months ago
    Anonymous

    what board is /agdg/? when i put it i get a 404

    • 4 months ago
      Anonymous

      /vg/

    • 4 months ago
      Anonymous

      [...]

  3. 4 months ago
    Anonymous

    when will good engine mean good games?
    Half-Life from 1998 is better than all Godot games

  4. 4 months ago
    Anonymous

    >there are people still waiting for godot
    heh

    • 4 months ago
      Anonymous

      heheh nice

    • 4 months ago
      Anonymous

      here.

      you dropped your crown, king.

  5. 4 months ago
    Anonymous

    Post games made with Godot then.

    • 4 months ago
      Anonymous

      ?feature=shared

      • 4 months ago
        Anonymous

        that was a pretty cool watch

    • 4 months ago
      Anonymous

      The Case of the Golden Idol.

      • 4 months ago
        Anonymous

        Porn games made with godot

      • 4 months ago
        Anonymous

        >The Case of the Golden Idol.
        Literally inspired by and a worse version of a unity game lol

        • 4 months ago
          Anonymous

          What game?

          • 4 months ago
            Anonymous

            Obra Dinn

            • 4 months ago
              Anonymous

              They play nothing alike

    • 4 months ago
      Anonymous

      Cruelty Squad

    • 4 months ago
      Anonymous

      Im making a porn game, but Im really slow due to wageslave. I can feel Cris laughing at me with every gamw I dont finish

      • 4 months ago
        Anonymous

        >porn game
        ngmi

      • 4 months ago
        Anonymous

        >porn game
        i hope you can draw anon

        • 4 months ago
          Anonymous

          You no longer need to know how to draw

          AI can do all your art.

          • 4 months ago
            Anonymous

            Nah it can't, just look at the thousands AI porn vn shit. Why would I want to create even more low effort garbage?

            • 4 months ago
              Anonymous

              Good question, why would you?
              Nothing's stopping you from making high-effort quality games with AI.

              • 4 months ago
                Anonymous

                AI shit is inherently low quality, you arent putting effort in your game generating AI garbage compared to actual drawn scenes

              • 4 months ago
                Anonymous

                That's ridiculous. It's like suggesting games written in C++ are low-effort because you're taking a shortcut using a high level language instead of coding in Assembly.

              • 4 months ago
                Anonymous

                False analogy, not the same thing,

              • 4 months ago
                Anonymous

                It is the same thing.

              • 4 months ago
                Anonymous

                all hand drawn is original, AI is just the same shit anyone can sniff miles away.

              • 4 months ago
                Anonymous

                You do know that C++ is just a bunch of functions and methods other people wrote in a lower-level language, yes? It only exists as a shortcut to save you time.
                When you use cout or printf, you're not writing original code, you're stealing someone else's function. You understand this, yes?

              • 4 months ago
                Anonymous

                yes, the function will always do the same shit, it will never be able to replicate my drawing style for example.

              • 4 months ago
                Anonymous

                >it will never be able to replicate my drawing style for example.
                What does this have to do with whether or not it's low or high effort?

              • 4 months ago
                Anonymous

                because its using pre-existing shit, its still a long way to it stop being generic.

              • 4 months ago
                Anonymous

                C++ is using pre-existing shit, too.
                Are you saying everything coded in C++ instead of Assembly is low-effort and generic?

              • 4 months ago
                Anonymous

                i dont get this comparison, art isnt deterministic like a computer language, those analogies makes no sense.

              • 4 months ago
                Anonymous

                The amount of effort you put into something has nothing to do with the tools you use.
                It's absurd to call a C++ program lazy simply because they chose to save time over coding in Assembly.
                The same is true for using AI, regardless of the application.

                If you want a high-effort AI game, you simply have to put in high-effort when using AI. It's that simple.

              • 4 months ago
                Anonymous

                you cant just "save time" with art dude, printf will do the same shit in every language while drawing a hand has literally infinite possibilities.
                it can be high-effort but will still be called "haha AI shit" by the end of the day.

              • 4 months ago
                Anonymous

                >you cant just "save time"
                Sure you can. That's the entire premise behind digital art, after all.
                Take a classical master like Da Vinci or Michelangelo and show him Clip Studio Paint and he'd shit himself. Stabilizers, layers, undo and redo, full 255-bit RGB, a library of brushes, selection tools, stamps, vectors, opacity controls, the list goes on.
                All stuff meant to "save time" on art, lower the entry barrier, and trivialize actually learning anything.

                You're an artist, right? When was the last time you rehaired a brush? Mixed oils? Actually used watercolors? Don't tell me you skipped all those steps and saved time, did you?

              • 4 months ago
                Anonymous

                im not an artist, you can save time with tools but the human input is still there to make things original and remove that "generic" feeling AI gives.

              • 4 months ago
                Anonymous

                >Take a classical master like Da Vinci or Michelangelo and show him Clip Studio Paint and he'd shit himself
                Considering how there are master artists today that completely ignore digital I'd say your entire argument rests on a rather dubious assumption. Doubly so because classical paintings were physical objects and that dimension was important to them, and you can't really reduce them to their digitalized representation. To be clear, I'm not bashing digital here, but I'm saying that arguing that a classical master would be impressed by digital is like saying that Rodin would use Zbrush instead of actually carving stone, a completely asinine argument.

              • 4 months ago
                Anonymous

                Show em some powertools then

              • 4 months ago
                Anonymous

                >it can be high-effort but will still be called "haha AI shit" by the end of the day.

                AI art is only called shit when it's obviously low effort AI garbage you can shit out from Dall-E, Midjourney or freely availabe SD models that everybody uses and you can immediately identify.

                If you actually take you time to train your own original model, and don't advertise to everybody you use AI like a moron, people will love it. And it's going to be high effort, just a different type of effort.

              • 4 months ago
                Anonymous

                No matter how much you train your LORA and edit the hands with controlnet, it will still look like AI garbage and people will always notice it as such.
                The reason why its garbage its because the tech is garbage, and the flood of shit is obvious. Thats why you dont have "high quality" AI assets

              • 4 months ago
                Anonymous

                >it will still look like AI garbage and people will always notice it as such
                Someone post that one screencap of the seemingly hand drawn sonic picture.

              • 4 months ago
                Anonymous

                AI shitters make moronic comparisons like that all the time to defend their slop.
                >Its just like cameras
                >Its just like cars
                >Why dont you take the shortcut? Its shit but its easier, its progress even though its inferior in every way
                Every time

              • 4 months ago
                Anonymous

                In what ways are cameras or cars inferior?

              • 4 months ago
                Anonymous

                holy moronic what the frick.

              • 4 months ago
                Anonymous

                Is digital art a crutch aswell or do you accept that tool for no apparent reason?

              • 4 months ago
                Anonymous

                >no apparent reason
                Every single AI troony is disingenuous as frick.

              • 4 months ago
                Anonymous

                Give a clear definition then buddy

              • 4 months ago
                Anonymous

                Digital art still requires a human to manually draw and color and shit, AI slop doesn't. How moronic do you need to be to not figure this shit out yourself?

              • 4 months ago
                Anonymous

                >manually
                Huh? I just used vectors and the fill tool, then ran the shader plugin I downloaded for Paint.net.

              • 4 months ago
                Anonymous

                Post your work.

              • 4 months ago
                Anonymous

                Its progress because it allows solo game devs to cover skill gaps. This goes especially hard if its something no one gave a frick about to begin with.

                Do you don't really care about the texture of that door do you? But you do care that the game developer knows had to program some solid gameplay right? Would really suck if the game never got made because the devs inability to create appropriate textures got in the way when that wasn't even the thing you gave a damn about.

                You only need to take one look at indie games to see that some of the most popular games are made by devs with obvious skill gaps like this.

              • 4 months ago
                Anonymous

                Thats when you learn how to draw anon, it isn't magic. If you are using AI shit because you cant be bothered to open photoshop and need use generic shit because "skill issue", its low effort trash

              • 4 months ago
                Anonymous

                >Thats when you learn how to draw anon
                >And code
                >And compose
                >And 3d model
                >What do you mean the game never got made?
                Meanwhile game devs who can see a hole through a ladder actually get games finished because they learn to take shortcuts.

              • 4 months ago
                Anonymous

                One dude made Cave Story all by himself, so why can't you? Miss me with these whinny excuses.

              • 4 months ago
                Anonymous

                >One artgay made [platformer]
                There's a reason every other indie game is a platformer.
                Hint: it's because they are not complex to make, they just require assets and writing.

              • 4 months ago
                Anonymous

                Black person Cave Story was literally considered a big deal precisely because of how impractical it was to make a game all on your own like that back then.

              • 4 months ago
                Anonymous

                >how impractical it was to make a game all on your own like that back then.
                >back then
                That implies it's easier now, making my question even more valid.

              • 4 months ago
                Anonymous

                It was impractical and it still took shortcuts can you imagine that?!!

              • 4 months ago
                Anonymous

                Such as?

              • 4 months ago
                Anonymous

                Limiting himself to a "retro" design choicethat allowed him to create a large amount of art on his own, which would have been impossible for a3D game which he wanted to make.

              • 4 months ago
                Anonymous

                are you telling me CaveStory 3D was always his dream game?

              • 4 months ago
                Anonymous

                It's easier now because of engine availability, that at least makes the coding side easier. But then using your own engine also counts as a shortcut.

                I mean frick, so does using simplistic pixelart.

              • 4 months ago
                Anonymous

                >But then using your own engine also counts as a shortcut.
                not using your own engine*

              • 4 months ago
                Anonymous

                And thats how you end up with your shit asset flip game being "made".
                You see a hole in the ladder, you take the shortcut instead of fixing it.

              • 4 months ago
                Anonymous

                So undertale is shit then? Toby made it despite now having learnt how to do pixelart properly. Minecraft is shit, it's entire design was a shortcut for the dev being able to pass of blocks as graphics. Every VN/RPGmaker game is bad, they all avoid a lot of coding. Andy and Leyley is probably the most recent solo game dev success, that's bad as well because its music was royalty free stuff.

                Indie game successes are filled with games that learnt to take shortcuts when it can afford to.

              • 4 months ago
                Anonymous

                Taking shortcuts is one thing.
                But making your game a bucket of asset flips is another.
                It becomes real noticeable rather quickly, and it's something I don't wish to applaud

                >nodes nodes nodes nodes
                I literally don't have time to learn this shit

                Nodes are simple, they're just autistic versions of Unity's components anon.

              • 4 months ago
                Anonymous

                Just fricking learn to code instead

              • 4 months ago
                Anonymous

                >But making your game a bucket of asset flips is another.
                Good thing the argument was never that then. The point is that shortcuts are available for skilled/talented devs that allow them to focus more on the things they are actually skilled/talented at.

              • 4 months ago
                Anonymous

                Know that Toby had help and it wasn't a solo thing, especially for his pixel art. He bridged the gap and didnt took shortcuts

              • 4 months ago
                Anonymous

                Nah a lot of undertale's art was basically toby going "I'm keeping this looking bad to keep expectations low" instead of either getting temmie to do everything or learning how to do it properly himself. That's definitely a case of a game dev learning to take a shortcut because he knew his music would make up for it.

                Hell Undertale itself was basically a shortcut in that it was the less ambitious idea Toby had since he wasn't prepared to attempt Deltarune yet.

              • 4 months ago
                Anonymous

                >who is Temmie?

              • 4 months ago
                Anonymous

                Pixelartist that Toby had helping him with undertale, sorry probably should have clarified who she was when I mentioned her.

              • 4 months ago
                Anonymous

                deltarune is literally just undertale again but with gay sex

              • 4 months ago
                Anonymous

                >So undertale is shit then?
                absolutelly, success has nothing to do with quality.

              • 4 months ago
                Anonymous

                My favorite copes are:
                >AI will improve infinitely, diminishing returns simply does not exist when it comes to AI
                >AI is immune to the current political climate and btfos all the leftists. What do you mean, there's been multiple cases where AI has been censored and lobotomized to appease others? That won't happen again!

              • 4 months ago
                Anonymous

                >What do you mean, there's been multiple cases where AI has been censored and lobotomized to appease others?
                That was always going to be the problem when the AI is run remotely. It has always been avoided by being able to run the shit locally.

              • 4 months ago
                Anonymous

                AI certainly lacks that human originality that rehashes the same stories over thousands of years, what I like to call SOUL

              • 4 months ago
                Anonymous

                Yep.

                It is fun for concepting though. Like throwing around quick gens of ideas on your head.
                Sort of like one of those low effort pitches you see at a board room.

                But I'd never use this shit in a game, or even as foundational concept art.

                >I want handcrafted experiences.
                Based. As shitty as Skyrim was, the handcrafted world really made it for me.
                >AI ain't gonna fricking cut it anon.
                Fricking this. I am curious what the AI can make in a couple years from now, but no hopes. Human-generated content cannot be fully replaced with procgen and AI slop, it will be a horrible shitshow if that happens.

                Exactly, I'm trying to make a large skitzopheric world as we speak. Kinda hard lmao. Cause I'm a fricking solo dev in terms of practical work.
                As per usual... I suppose.

                Anyway, that care to the detail, the world, the story, all that comes in the aesthetic. And an AI ain't gonna capture that.

                But you don't handcraft anything. You are using multitudes of tools to ease the process

                Disingenious. I'm sure you're aware of what the term AI art even means right?

                It means. The AI, Makes it.

                So eat shit shill.

                >no apparent reason
                Every single AI troony is disingenuous as frick.

                This.

                which platformdoes Ganker think is the best to bang out small playable demos of 3D games?

                Unity, but Godot seems alright, there's a bunch of devs working right now on some cool 3D games, that are gonna have demos within the year. Godot 4 really lit a spark in people it seems.

              • 4 months ago
                Anonymous

                >Unity, but Godot seems alright
                kthx

              • 4 months ago
                Anonymous

                >prototype scene making stable diffusion+controlnet draw the basic scene you made in koikatsu
                >redraw it and fix it in a 10%th of the time it would take you to make it from scratch
                >make x10 CG because the tech allows you to
                I cann't for the life of me understand you luddite imbeciles. You have a problem either with low effort games independent of AI use but you are too moronic to understand the real implications of that, or you are some furry patreon parasite fearful of his lofty lifestyle of working 3 hours a week for $3k coming to an end.

              • 4 months ago
                Anonymous

                >redrawing AI shit
                if you could draw, you wouldnt use generated generic garbage anyway. Its barely a toy as it is
                >instantly goes rampage for furry artists
                AI shartists are hilarious. Show me your high quality AI game
                >muh luddite hurrr durr
                lmao

              • 4 months ago
                Anonymous

                >nailed it so much he specifically responded to the furry point
                I hope you can suck dick, for it is the only real job you will be able to do, bro 😉

              • 4 months ago
                Anonymous

                >make moronic point
                >call him a moron
                >HURRR I GOT HIM
                exactly the type of intelligence I expect from some /misc/ shitter defending low quality shit

              • 4 months ago
                Anonymous

                Sorry buddy but you will never be a real woman nor a real artist :((

              • 4 months ago
                Anonymous

                all hand drawn is original, AI is just the same shit anyone can sniff miles away.

                Ai isn't low effort, but it's certainly got that specific "generic" feeling that radiates through it. DallE's pretty good at avoiding that but it's still notable.

                >prototype scene making stable diffusion+controlnet draw the basic scene you made in koikatsu
                >redraw it and fix it in a 10%th of the time it would take you to make it from scratch
                >make x10 CG because the tech allows you to
                I cann't for the life of me understand you luddite imbeciles. You have a problem either with low effort games independent of AI use but you are too moronic to understand the real implications of that, or you are some furry patreon parasite fearful of his lofty lifestyle of working 3 hours a week for $3k coming to an end.

                You wienersucking progress dickhole, people don't want to do it because they actually want to MAKE SOMETHING.
                Frick your progress, I am a luddite, frick off.
                Technophile homosexual, stop sucking roboto wiener.

              • 4 months ago
                Anonymous

                >on one hand admits on AI isn't necessarily low effort
                >on the other, he goes irrationally autistic at the mention on the world luddite
                You are seriously too stupid and emotionally unstable to calmly process what you read on chinese basketweaving forums. I don't know what your damage is but the only thing that matters is results. If indies use the tech to pump quality content out of the tech what is the fricking problem, you abject moron? Sure 90% of it will be trash, but that is already the current situation. We are talking about the prospects of a single indie autist in his mom's basement putting out AA-tier out there.

              • 4 months ago
                Anonymous

                With AI slop it's garbage 100% of the time.

      • 4 months ago
        Anonymous

        >porn game
        gmi

      • 4 months ago
        Anonymous

        >porn game

        If it has e-girl as cute as your pic related, then you will make it for sure anon. otherwise, ngmi.

    • 4 months ago
      Anonymous

      Halls of Torment but it's early access.

    • 4 months ago
      Anonymous

      Brotato.

    • 4 months ago
      Anonymous

      sonic colors

    • 4 months ago
      Anonymous

      https://www.newgrounds.com/portal/view/881705

    • 4 months ago
      Anonymous

      Dome Keeper

    • 4 months ago
      Anonymous

      Literally no games lmfao

    • 4 months ago
      Anonymous
      • 4 months ago
        Anonymous

        I don't like Brotato. It's just a VS autism game.

        • 4 months ago
          Anonymous

          So? It's a Godot game and runs on my ancient potato smooth as butter.

    • 4 months ago
      Anonymous

      Ruins of Mitriom

    • 4 months ago
      Anonymous

      Cassette Beasts, an above average pokemon clone. Monster designs are hit and miss, not outstanding.
      The battle system is probably the highlight. It's based on double battles, with barrier moves, limited-time stat changes, and an AP system where stronger moves cost more points.
      Also has a fusion mechanic with procgen sprites, interesting mechanically but the fused sprites don't look very good.

      • 4 months ago
        Anonymous

        >AI slop
        gross

        • 4 months ago
          Anonymous

          It's 2 handmade sprites that have been procedurally "fused"... As I already said...

          • 4 months ago
            Anonymous

            >AI slop
            thank you sar

            • 4 months ago
              Anonymous

              actual moron

              • 4 months ago
                Anonymous

                ok pajeet

          • 4 months ago
            Anonymous

            >procedurally
            AI

      • 4 months ago
        Anonymous

        I really don't understand why so many monclones focus on double battles. They suck. Either stick with 1v1 or do 4 guys in a row like JRPGs.

  6. 4 months ago
    Anonymous

    too many cooks etc
    it's nice for a while as long as everyone's still enthusiastic and fresh
    but over time, either the code will become a fricking mess and every new release will start breaking shit in older projects or you'll have a handful of autistic committers who will drive everybody else out with their hyperautism

    • 4 months ago
      Anonymous

      not to mention the useless commits that are basically "I'm a strong programmer socks homosexual who corrected some typos 100 times - give me money!"

    • 4 months ago
      Anonymous

      do you know how many cooks are in linux?

      • 4 months ago
        Anonymous

        Linux has significantly more competent people leading it than Juan and his party, as well as a very different project management style.

        • 4 months ago
          Anonymous

          I don't think you have seen the level of autismo of the godot github.

          Some dude spent a fricking year just making the godot 4 tilemap.

          • 4 months ago
            Anonymous

            >some dude spent a year.... making a good feature
            the horror...

            • 4 months ago
              Anonymous

              yes, and how many other engines besides the big 3 can do that?

              Yes, godot is shit, but I'm talking about other engines beside godot, unity and unreal.

              And it has all sorts of bugs which this guy will never fix because fixing bugs is way more boring than working on a new shiny feature. I know you're not going to listen to me, but this isn't the first open source project I've seen and they generally all fail the same way. More people working on a project doesn't make it better, and in fact often makes it worse.

              the bugs are being fixed by other autists.

          • 4 months ago
            Anonymous

            And it has all sorts of bugs which this guy will never fix because fixing bugs is way more boring than working on a new shiny feature. I know you're not going to listen to me, but this isn't the first open source project I've seen and they generally all fail the same way. More people working on a project doesn't make it better, and in fact often makes it worse.

      • 4 months ago
        Anonymous

        Really fitting analogy given how much of a meme linux is acknowledged to be.

      • 4 months ago
        Anonymous

        Self-defeating analogy because Linux is always shilled but never takes off because of it

  7. 4 months ago
    Anonymous

    Her design is still to this day, surprisingly cute.
    The triple bun is genius.

  8. 4 months ago
    Anonymous

    i think unreal 5 is the best because i saw a youtube video and it has nanites 🙂

  9. 4 months ago
    Anonymous

    Is that supposed to be godot-chan? Sauce on uncensored image?

    • 4 months ago
      Anonymous

      okay cool but wheres the uncensored model?

  10. 4 months ago
    Anonymous

    cris thread are always hilarious cuz he is actually dead serious when post the most moronic takes possible on everything lmao

  11. 4 months ago
    Anonymous

    Godot is dead in the water, the only official release from there was a broken sonic port. There's also a white LGBT Karen community manager now that effectively killed any progress it had.

    • 4 months ago
      Anonymous

      How is the presence of a community manager going to affect the programmers beyond being an unwise use of already limited capital?

      • 4 months ago
        Anonymous

        A community manager acts as a liaison between the community and those programmers. Because this is a game engine not some sort of corporate game studio.
        Godot is a glorified GitHub page, the purpose of a community manager in it's setting just funnels stagnation and irrelevancy

  12. 4 months ago
    Anonymous

    it's fricking over for them. barely any games to show since the engine's main devs are too busy jacking off juan and making shit look pretty to setup as opposed to properly functional. everyone who hasn't dropped out will eventually figure out why their workflow breaks all the time, gdscript bugs at every corner, basic ass animation functions being implemented worse than something from 2 decades ago
    godot only won because it's the least worse, but if you're an engine-less gamedev you already know the real answer
    if you want something done right you do it yourself

  13. 4 months ago
    Anonymous

    I do hope godot thrives and become on par on other engines one day simply because I'm tired of israelites and chinks

    • 4 months ago
      Anonymous

      Linietsky is literally israeli lmao

      • 4 months ago
        Anonymous

        big oof then

      • 4 months ago
        Anonymous

        then explain how is it physically possible for a israelite to work in free and open source software?
        what israeli tricks are being used in Godot engine?

        • 4 months ago
          Anonymous

          >how is it physically possible for a israelite to work in free and open source software
          He isn't the one working for free goy

  14. 4 months ago
    Anonymous

    Bottomless with footwear is a top tier kink.

  15. 4 months ago
    Anonymous

    I want to make a porn game based of the gobot mascots

    • 4 months ago
      Anonymous

      Anon the Godot Mascots are children.

      • 4 months ago
        Anonymous

        >*Anon the Godot Mascots are sexy children.
        ftfy

  16. 4 months ago
    Anonymous

    As a complete beginner, If I started using godot right now, how long would it take me to make simple 2d(<8h long) game? Would I manage making it till april?

    • 4 months ago
      Anonymous

      >how long would it take me
      depends on complexity, even "simple 2d" is still quite a huge range of possible games.

      >Would I manage making it till april?
      Probably not, especially as a learner. Just flat out assume half a year or a year even for a simple game; be pleasantly surprised if you learn so much faster and manage it in 3-6 months, and be already-prepared for it if it takes 6-12 months.

    • 4 months ago
      Anonymous

      for solo-dev the assets are what takes time. even if you aim for digital finger-painting you'll spend most of your time in photoshop.

      • 4 months ago
        Anonymous

        Yeah, that's pretty accurate, the assets are eating more time right now than the code.
        Which is why my models and animations look like dogshit.

        idk, maybe ill redraw some things. i was hoping that normies would be drawn to it like they were to cruelty squad or something like that

        I mean your game looks better than Cruelty Squad. You'd definitely at least get some eyes on it. Though Cruelty Squad's aesthetic is "Skitzobabble" the game, so... I mean it drew in the skitzos. You're not gonna draw in that crowd, which is all good.

        And here it looks actually sorta nice, mostly because the enemies look less like sketchy blobs anon.
        Lean more into this with your enemies, but add more detail on the floor, and make the player's detail slightly higher (since you're gonna be seeing him all the time, adding a few extra touches would really help.)
        Oh and adjust the colors, hue shift them a bit depending on if they're lighter or darker. Right now the colors are a bit muddy, especially on the player's gloves and arms.

  17. 4 months ago
    sage

    Has a single good game been made with it yet?
    Name ten

    • 4 months ago
      Anonymous

      they'll try to pass cruelty squad as something to be actually proud of

      • 4 months ago
        Anonymous

        cruelty squad is godot?
        i though it was 3d FPS maker or ogre 3d or some shit

      • 4 months ago
        Anonymous

        cruelty squad is godot?
        i though it was 3d FPS maker or ogre 3d or some shit

        lmao

        • 4 months ago
          Anonymous

          FRICKING KEK

        • 4 months ago
          Anonymous

          What's your point? That's Brigand Oaxaca made with DarkBasicPro and the developer Brian Lancaster constantly shits on the engine for being bad despite him using it, not Cruelty Squad made by the autistic Finn.

      • 4 months ago
        Anonymous

        Hell at this point even they know naming CS is predictable as frick. It's literally the only Godot game that's gotten even cult popularity.

        • 4 months ago
          Anonymous

          Cruelty Squad

          I STAND CORRECTED.

        • 4 months ago
          Anonymous

          Brotato is quite popular

      • 4 months ago
        Anonymous

        Most people using Cruelty Squad as an example never even played and don't even know what it's about.

    • 4 months ago
      Anonymous

      Jackie Chan's Waiting for Godot 1 to X.

    • 4 months ago
      Anonymous

      Most games made in Godot don't say that they are. https://godotengine.org/showcase/

    • 4 months ago
      Anonymous

      it doesn't even have 10 good games on the horizon
      the only one that comes to mind is Lumencraft

    • 4 months ago
      Anonymous

      Getting Over It is made in Godot.
      Sure it was a fotm, but you'll have to be delusional to say it wasn't popular.

      • 4 months ago
        Anonymous

        Can we hold up games with something less than fricking Fotm?
        Like Getting Over it was some of the most pure indie wank I'd ever seen. It's a rage game with a moronic mechanic. And a fancy voice over.

        I'd rather see people hold up a game that's more meant to be a game. Hell... even fricking Cruelty Squad. ffs.

        >Ganker making games
        Don't give up. Please make great games because the trannies shitting up the industry will have some competition.

        Agreed, don't give up anons.

        • 4 months ago
          Anonymous

          >name one popular game made in Godot
          >not that one, that's too popular

          • 4 months ago
            Anonymous

            You mean
            >no not that one, it wasn't actually made in godot
            https://en.wikipedia.org/wiki/Getting_Over_It_with_Bennett_Foddy

            • 4 months ago
              Anonymous

              https://www.thegamer.com/godot-engine-popular-games-best/
              My source was a FRICKING LIE

        • 4 months ago
          Anonymous

          Because people already mentioned Cruelty Squad.
          I ain't mentioning something that was already mentioned.

      • 4 months ago
        Anonymous

        Getting Over It used Unity what are you talking about???

        • 4 months ago
          Anonymous

          My fault for trusting game "journalists."
          see

          https://www.thegamer.com/godot-engine-popular-games-best/
          My source was a FRICKING LIE

    • 4 months ago
      Anonymous

      Cassette Beasts is one of my favorite games of this year and it was made with Godot.

  18. 4 months ago
    Anonymous

    How come none of these IDE focused engines ever have a decent scene/level editor? I always end up falling back on Blender or Trenchboom to do all my terrain making and uv mapping.

    • 4 months ago
      Anonymous

      Because none of them are made by people who actually finish video games. The people that finish games make good engines with good level editors (like Valve), but they know better than to lie to the public with promises that making games is easy and anyone can do it.

  19. 4 months ago
    Anonymous

    now let's see here if anyone has made anything remotely impressive with it.

  20. 4 months ago
    Anonymous

    It is literally a skill issue.

    • 4 months ago
      Anonymous

      looks good, twitter or website i can follow development?

      • 4 months ago
        Anonymous

        ask for cris on agdg.

        I really dont use more websites beyond Ganker and youtube.

        I post every day my shit on /agdg/

        or this general on /3/

        [...]

    • 4 months ago
      Anonymous

      Cute cute!!!

    • 4 months ago
      Anonymous

      love the low poly model good work

    • 4 months ago
      Anonymous

      exactly. you forgot to hang the noose tighter around your neck.

  21. 4 months ago
    Anonymous
  22. 4 months ago
    Anonymous

    Okay. Name one successful game made in Godot.

    • 4 months ago
      Anonymous

      protocorgi.
      brotato.
      Riven tails.
      Pixelover.
      Pixelorama.
      That star fox fan game.

      • 4 months ago
        Anonymous

        Read my post again, pablo.

        • 4 months ago
          Anonymous

          the most sucesfull is the godot engine.

          godot engine is made using godot engine.

      • 4 months ago
        Anonymous

        how is that succesful if nobody ever heard about that?

      • 4 months ago
        Anonymous

        >protocorgi.
        85 reviews
        >brotato.
        sure, looks like shit though.
        >Riven tails.
        39 reviews
        >Pixelover.
        79 reviews (not a game also)
        >Pixelorama.
        not on steam, also not a game
        >That star fox fan game.
        not on steam either

        • 4 months ago
          Anonymous

          unrelated to the game engine discussion, I have played brotato and it does the "bullet heaven" thing with a strong dash of Isaac and it's pretty alright. It's got a lot of potential.

        • 4 months ago
          Anonymous

          Read my post again, pablo.

          how is that succesful if nobody ever heard about that?

          Ex zodiac is currently the best Star fox of the last 15 years.

          morono.

          • 4 months ago
            Anonymous

            >Ex zodiac is currently the best Star fox of the last 15 years.
            Because there is sooooo much competition in that space...

            • 4 months ago
              Anonymous

              Not what you asked.

              • 4 months ago
                Anonymous

                Literally was though.

                Question was "name one successful game made in Godot". Something being " currently the best Star fox of the last 15 years" does not mean it's successful in its own right if there was no competition for the title to begin with.

              • 4 months ago
                Anonymous

                stardew valley had also no competition on it's space.

                neithter minecraft.

              • 4 months ago
                Anonymous

                >stardew valley had also no competition on it's space
                Yes it did, it literally succeeded by competing against the series it was inspired by.

                Minecraft also succeeded by being better than the game it ripped-off.

                And even then your logic is fricking bullshit. Something succeeding in a field with no competition is not evidence of it being successful in its own right. But it also doesn't mean it can't have succeeded in its own right. Your problem is you aren't citing a reason for it to be successful other than that of the shitty standard you set for it to begin with.

                Is this how good godotgays are at logical thinking? No wonder they've programmed next to not popular games.

              • 4 months ago
                Anonymous

                your logic implies CoD and FIFA are the best games ever because they're the most profitable and popular every year.

              • 4 months ago
                Anonymous

                No it doesn't moron. I haven't even told you what the metric for success I'm going by, just that "best in a field with zero competition" isn't it.

                Again
                >Is this how good godotgays are at logical thinking?

              • 4 months ago
                Anonymous

                yes.

                you can be the best in field with zero competition.

                It's called women sports, moron.

              • 4 months ago
                Anonymous

                Yes but it doesn't mean being successful in its own right. moron.

              • 4 months ago
                Anonymous

                sucess is subjetive.

            • 4 months ago
              Anonymous

              >Can't dismiss the point so instead of admitting to be wrong, tries to diminish it as much as possible
              Lmao

              • 4 months ago
                Anonymous

                >Can't dismiss the point
                What point?
                >instead of admitting to be wrong
                I'm none of the people you replied to, I just thought it was funny.

          • 4 months ago
            Anonymous

            looks like amiga shit game that poorgays play in basement how is that significant in any way?

          • 4 months ago
            Anonymous

            Looks great.
            I just don't like that we're playing as monkeys.
            But I digress, that song in the trailer also sounds fantastic.

    • 4 months ago
      Anonymous

      Cruelty Squad

      • 4 months ago
        Anonymous

        [...]
        lmao

        • 4 months ago
          Anonymous

          Learn to read, moron. That's Brigand Oaxaca, not Cruelty Squad.

        • 4 months ago
          Anonymous

          FRICKING KEK

          [...]
          lmao

          >le confidently incorrect but doesn't care enough to look at the top left of the image he posted face

  23. 4 months ago
    Anonymous

    You just use SDL + OpenGL, lol. What are you doing?

  24. 4 months ago
    Anonymous

    >game engine continually in development hell
    >developed by high schoolers and troons
    This is going to end up being a bigger clusterfrick than violated heroine.

  25. 4 months ago
    Anonymous

    engine arguments = nodevs
    literally every single time. If someone attempts to start an argument about engines, ask them to post their work.

    • 4 months ago
      Anonymous

      Why are they so up their own ass over engines when they don't even dev anything? You fricking autists I swear.

    • 4 months ago
      Anonymous

      >ask them to post their work.
      Alright then, I'm asking you. Post your work.

      • 4 months ago
        Anonymous

        >deflecting
        lol nodev confirmed

        • 4 months ago
          Anonymous

          That's what I thought.

    • 4 months ago
      Anonymous

      That's what I posted earlier. 99% of the people who talk shit about an engine or development either have 0 knowledge on the topic and have never actually made anything worthy enough for them to provide their opinions on the subjects

      • 4 months ago
        Anonymous

        engine arguments = nodevs
        literally every single time. If someone attempts to start an argument about engines, ask them to post their work.

        I have two released games on Steam and I think most of these popular engines are trash. Now what?

        • 4 months ago
          Anonymous

          Post them, because if your work is trash your opinion is still useless. Just having something on steam means jackshit, congrats you paid 100$

          • 4 months ago
            Anonymous

            >I have two released games on Steam
            Proof?

            This is my game https://store.steampowered.com/app/915310/SNKRX/

            • 4 months ago
              Anonymous

              highly doubt and even if it is
              >2d pixel shit mini games
              yeah opinions thrown into the trash

            • 4 months ago
              Anonymous

              Damn, you must have gotten rich from this.

              • 4 months ago
                Anonymous

                Yea it's pretty good results.

                >Oh no, the engine only does MOST things for you, better stop and code everything from scratch myself so that my game takes 4 years instead of 2!

                You don't have to do everything from scratch. You can use frameworks like LÖVE, Monogame, libGDX and others instead of doing full on enginedev. They are a good middleground between using these big engines and doing things yourself.

              • 4 months ago
                Anonymous

                I can respect your opinion but it's never as cut and dry as
                >engine bad, framework good
                I think it really depends on the person and their process. Although most people using engines will just get lost in an endless sea of heavy accent youtube tutorials.

              • 4 months ago
                Anonymous

                Devs need to DO rather than study. Like gays over here keep forgetting that beloved games are coded like a bucket of bolts on a sinking ship. And they're complaining about relatively alright engines.

              • 4 months ago
                Anonymous

                >Devs need to DO rather than study
                This, most people would benefit more from making board or card games rather than trying to find the perfect engine

              • 4 months ago
                Anonymous

                Eh, they'd benefit more from just making a proper game. Code, make, only refer to videos if you have no other choice. Just do.

                I suppose you enjoy games that are souls-like.

                I enjoy some soulslikes. DS1 and DS3.
                But mate, idk, I'm sure you understand when I say that this game of yours doesn't have a soul. Miminalst aesthetic, no attempt at character, nothing but raw min-max mechanics as you snake around. I ain't asking for DS but man at least something more.

              • 4 months ago
                Anonymous

                He's just like every other indie dev, he just copied something and added a tiny feature to be unique. Its a common normie thing, they can't think deeper than one level, they follow the meta not make it

              • 4 months ago
                Anonymous

                Tbh yeah. I feel no enthusiasm from the concept.
                Holding this up as "A GODOT GAME, FINALLY" isn't something I'll do. It's gotta be a game filled with soul.

              • 4 months ago
                Anonymous

                Like compare that to Binding of Isaac at base and you see my problem anon.
                I won't hand out gold stars for the bare minimum when older games did more with less.

              • 4 months ago
                Anonymous

                Yea, I agree. If you're the kind of person who likes having to now pay a percentage of your games profits to the enginemaker with no warning then you should use the engine. If you're the kind of person who wants to have to deal with "GODOT FORKED?!?!?! DEVS SPLIT!? WHAT NOW" in 5 years then you should use the engine.

              • 4 months ago
                Anonymous

                A framework isn't safe from any of this

              • 4 months ago
                Anonymous

                [...]
                This is my game https://store.steampowered.com/app/915310/SNKRX/

                good on you anon. How long did it take you to learn to make it and how long did it take to make?

              • 4 months ago
                Anonymous

                It's been ~10 years since I started devving, and that game took 3 months to make.

              • 4 months ago
                Anonymous

                What part of it is the toughest part as a small dev? I guess it depends on the dev, but id imagine its the assets/art

              • 4 months ago
                Anonymous

                For me it's juggling everything I need to do. I love art and animation, but it is alot of work. But I found that in the past, I worked with people and I was always left holding the entire bag of practical stuff aside music. Everything. Coding, directing, animation, BG assets. Alot of people wouldn't pick up the slack, constantly worried a small piece of their work wouldn't be used.
                These days I just so what I damn well please on my own. I get final say, and I can really hand craft the experience.

                But... It's rough. Heaps of work to do lmao.

              • 4 months ago
                Anonymous

                Definitely scoping projects properly and actually finishing them. Everything else you can work around. Actually finishing is the hardest part for sure. I've come to conclude recently that this is largely a skill issue regarding having better ideas for the games I should make, so that's what I've been focusing on the most, just having better, more practical ideas that are more likely to be seen through to the end.

                A framework isn't safe from any of this

                Because frameworks generally do less they're more safe. The amount of code you have to replace is lower, and you can also insulate your own codebase more easily from it, since the work the framework does generally tends to be self-contained and simple compared to how invasive engines like Unity and Godot are.

              • 4 months ago
                Anonymous

                Agreed, finishing and scoping projects properly is hard, that's for fricking sure.
                Though I think managing/tard wrangling people is the fricking worst, for me personally.

              • 4 months ago
                Anonymous

                > Actually finishing is the hardest part for sure. I've come to conclude recently that this is largely a skill issue regarding having better ideas for the games I should make
                I'm just an artgay so I've got really no idea about gamedevving, but what are the reasons these games never get finished? I'm always seeing beautiful looking games that were in the making 2-10 years ago getting abandoned, is it the content, assets, debugging or gameplay mechanics? I'd like to think most devs have the main gameloop down at least

              • 4 months ago
                Anonymous

                The reason why projects fail vary from person to person based on lots of different things, so I can't really give you an answer for why it fails for other people. But the most general thing I can say that probably gets closest to the truth for most people, is that generally projectiles fail at the middle of development, where you have to do a lot of work but things aren't extremely clear yet, there are lots of setbacks and false starts, you have to throw a lot of work done out, and that wears people's motivation down over time. And because most devs aren't experienced they just never stop working on that game that lost all of its momentum and start something new, so you get these 2-10 years long failures.

              • 4 months ago
                Anonymous

                >is that generally projectiles fail at the middle of development, where you have to do a lot of work but things aren't extremely clear yet,
                If I'm reading right it sounds like the game's vision or gameplay mechanics being unclear being the problem? that is unfortunate. it sounds like game development could succeed with a project manager or someone with clear vision, while also understanding gamedev instead of an ideasguy.

                I do want to get into gamedev myself, and I'm having fun just thinking about game mechanics, and storylines for my characters. but even if I were a millionaire I don't know if I could envision a complete game that won't become vaporware due to problems you mentioned

              • 4 months ago
                Anonymous

                >it sounds like game development could succeed with a project manager or someone with clear vision, while also understanding gamedev instead of an ideasguy.
                Things are not simple like this. The gap between an idea you have in your head and what it takes to bring that into reality in a good way is large, and filling that gap takes skill and time. It doesn't take only project management skills, but it also often takes creativity. Lots of problems can be solved with better ideas that will achieve more while taking less work. And if you don't have those ideas you'll just have to do more work needlessly and be less likely to finish the game. It's not a simple matter of more project management and less ideaguying. It's way more complicated and nuanced than that... you have to go through it yourself to fully understand it.

              • 4 months ago
                Anonymous

                I think I understand where you're getting at, like implementing a game mechanic without it being code spaghetti or thousands of hours of assets, while being more fun to play than the complicated one? I'm not devgay so I can only imagine ofc. thanks for the insights.

                [...]
                Yep, I am a fricking art gay at heart. But I've been put into coder role for each game eventually, because people either get distracted and don't get stuff done, or can't code at all. It's kinda rough.

                Second game.
                Well. I wasn't director for a start.
                Game was some mix of platformer and metroidvania.
                Director dev wasn't around much, so I took the role more. Director kinda retreated into the background.
                One artist for BGs and tiles did very little of her job, and I grinded away at the code and player animations.

                Eventually, the lead musician and said artist had a falling out, and said musician went turbo nuclear. Driving away everyone off the team except me and him.
                I was left with a wreckage. I still kept going for ages, and he went Carmack on me. Felt like not continuing. While he fricked off completely on a different project long before that.

                And I was once again left holding a sinking ship. The worst part about this one was that it was very much able to be done, if everyone was on their A game. Hell, I still want to return to it.
                I just. I don't want to do it without at least the musician, because he really gave a fricking damn about the game, he was more like a producer by the end.

                Fricking sucks man. I just wish I wasn't treated like fricking dogshit near the end of the project, for doing my damnest to make the game as I fricking cracked under the weight.

                I still really miss Golden Flame. It really hurts anons. You know, when you pour your damn heart into making something special.

                Frick this.

                I'm sorry to hear that anon. yeah working with people sucks, there's a lot of risk and I always get left with most of the work in group projects. I dunno if I could ever hire people online unless I knew them personally. there's pros and cons with solo dev I guess. Hope you get your spirits back because I've been burned hard on art for a while now too.

              • 4 months ago
                Anonymous

                Yeah, that's pretty much what I had to learn over the years.

                I think I understand where you're getting at, like implementing a game mechanic without it being code spaghetti or thousands of hours of assets, while being more fun to play than the complicated one? I'm not devgay so I can only imagine ofc. thanks for the insights.

                [...]
                I'm sorry to hear that anon. yeah working with people sucks, there's a lot of risk and I always get left with most of the work in group projects. I dunno if I could ever hire people online unless I knew them personally. there's pros and cons with solo dev I guess. Hope you get your spirits back because I've been burned hard on art for a while now too.

                Yeah, focus on the fundamentals of your project, and cut away the fat, and start working. Think about a specific mechanic, implement it in a clean focused fashion, and see if there's any issues.

                Etc etc.

                Also... yeah, working with people does fricking suck. I hate being the most "capable" person in the fricking room, because people don't do their FRICKING JOBS. Or have a highly specialized job while you're left with everything.

                I'll get my spirits back anon. Don't you worry. Just pains of a project I loved being in limbo you know?
                But, with this one, I'm slowly building it up, and it feels exciting. I can feel my heart in this one. Something special, once more.

                I'll fricking make it.

              • 4 months ago
                Anonymous

                You can do it anon! you are already a capable dev from what you've shown me, and as they say, third time's the charm.

              • 4 months ago
                Anonymous

                Well.. as a long time dev. Let me tell you my story.

                First game. Scope to the fricking moon, too many cooks in the kitchen, too many devs with little to no skill, none of the core team had enough experience, especially coding wise.

                Game only started becoming something worth a damn when I was the last fricker left working on it. To be fair, that project was a sinking ship, easily.

              • 4 months ago
                Anonymous

                Yeah I can definitely see that. as an artgay, I see a lot of competently made games but the artistic vision is all over the place, UIs jarring next to character art, backgrounds, etc. Coding stuff sounds like a nightmare to wrangle.

              • 4 months ago
                Anonymous

                [...]
                Yep, I am a fricking art gay at heart. But I've been put into coder role for each game eventually, because people either get distracted and don't get stuff done, or can't code at all. It's kinda rough.

                Second game.
                Well. I wasn't director for a start.
                Game was some mix of platformer and metroidvania.
                Director dev wasn't around much, so I took the role more. Director kinda retreated into the background.
                One artist for BGs and tiles did very little of her job, and I grinded away at the code and player animations.

                Eventually, the lead musician and said artist had a falling out, and said musician went turbo nuclear. Driving away everyone off the team except me and him.
                I was left with a wreckage. I still kept going for ages, and he went Carmack on me. Felt like not continuing. While he fricked off completely on a different project long before that.

                And I was once again left holding a sinking ship. The worst part about this one was that it was very much able to be done, if everyone was on their A game. Hell, I still want to return to it.
                I just. I don't want to do it without at least the musician, because he really gave a fricking damn about the game, he was more like a producer by the end.

                Fricking sucks man. I just wish I wasn't treated like fricking dogshit near the end of the project, for doing my damnest to make the game as I fricking cracked under the weight.

                I still really miss Golden Flame. It really hurts anons. You know, when you pour your damn heart into making something special.

                Frick this.

                Coding is so unbelievably easy I'd rather be an artgay any day.
                Worst comes to worst you can make rpgmaker, platformer, or VN assets and do that. Boom, little to no programming experience required.

              • 4 months ago
                Anonymous

                Coding isn't as much an issue these days. It's more I'm just juggling everything as a solo dev, due to my bad experience with my prior project.

                If I had a dedicated coder or a dedicated BG model artist, or something alike, just one role to take off the baggage, this would be a bit easier.

                But, I am having fun at least, as right now. I wanna make my stupid autistic Hack and Slash really shine.

              • 4 months ago
                Anonymous

                Yeah I can definitely see that. as an artgay, I see a lot of competently made games but the artistic vision is all over the place, UIs jarring next to character art, backgrounds, etc. Coding stuff sounds like a nightmare to wrangle.

                Yep, I am a fricking art gay at heart. But I've been put into coder role for each game eventually, because people either get distracted and don't get stuff done, or can't code at all. It's kinda rough.

                Second game.
                Well. I wasn't director for a start.
                Game was some mix of platformer and metroidvania.
                Director dev wasn't around much, so I took the role more. Director kinda retreated into the background.
                One artist for BGs and tiles did very little of her job, and I grinded away at the code and player animations.

                Eventually, the lead musician and said artist had a falling out, and said musician went turbo nuclear. Driving away everyone off the team except me and him.
                I was left with a wreckage. I still kept going for ages, and he went Carmack on me. Felt like not continuing. While he fricked off completely on a different project long before that.

                And I was once again left holding a sinking ship. The worst part about this one was that it was very much able to be done, if everyone was on their A game. Hell, I still want to return to it.
                I just. I don't want to do it without at least the musician, because he really gave a fricking damn about the game, he was more like a producer by the end.

                Fricking sucks man. I just wish I wasn't treated like fricking dogshit near the end of the project, for doing my damnest to make the game as I fricking cracked under the weight.

                I still really miss Golden Flame. It really hurts anons. You know, when you pour your damn heart into making something special.

                Frick this.

              • 4 months ago
                Anonymous

                >be me
                >make platformer
                >design mechanics
                >design a testbed level
                >like my prototype so far
                >I need character design and story...
                >...
                >give up and start a new project

              • 4 months ago
                Anonymous

                Lame.Don't give up, make something.

                Its progress because it allows solo game devs to cover skill gaps. This goes especially hard if its something no one gave a frick about to begin with.

                Do you don't really care about the texture of that door do you? But you do care that the game developer knows had to program some solid gameplay right? Would really suck if the game never got made because the devs inability to create appropriate textures got in the way when that wasn't even the thing you gave a damn about.

                You only need to take one look at indie games to see that some of the most popular games are made by devs with obvious skill gaps like this.

                Honestly, I want handcrafted experiences. AI ain't gonna fricking cut it anon. And that's the reality of it. It's artificial and people can see it from a mile away, even if the results are nice.

                I'd rather see the competent coder/designer get together with a competent artist.

                Man... I could use either of those to lighten the load.

              • 4 months ago
                Anonymous

                For now :^)

              • 4 months ago
                Anonymous

                So never

              • 4 months ago
                Anonymous

                >I'd rather see the competent coder/designer get together with a competent artist.
                And then watch the whole project fall apart due to dev drama.

              • 4 months ago
                Anonymous

                >I want handcrafted experiences.
                Based. As shitty as Skyrim was, the handcrafted world really made it for me.
                >AI ain't gonna fricking cut it anon.
                Fricking this. I am curious what the AI can make in a couple years from now, but no hopes. Human-generated content cannot be fully replaced with procgen and AI slop, it will be a horrible shitshow if that happens.

            • 4 months ago
              Anonymous

              You're the Dev who made this?

              Gonna be real here anon. I don't like this game. It's soul less.
              Make something special.
              Kinda proves my point regarding skill issue Devs

              • 4 months ago
                Anonymous

                I suppose you enjoy games that are souls-like.

            • 4 months ago
              Anonymous

              Looks like shit an ai would design and make

            • 4 months ago
              Anonymous

              >indie slop
              These are the devs that make these threads

        • 4 months ago
          Anonymous

          >I have two released games on Steam
          Proof?

    • 4 months ago
      Anonymous

      Honestly I see heaps of fricking no Devs here. Godots autistic but it's fine, I'm seeing some crazy shit in the works on the Godot server. Cruelty Squad was a meme, people already have clean Wall running and shooter mechanics, I'm making a fricking hack and slash.

      I don't see the issue with Godot.

  26. 4 months ago
    Anonymous

    this https://farawaytimes.blogspot.com/2023/02/how-to-make-good-small-games.html

    • 4 months ago
      Anonymous

      >unironically using uwu in your serious article about gamedev
      lol lmao dropped like a stone

      • 4 months ago
        Anonymous

        not uwu, "uwu"

        • 4 months ago
          Anonymous

          i know i just wanted people to actually read your post because its actually good shit in a sea of garbage agdg shitposting

          • 4 months ago
            Anonymous

            I'll read it, just later.

    • 4 months ago
      Anonymous

      >A lot of people want to make games, but struggle to get started. They install Unity, try to follow a tutorial for three hours, get frustrated, and quit
      Stopped reading there.

      Unity is a piss-easy engine to learn, you don't even need a tutorial. The reason amateur game devs struggle is when they realise unity alone won't get a game made. You either struggle because you haven't got the skills to do the other shit or you end up deciding their game idea wasn't all that great to begin with.

      Unity is the reason amateur game development exploded in popularity, it's not the reason anyone gets filtered.

      • 4 months ago
        Anonymous

        >Unity is a piss-easy engine to learn
        I have a 3D gameobject with a textmeshpro as its child.
        The textmeshpro is visible through all other gameobjects.
        I'm already using a Distance Field as my shader.

        If Unity is so easy and doesn't require a tutorial, can you tell me how to make it so my TMP isn't visible through other objects?

        • 4 months ago
          Anonymous

          switch the setting to world space you moron.

          • 4 months ago
            Anonymous

            I can't, because the canvas needs to be set to Screen Space - Camera to stick to the cinemachine freelook rig I have set up.

            • 4 months ago
              Anonymous

              >can't use the button that does exactly what you are trying to do
              You are probably doing something very wrong. What is your exact use case here? Wtf are you even trying to do?

              • 4 months ago
                Anonymous

                I have 3D gameobjects that enter and exit my UI.
                My UI is a canvas set to Screen Space - Camera in order to support gameobjects in the UI.
                If I switch the canvas to World Space, it doesn't work with the camera I have set up.

              • 4 months ago
                Anonymous

                No, why is the canvas for the in-world textmeshpro not set to worldspace?
                It sounds like you have a single canvas, when you should be having multiple. One for the UI, then as many as you need for in-world text.
                Post a screenshot of what you have.

              • 4 months ago
                Anonymous

                It's a trading card. I have a prefab for a card that has the art assets and TMPs that my scripts fill in with the card name/effect/etc.
                They don't exist in my scene. During run time, as players draw and play cards, the prefabs are instantiated and populated, then moved in and out of a canvas that also contains relevant UI elements.
                The prefab has zero canvases. It's a blank gameobject with two scripts attached for it (the generic card class and the specific script for that one card) and a child for each text/image asset.

                I'd take a screenshot but I have no clue what you want to see.

              • 4 months ago
                Anonymous

                >jet set radio
                Just take some screenshots anon.

                I like to look into this. I'm a unity dev (don't laugh at me) and I want my game to have a stylized approach. I'm interested in games with styles similar to jet set radio, Hi-Fi Rush etc.
                >You can't import shaders from blender to unity
                Not fair..

                There's no stencil buffer in godot, so thick outlines like those two is gonna be harder. But frankly, just make your shit cel shaded, and change the shading to sell in engine, and you should be good.
                And work on your texture paint skills.

              • 4 months ago
                Anonymous

                Sounds like what you might need to do is:
                1) Instantiate the card game object
                2) Reparent object such that the ui canvas is not a parent
                3) Give the object a canvas component
                4) Set canvas component display to world space
                5) Do whatever you're currently doing

              • 4 months ago
                Anonymous

                I don't understand step 3.
                So I just throw in a random empty canvas into my gameobject and it'll just work?

  27. 4 months ago
    Anonymous

    50 reviews on steam
    blown the frick out

    • 4 months ago
      Anonymous

      Pogo3D? I played the demo today. Pretty good.

      • 4 months ago
        Anonymous

        thanks bro

  28. 4 months ago
    Anonymous

    would Godot be good for making a game similar to Real Lives?

    • 4 months ago
      Anonymous

      If you're good at UI stuff, yeah.

    • 4 months ago
      Anonymous

      If I had to make a game like that, I'd probably just use Qt or native GUI libraries(Windows Forms and Cocoa). Even if the game had some graphics and animation, it's not something you need to refresh the whole screen every frame all the time, so an event based framework is better than a game loop.

    • 4 months ago
      Anonymous

      Has anyone gotten Real Lives 2010 to work on modern hardware yet

  29. 4 months ago
    Anonymous

    We finally got integer scaling.

  30. 4 months ago
    Anonymous

    Call me when you can make a 3D intensive game that doesn't shit the bed without the moronic devs telling you that "you don't actually want to make that sort of game, nor you need your engine to be performant, just do a 2D pixelshit roguelike instead!"
    At this point I am convinced godot is a massive joke financed entirely by unity and epic to get rid of any serious FOSS alternative.

    • 4 months ago
      Anonymous

      I literally am making that sort of game, you fricking autist. You people complain about pixel shit (and I do too at times) but when people are actually rocking up with games better than fricking Cruelty Squad, you b***h and moan and act like autistic crabs in a bucket.

      Inspite of Godot's autistic elements, it gets the job done because it's using a fairly clean cut vector movement system, can handle 3D models, and has animation trees with xshift.

      What else is missing? I'll fricking tell you, it's skilled Devs. It's a fricking skill issue that we deal with, not an engine issue.

      • 4 months ago
        Anonymous

        Post game.

        • 4 months ago
          Anonymous

          Sure, when I get on pc. It's still fairly early so the models and movement are rough as frick

          • 4 months ago
            Anonymous

            That's fine, still curious to see it.

        • 4 months ago
          Anonymous

          That's fine, still curious to see it.

          Forgive the fact that this is a gif. This was made before I learned Webm for morons was a thing. And I am a moron.

          Anyway, this game has a fair bit under the hood, coding wise.
          -Shit Lockon
          -Velocity based movement (trying to make a heavy feeling, like when you run you slide about heavy. Need to tweak some numbers)
          -3 Enemies so far
          (Gangster Skeleton, does sort of dashing movements side to side, and tries to barrage you with bullets. Gonna make them stop and focus down spray, without much rotation.
          Floating exploding skulls
          Bronze Buzzards/Bird Knights (Weird ass autistic enemies, meant to be glass cannons)
          -Enemies with state machine, deaths, able to hold/use weapons (I'm just gonna bind the weapons to said enemies in future though, since I want to build enemies in a dedicated fashion)
          -Spells (I'll record a clip)
          -Props can be hit, hitting other props and hitting enemies (They become effectively weapons for your player)
          -Player can jump, use heavy attack, uses a shit light attack, ground slam, and dash.
          I want the game to be a bit more akin to a "dance" where you go in and out, and positioning is important.
          It's why even though I want a parry, I'm unsure of that because of it's affects on the gameplay.

          • 4 months ago
            Anonymous

            Yeah if you want players to bob and weave between enemies, a parry with no restrictions is a no go. Maybe think about using deflections rather than a pure parries.

            • 4 months ago
              Anonymous

              Yeah I don't want my game being fricking Sekiro. I did once, in an earlier build of the game back when it was 2D (only started this like 2 months ago), but I realized that it would consume my game's gameplay.

              I want more contextual "clashes"
              Alot like KH 1's hit parries, or DMC 5's very rare hit parries on Nero Angelo.

              Shit like that. And I want the game to feel more chaotic and agressive. Not absurdly fast, more like "fricking ridiculous"

              • 4 months ago
                Anonymous

                Correction, I started the "3D" build 2 months ago.

          • 4 months ago
            Anonymous

            Anyway here's another clip, sorry for the major compression. Frick.

            I like the look, reminds me of alice in wonderland. A bit more polys and environment details could make a kino aesthetic.

      • 4 months ago
        Anonymous

        >its not le engine
        >its le unskilled dev
        9 years without a single decent game lol

        • 4 months ago
          Anonymous

          Engine was in a piss poor experimental state for most of that. Expect some good games reasonably soon.

          That's fine, still curious to see it.

          Sure give me 10mins

  31. 4 months ago
    Anonymous

    I'm gonna make a Godette porn game with this model

  32. 4 months ago
    Anonymous

    what language you need to know for godot?

    • 4 months ago
      Anonymous

      It supports C#, and I think C++ was just added. And it also has it's own GDscript

    • 4 months ago
      Anonymous

      Python.
      Yes, I know it sounds like a joke beyond making visual novels, but it is the sad reality of godot. The devs think {} is some arcane mystery that will discourage newbies, or some equally idiotic reason.
      I guess you can also use c#, which MS paid them a lot to support and is x4 times faster than the official language, though of course there is less documentation/tutorials.

  33. 4 months ago
    Anonymous

    Unreal engine is a stutter mess.
    Godot has no good games.
    Unity has tons of amazing games and no stutter.

    Unity won.

  34. 4 months ago
    Anonymous

    >Godot literally now has more than 1k volunteers working on each release.
    This is not a good thing

    • 4 months ago
      Anonymous

      https://github.com/godotengine/godot/pull/48497#issuecomment-1751804880
      they're even bullying each other
      i wonder how long this will last

      • 4 months ago
        Anonymous

        I like how the response is basically HR speak for "get fricked"

      • 4 months ago
        Anonymous

        >https://github.com/godotengine/godot/pull/48497#issuecomment-1751804880

        >The matter reported was addressed by the Code of Conduct (CoC) team at the time, who took appropriate actions in accordance with our policies. The process might have been slow, because after receiving the reports, the CoC team took the time to investigate it (by talking to the involved parties), and tried to mediate and give proper warnings beforehand. When the mediation and the warnings turned out to be unsuccessful, the offending party was removed from the project.

        Since then, the CoC team has expanded with new members in order to improve the reaction speed to reports.

        If, however, anyone involved feels that there are any unresolved issues or concerns related to this matter or any other, please do not hesitate to report them to our CoC team.

        AHAHAHA

  35. 4 months ago
    Anonymous

    okay cool but wheres the uncensored model?

    • 4 months ago
      Anonymous

      Is that supposed to be godot-chan? Sauce on uncensored image?

      [...]

      filename

    • 4 months ago
      Anonymous

      [...]

      [...]
      [...]
      filename

      don't worry, it will dissapoint you, it's a barbie-doll anatomy, thats' mean NO pussy for you.

      • 4 months ago
        Anonymous

        You think I give a frick? Give me the model. All I'd have to do is draw a line down the crotch and then it's a pussy.

        • 4 months ago
          Anonymous

          and do you think this is funny? just pick a e-girl model and draw a moustache, and done, an adult.

  36. 4 months ago
    Anonymous

    It is literally a skill issue.

    • 4 months ago
      Anonymous

      Anon. This game. It looks bad.

      Like mate, if you're going to fricking go "it's a skill issue" at least hire an arrtist or clean up your aesthetic before you talk shit. This isn't even placeholder graphics, the more detailed stuff looks really rough and inconsistent with the pixel grid. Clean it up before you throw a swing.

    • 4 months ago
      Anonymous

      ive seen 2001 flash games unironically look better than this...

    • 4 months ago
      Anonymous

      but do you have the skill to have a nice day? didn't think so, you little nodev. a rope is too much effort for you

      • 4 months ago
        Anonymous

        low tier Black person literally tier prostitute the moronic idiot and actually don't play with low tiers.

        you're a joke.

        • 4 months ago
          Anonymous

          what's wrong? couldn't get butt-fricked by some monkey dick this morning? nodevs really are needy

  37. 4 months ago
    Anonymous

    Ok, i dont give a shit about its success because its not a publically traded stock that i can gamble on.

    Now, if it can make GOOD porn, that is a different story. shill me on that instead.

  38. 4 months ago
    Anonymous

    As a rookie 3D artist how could I team up with some random game dev to make shitty assets for their game?

  39. 4 months ago
    Anonymous

    So vros, here comes that question. Which engine should I learn to use during my free time? I'd like to develop different types of games in the future (Rogue-like pixel game, 3rd person fighting game etc.)

    • 4 months ago
      Anonymous

      Unity if you're lazy.
      Godot if you're trying to make something more serious. Godot's very uh... "Linux" pill'd sometimes, so the early learning curve is a pain in the ass.
      I suggest trying both.

      it truly is a skill issue

      See that ain't bad, finally a fricking game that's at least more interesting. Clean up the placeholder art, and add some more interesting level layouts. And make the projectiles look more like orbs instead of these weird rings, it makes them too hard to track.
      Also improve the hud.
      Maybe also add a nice fast "chaser" enemy.

      Also, if you're going blood pilled, maybe make the aesthetic more grounded, and throw in some dynamite for us fans of old school blood 1.

      • 4 months ago
        Anonymous

        >placeholder art
        uhm.. anon.. i uhm..

        • 4 months ago
          Anonymous

          ....I see.

          Anon... I don't how to break it to yah. But it looks a bit placeholdery. I mean....like bro. There's no shading, colors are rough, outlines are really thick.

          You can keep the enemy style and what not, but at least add some more details and ease up a bit on the thick outlines.

        • 4 months ago
          Anonymous

          Don't listen to

          ....I see.

          Anon... I don't how to break it to yah. But it looks a bit placeholdery. I mean....like bro. There's no shading, colors are rough, outlines are really thick.

          You can keep the enemy style and what not, but at least add some more details and ease up a bit on the thick outlines.

          Your artwork is fine, you just need additional polish/visual game 'juice'. Maybe some custom shader work, or decals to add small details to the game world.

          • 4 months ago
            Anonymous

            Like I'm not trying to be mean here, I genuinely want this guy to succeed here.
            But he's gotta be real about his art. Shaders ain't gonna cut it for massive sprites with low detail, rough line work and bad colors.

            .... Like I'd be happy to point him in the right direction, he just needs to clean it up.

        • 4 months ago
          Anonymous

          I like the art. It's still an aesthetic and it would still probably turn away normalgays no matter how much polish you try with this kind of art style.

          • 4 months ago
            Anonymous

            I mean the style intention is fine.
            It's just that it's rough as hell. It needs a second pass, you know?

      • 4 months ago
        Anonymous

        ....I see.

        Anon... I don't how to break it to yah. But it looks a bit placeholdery. I mean....like bro. There's no shading, colors are rough, outlines are really thick.

        You can keep the enemy style and what not, but at least add some more details and ease up a bit on the thick outlines.

        what an annoying homosexual you are, make your own game if you know so much.

        • 4 months ago
          Anonymous

          I am making one.

  40. 4 months ago
    Anonymous

    Let me know what they ditch the absolute moronation that is GDScript and use an actual language instead.
    >haha what if we had a custom tardscript so the skills transfer literally NOWHERE in our up and coming competitive engine?

  41. 4 months ago
    Anonymous

    it truly is a skill issue

  42. 4 months ago
    Anonymous

    Working on my nsfw Godot project by myself is so demotivating. How hard would it be to pick up a few interested parties after I get a demo out?
    I'm thinking a dedicated programmer, to help me patch up, and debug my baby tier c#, an artist for UI/ marketing material (and to run art back and forth by, for feedback), and someone for audio.

    • 4 months ago
      Anonymous
      • 4 months ago
        Anonymous

        Okay you got good projectile pooling.
        What about the rest of the game?

        • 4 months ago
          Anonymous

          Fps controller, 3d interactive UI(currently debugging input passthrough, cursor is offset), currently working on tower targeting methods and debugging the ui interaction.
          You'll play as some guy roped into a supernatural competition, but you'll have the opportunity to sexually assault the monster girl 'Hero' units when the get defeated. The goal is to corrupt/train them over time. You'll also be able to try and romance your selected hero unit, during down time.
          I'm still working on the rest of it.

    • 4 months ago
      Anonymous

      I'm down if we include my fetishes also. Although I know literally zero c#, just a good deal of python. I'm also alright at music with ableton.

      • 4 months ago
        Anonymous

        >Fetishs
        Going to need to list them, at least the most important ones.
        How legible is gdscript for you, it is supposed to be basically python.

        • 4 months ago
          Anonymous

          I've fricked around with gdscript before, like I said I'm down to learn/help if we're both working towards a project that we are passionate about. Main fetish is pregnancy. been thinking a lot about making a game about impregnating random NPCs. Then they can have kids and you can impregnate them. Luv me breeding.

          But I have other things I love in eroge as well. What was your idea if it was pretty far off from what I brought up? There's still no solid erotic rhythm game, which should be made. Love futa too, particularly when futas cum into containers. Just throwing stuff out there.

          • 4 months ago
            Anonymous

            >Main fetish is pregnancy.
            Someone of taste, I see.
            This is me

            Fps controller, 3d interactive UI(currently debugging input passthrough, cursor is offset), currently working on tower targeting methods and debugging the ui interaction.
            You'll play as some guy roped into a supernatural competition, but you'll have the opportunity to sexually assault the monster girl 'Hero' units when the get defeated. The goal is to corrupt/train them over time. You'll also be able to try and romance your selected hero unit, during down time.
            I'm still working on the rest of it.

            I was planning on including it as a mechanic on the side.
            If you would like to collab on something simpler, to test things out, drop me an email at [email protected] . I'm busy for the next week, but down to talk further.

            • 4 months ago
              Anonymous

              Send you an email, password to open is rcum8rttv449

  43. 4 months ago
    Anonymous

    Anyway here's another clip, sorry for the major compression. Frick.

    • 4 months ago
      Anonymous

      [...]

      Forgive the fact that this is a gif. This was made before I learned Webm for morons was a thing. And I am a moron.

      Anyway, this game has a fair bit under the hood, coding wise.
      -Shit Lockon
      -Velocity based movement (trying to make a heavy feeling, like when you run you slide about heavy. Need to tweak some numbers)
      -3 Enemies so far
      (Gangster Skeleton, does sort of dashing movements side to side, and tries to barrage you with bullets. Gonna make them stop and focus down spray, without much rotation.
      Floating exploding skulls
      Bronze Buzzards/Bird Knights (Weird ass autistic enemies, meant to be glass cannons)
      -Enemies with state machine, deaths, able to hold/use weapons (I'm just gonna bind the weapons to said enemies in future though, since I want to build enemies in a dedicated fashion)
      -Spells (I'll record a clip)
      -Props can be hit, hitting other props and hitting enemies (They become effectively weapons for your player)
      -Player can jump, use heavy attack, uses a shit light attack, ground slam, and dash.
      I want the game to be a bit more akin to a "dance" where you go in and out, and positioning is important.
      It's why even though I want a parry, I'm unsure of that because of it's affects on the gameplay.

      Looks neat.

      • 4 months ago
        Anonymous

        Thanks. It's still really fricking rough. Been focusing more on mechanics.

        But that has been fun. I managed to pull off a "Gravity FORCE" spell (Think like Echoes Act 3 or Sora's Gravity Orb), and I managed to pull off a proper "STOP" spell.

        Fricking awesome tbh.

  44. 4 months ago
    Anonymous

    idk, maybe ill redraw some things. i was hoping that normies would be drawn to it like they were to cruelty squad or something like that

  45. 4 months ago
    Anonymous

    >Ganker making games
    Don't give up. Please make great games because the trannies shitting up the industry will have some competition.

  46. 4 months ago
    Anonymous

    >Not a single fricking engine besides unity and unreal
    >aka the only 2 engines that matter
    >and completely mog godon't while they're at it

    • 4 months ago
      Anonymous

      Both Unity and Unreal blow for 2D or smaller games.

      • 4 months ago
        Anonymous

        >Cuphead
        >Hollow Knight
        >Children of Morta
        >Night in the Woods

  47. 4 months ago
    Anonymous

    If the engine isn't yours, it's not your game either.

  48. 4 months ago
    Anonymous

    >godot development speed
    who cares if theyre just developing a piece of shit the fastest

    • 4 months ago
      Anonymous

      What makes it shitty?

  49. 4 months ago
    Anonymous

    I just wish there was an alternate Godot discord that wasn't full of trannies and Marxists. Maybe an IRC channel somewhere?

    • 4 months ago
      Anonymous

      >discord
      >not full of trannies and Marxists
      Try again
      For that matter
      >Godot
      >not full of trannies and Marxists
      Also not happening

  50. 4 months ago
    Anonymous

    Here is why I stopped using Godot

    I realized that if I want to make a stylish game I need to heavily rely on shaders. That's sorta just how modern graphics work now. You can try ignoring them but your game will probably look extremely generic/lifeless.

    When I got to the point of adding actual art and dealing with Godot's shaders, I was frustrated with their off-brand GLSL. It's difficult making something simple as an outline shader because there is no exposed depth or stencil buffer or multipass.

    The performance sucked for me. The actual Godot software is small and loads quickly which I liked very much, but testing a game with as few as 50 objects in a scene caused lag (maybe I was doing something wrong?)

    The physics are buggy. Move_and_slide with snap never worked. Whenever shapes collide with a corner or ledge they would freak out. Seems like a common problem on the forums.

    Shadows are really ugly. I think that's a fault of shadow mapping in general but it almost feels impossible to fine-tune in Godot. I could get sharp shadows but only if the object was super close to the ground. And shadows were buggy if an object was on/intersecting the ground.

    ---

    Smaller things that bother me (common issues among engines in general) was there is no good built-in camera script. The default is just static. There is no terrain editor. There is no menu or dialogue system. I would have to spend weeks making all this crap myself. Maybe there are plugins made by strangers but idk. 90% of games need this and it's weird not to include it.

    • 4 months ago
      Anonymous

      Did you quit before Godot 4?

      • 4 months ago
        Anonymous

        Not that anon but that's something that bugs me.

        Godotgays were telling us all to use Godot even before Godot 4 was a thing. Now Godot 4 is out and the narrative now is that the problems with Godot is fixed and NOW is the time to use the engine. How can we trust you lot when you were telling us to use the engine during a time when you retroactively decided it wasn't ready yet?

        • 4 months ago
          Anonymous

          Agreed. I like Godot, but Godot 3 was fricking really fricking rough.
          Straight up. I moved to Godot 4, and thank fricking god I did. I think the Linux bros need to ease off the cocaine sometimes, and look at the practical realities of a relatively finished engine.
          At least Godot 4's functional, and relatively well featured as of 4.2

          You can, but as a solo/small dev team it takes more dev time than creating a shader to do it. The Sunset Overdrive people, as AA devs used the shader approach for their workflow, in conjunction with trimsheets, to speed up dev time.

          You can make most shaders you need, it isn't that terrible. Though I do agree the shadows are a bit scuffed.
          I think Godot needs to work more on their rendering pipeline a bit.

      • 4 months ago
        Anonymous

        Yes. I quit about a year ago

        I guess I should have specified I used Godot 3. I don't know how different 4 is. It was only released recently right?

    • 4 months ago
      Anonymous

      >I realized that if I want to make a stylish game I need to heavily rely on shaders. That's sorta just how modern graphics work now. You can try ignoring them but your game will probably look extremely generic/lifeless.
      Huh, I thought you need to paint textures in photoshop.

      • 4 months ago
        Anonymous

        You can, but as a solo/small dev team it takes more dev time than creating a shader to do it. The Sunset Overdrive people, as AA devs used the shader approach for their workflow, in conjunction with trimsheets, to speed up dev time.

        • 4 months ago
          Anonymous

          I like to look into this. I'm a unity dev (don't laugh at me) and I want my game to have a stylized approach. I'm interested in games with styles similar to jet set radio, Hi-Fi Rush etc.
          >You can't import shaders from blender to unity
          Not fair..

          • 4 months ago
            Anonymous

            Oh and most of all for style, just make things exaggerated.
            Jet Set Radio has like the KH big shoes look going on, with more defined legs, slightly smaller upper body and head.

            Just go fricking wacko.

            • 4 months ago
              Anonymous

              >just make things exaggerated.
              Yeah so exaggerate the proportions of the characters body, got it.

              • 4 months ago
                Anonymous

                Exactly

                You can do it anon! you are already a capable dev from what you've shown me, and as they say, third time's the charm.

                Thanks anon. I'll try and make something awesome. It might be autistic, but we'll see eventually.

  51. 4 months ago
    Anonymous

    I hope that Godot getting more popular means more lewd art of Godette

  52. 4 months ago
    Anonymous

    I keep losing motivation when I try to make games...

  53. 4 months ago
    Anonymous

    ALL TOPICS OF CONVERSATION MUST BE CONSOLE WARS
    THERE IS ALWAYS CLEAR VICTOR AND CLEAR LOSER IN EVERY TOPIC OF CONVERSATION
    ALHAMDULILLAH MY SIDE IS GOOD AND YOUR SIDE IS EVIL
    (i am the only person who is arguing about this and everyone else on the entire board wishes for my slow and painful death)

  54. 4 months ago
    Anonymous

    >engine thats the furthest behind is making the most progress
    Haha no shit

    • 4 months ago
      Anonymous

      To be fair, it's blowing fricking Gamemaker out of the water.
      It ain't the furthest behind by a long shot.

      We just have too many onions devs making low effort games, while the proper devs are cooking slowly with Godot 4

      • 4 months ago
        Anonymous

        >Nooo we're faster than that guy on crutches!
        please stop

  55. 4 months ago
    Anonymous

    Can I code a vn-dungeon crawler hybrid on godot

    • 4 months ago
      Anonymous

      Yes, you can. Don't implement any demanding 3D features on it, though.
      Incidentally, you can also do that in renpy too.

    • 4 months ago
      Anonymous

      Yeah sure.

      >Nooo we're faster than that guy on crutches!
      please stop

      Well look, another thing to note is that the big two engines aren't progressing in like basically any way.
      I'd rather see an engine with actual updates and changes regularly, having a few fairly annoying problems, over completely stagnant engines.

      It's literally why people are using Blender more these days.

      So? It's a Godot game and runs on my ancient potato smooth as butter.

      I mean, it is. But weren't we meant to prop up games that are genuinely pretty good?
      Brotato's just "one of the games of all time"
      You know?
      People aren't wrong when they say that godot doesn't have many great games. So people should fricking make some.

      Yes, you can. Don't implement any demanding 3D features on it, though.
      Incidentally, you can also do that in renpy too.

      The 3D runs fine, unless there's some issue I'm missing.

      • 4 months ago
        Anonymous

        >unless there's some issue I'm missing.
        Yeah, performance buddy. That is what you are missing unless you are aiming for some extremely basic b***h low poly game.

        • 4 months ago
          Anonymous

          How about I just discard your ignorance right here?

        • 4 months ago
          Anonymous

          Huh, the performance?
          The performance as of Godot 4 is pretty alright. It ain't hitching on my 5 year old pc, so I doubt it's that much of an issue, and some enviroments I've made are pretty detailed.

          • 4 months ago
            Anonymous

            That's because godot has graphics from 10 years ago. Even their big fancy GI implementation is just copied from nvidia's VXGI from 2013

      • 4 months ago
        Anonymous

        >weren't we meant to prop up games that are genuinely pretty good?
        No, just "post games made with Godot then". Brotato is solid in terms of quality. Definitely better than most amateur trash nowadays.

        • 4 months ago
          Anonymous

          Eh, fair enough.
          Brotato may have more effort than most of the VS games, but it's still not a game I enjoy.

          Incomprehensible schizoid savant who does one thing at an inhuman level

          That's the musician anon. Literally.

          >musician & guy who does everything else
          Name a better gamedev duo

          idea guy & guy who does everything

          Wow, I feel called out. I'm literally the guy that does everything else.
          Fricking KILL ME

          • 4 months ago
            Anonymous

            You're probably the most reasonable person on this casket construction forum, based. I'm slowly burning out on Brotato myself and will probably drop it at some point, but the quality is certainly there. Also, it's a second VA game that dev made, seems like iterating really helps improve your vidya. One can only wonder what great things they could've created if they chose a less hollow genre and less soulless art direction. Oh well.

            • 4 months ago
              Anonymous

              >Casket construction forum
              My fricking sides. It hurts because it's true at times.
              Anyway, yeah I got burnt out on VS styled games really quickly. Something about the cynicism of most devs working on these sorts of games really rubbed me the wrong way.

              Also, I see, I'll see if the game's any good.
              Though yeah, I always see devs taking the easy road and hollowing out the soul, it's rather painful for me.

              For now :^)

              And I'll still handcraft shit, till the borg come to rip out my brain and plug it into a machine

              >I'd rather see the competent coder/designer get together with a competent artist.
              And then watch the whole project fall apart due to dev drama.

              That's the risk you take with creating. If many great legendary devs could do it in the past, I don't see why the actual frick we should lower the bar for some fricking AI shit to replace that hard crafted care.

              My favorite copes are:
              >AI will improve infinitely, diminishing returns simply does not exist when it comes to AI
              >AI is immune to the current political climate and btfos all the leftists. What do you mean, there's been multiple cases where AI has been censored and lobotomized to appease others? That won't happen again!

              The censorship is really notable. Can't even name celebraties like fricking Jim Carrey.
              Or loboto'd to appease people's leftist ideals.

              >What do you mean, there's been multiple cases where AI has been censored and lobotomized to appease others?
              That was always going to be the problem when the AI is run remotely. It has always been avoided by being able to run the shit locally.

              Then you just have the genericness and lack of handcrafting.

              • 4 months ago
                Anonymous

                But you don't handcraft anything. You are using multitudes of tools to ease the process

              • 4 months ago
                Anonymous

                >That's the risk you take with creating. If many great legendary devs could do it in the past,I don't see why the actual frick we should lower the bar for some fricking AI shit to replace that hard crafted care.
                Because there are potentially many great game devs who also work best on their own.

                You keep bringing up handcrafted stuff by the way, you know textures are often asset flipped anyway right? For the same reason the AI is used. Due to the devs skill gap, or frick, even just not having the time for that shit.

              • 4 months ago
                Anonymous

                >asset flipped
                From what?

              • 4 months ago
                Anonymous

                Storeslop.

              • 4 months ago
                Anonymous

                Where did it come from?

              • 4 months ago
                Anonymous

                Same place as the AI models.

              • 4 months ago
                Anonymous

                Somwone who is not you so it wasn't handcrafted

              • 4 months ago
                Anonymous

                Asset flipping existed long before AI generating images though. Where did those assets come from?

              • 4 months ago
                Anonymous

                Meant for

                Same place as the AI models.

                can't see shit on this fricking Christmas theme, frick you, mods, Christmas is already over.

                Somwone who is not you so it wasn't handcrafted

                But it was handcrafted by some other human so it's a false equivalent.

              • 4 months ago
                Anonymous

                I don't respect alot of the asset flipping, to be quite frank.
                Like come on anon. You're trying to apply the godawful state of modern game dev to older games we actually liked. Current gaming is fricking sick, to the bone.
                Not to mention, each of those assets, was hand made anyway. There's a difference between contract work and having a literal Machine make your artwork.

                A vast difference. And if a Dev can't make it without using AI, I don't really care.
                Don't sing to me the pity parade, I want great hand crafted experiences. Not compiled together AI slop.

              • 4 months ago
                Anonymous

                >I don't respect alot of the asset flipping, to be quite frank.
                I do when the game ends up being really good despite the shortcut taken. Especially when I can recognise that the game probably wouldn't have been made if the shortcut wasn't available. That's my position, wanting to see interesting games actually get made.

                Even right now in this thread a game was being passed off an a successful and interesting title despite having used ready-made assets.

              • 4 months ago
                Anonymous

                >Casket construction forum
                Should've called it a casket construction site, fug
                >burnt out on VS styled games really quickly
                I only ever played VS and Brotato. The only thing those games have going for them is addiction.
                >the cynicism of most devs working on these sorts of games really rubbed me the wrong way
                The very concept of VS was jamming as much psychological manipulation into an empty game as possible, resulting in a hollow product with no value but incredible player attention. It's cynical by the very definition and nobody copies it to have a real creative outlet. Brotato might just be among the more creative VS clones, lol.
                >Also, I see, I'll see if the game's any good.
                Not shilling by any means, I'd personally stay away if you're prone to getting hooked up on that gameplay loop crack. I was just saying it's HQ crack.
                >hollowing out the soul, it's rather painful for me
                I meant the graphics specifically. It's that... the cartoon-graphics equivalent of comic sans font. Mobile-gamey. Very sterilized. The potatoes themselves are somewhat soulful, if murderous.

                Yep.

                It is fun for concepting though. Like throwing around quick gens of ideas on your head.
                Sort of like one of those low effort pitches you see at a board room.

                But I'd never use this shit in a game, or even as foundational concept art.
                [...]
                Exactly, I'm trying to make a large skitzopheric world as we speak. Kinda hard lmao. Cause I'm a fricking solo dev in terms of practical work.
                As per usual... I suppose.

                Anyway, that care to the detail, the world, the story, all that comes in the aesthetic. And an AI ain't gonna capture that.
                [...]
                Disingenious. I'm sure you're aware of what the term AI art even means right?

                It means. The AI, Makes it.

                So eat shit shill.
                [...]
                This.
                [...]
                Unity, but Godot seems alright, there's a bunch of devs working right now on some cool 3D games, that are gonna have demos within the year. Godot 4 really lit a spark in people it seems.

                >I'm trying to make a large skitzopheric world as we speak.
                Intriguing. Any more details or namedrop/link to follow your valiant efforts?

  56. 4 months ago
    Anonymous

    >musician & guy who does everything else
    Name a better gamedev duo

    • 4 months ago
      Anonymous

      idea guy & guy who does everything

      • 4 months ago
        Anonymous

        In what world is this going to happen unless the idea guy is paying the dev in free brojobs.

        • 4 months ago
          Anonymous

          I unironically want an ideaguy to tell me what to do.

        • 4 months ago
          Anonymous

          Sounds about right.

          I unironically want an ideaguy to tell me what to do.

          No you don't.

          Also speaking of AI, anyone got any ideas how to achieve this sort of effect in Godot?

          Like this warping shifting effect, it looks fricking cool.

          • 4 months ago
            Anonymous

            >No you don't.
            I do.
            I have an idea for a pokemon brothel simulator but game design is really overwhelming and tiring and I get dizzy thinking about it.

            • 4 months ago
              Anonymous

              The idea guy would just say make that idea, they have no clue about how to design or achieve it

          • 4 months ago
            Anonymous

            Like imagine an enemy that moved like this instead of moving. I'd fricking love to make this happen, if possible.

            Learning one version is hard when so many fundamental upgrades keep coming out

            Not really, 3 and 4 are rather stable in their own regards. The leap between the two though was definitely a learning curve.

            >No you don't.
            I do.
            I have an idea for a pokemon brothel simulator but game design is really overwhelming and tiring and I get dizzy thinking about it.

            Die. Sorry anon but die.

            Ruins of Mitriom

            Never heard of it, got a clip?

      • 4 months ago
        Anonymous

        >it ends up working because the idea guy actually has good ideas

    • 4 months ago
      Anonymous

      Incomprehensible schizoid savant who does one thing at an inhuman level

      • 4 months ago
        Anonymous

        Addendum: he never achieves anything of note because of the hyperfixation

    • 4 months ago
      Anonymous

      That sounds great on paper, but then your composer fricks off and future musicians you work with can't compare to them, like Danny B leaving Edmund.

  57. 4 months ago
    Anonymous

    >Not a single fricking engine besides unity and unreal can now compete with godot development speed.
    lol
    >Godot literally now has more than 1k volunteers working on each release.
    lmao even
    And an ant hill has millions of workers, none of them discovered fire.
    What 10 experts could do, a thousand can't.
    >There's a newer version with hundreds of github commits every 2 months.
    What are quarterly releases? Noob.

  58. 4 months ago
    Anonymous

    how to make porn games, bros?

    • 4 months ago
      Anonymous

      follow your dream

      I'm gonna make a Godette porn game with this model

  59. 4 months ago
    Anonymous

    Learning one version is hard when so many fundamental upgrades keep coming out

  60. 4 months ago
    Anonymous

    I'm using Godot to make a Sonic fangame. It's not much but I've had a lot more fun with it than programming a game from scratch with SDL2 in C. Maybe stuff like Construct2D or LOVE would be better but I think people who go on and on about the "best" way to do something are people who never do anything at all.

    • 4 months ago
      Anonymous

      Agreed, action is better than overthinking shit.
      Anyway how's that going, got any clips?

      • 4 months ago
        Anonymous

        It's not much right now. It's an autistic creepypasta game. I've been working on it since October as my first Godot project and I've learned a lot so I hope to start working on an original game next year when I'm finished with this.

        • 4 months ago
          Anonymous

          Yeah this is pretty autistic. But it seems you got the mechanics down right.
          When you finish, let me know, I wanna see what original shit you make.

          >*Anon the Godot Mascots are sexy children.
          ftfy

          Die.

          • 4 months ago
            Anonymous

            >Live.
            ftfy

  61. 4 months ago
    Anonymous

    which platformdoes Ganker think is the best to bang out small playable demos of 3D games?

  62. 4 months ago
    Anonymous

    Game Maker powered Pizza Tower so it's the best engine.

    • 4 months ago
      Anonymous

      Gamemaker sucks but Pizza Tower is kino.

    • 4 months ago
      Anonymous

      It's funny, between Toby Fox and Pizza Tower you'd think Game Maker would have a a lot of prestige but I've seen a lot of anons warn against it.

      • 4 months ago
        Anonymous

        the downsides are immense compared to pretty much any other conventional thing you'd use

  63. 4 months ago
    Anonymous

    I got filtered by programming. I'll just wait when AI can do it, holy shit. Programming is probably the lamest fricking activity in the world

  64. 4 months ago
    Anonymous
    • 4 months ago
      Anonymous

      AHAHAHA THE CHILDREN'S DRAWING?

      THAT'S WHAT YOU'RE HOLDING UP. AHAHAHA COME ON AI SHILLS, YOU GOTTA DO BETTER THAN THAT. I POSTED BETTER THAN THAT.

      • 4 months ago
        Anonymous

        Don't bother with the machinechuds us artsisters will kerp on winning

      • 4 months ago
        Anonymous

        10 years ago AI couldn't even do that much, and (you) would be saying that sonic drawing image was impossible.

      • 4 months ago
        Anonymous

        reddit spacing

      • 4 months ago
        Anonymous

        Goalposts moved

        No matter how much you train your LORA and edit the hands with controlnet, it will still look like AI garbage and people will always notice it as such.
        The reason why its garbage its because the tech is garbage, and the flood of shit is obvious. Thats why you dont have "high quality" AI assets

        > it will still look like AI garbage and people will always notice it as such

        • 4 months ago
          Anonymous

          >the meme post that was proved to be ai shills samegayging a midjourney generation points that AI art is undistinguished from actual drawn art
          moron

          • 4 months ago
            Anonymous

            >it was samegayging
            Desperate, your turn.

            • 4 months ago
              Anonymous

              Just search the archive. Thats why every time some AItard starts shitting himself on a thread, he posts that image

            • 4 months ago
              Anonymous
  65. 4 months ago
    Anonymous

    Member when some guy won the colorado state fair's art competition and got a rule about disclosing AI art made. If it's instantly recognizable why the need to disclose it?

    • 4 months ago
      Anonymous

      Because if they didn't, the audience would fricking burn them alive.

      • 4 months ago
        Anonymous

        That's convenient

    • 4 months ago
      Anonymous

      Its simple: Tag your shit because I dont want to see your low effort moronic crap.
      I need to filter it.

      • 4 months ago
        Anonymous

        The seething required to avoid the premise like this is incredible

  66. 4 months ago
    Anonymous

    [...]

    Anyway, I'm gonna be posting more public clips in a few days. Probably.
    Just waiting for Christmas celebrations to roll over so I can go nuts.

  67. 4 months ago
    Anonymous

    [...]

    >Call in 10 years when the field has changed.
    Are you yielding ground?

    • 4 months ago
      Anonymous

      No. I'm saying when the situation changes, let me know. Then I'll acknowledge it's more difficult to tell apart.

      I mean you're talking to a guy who generates random concepts for fun. But it's not real art, not real creation from the hand of a man.

      And that matters alot.

      • 4 months ago
        Anonymous

        "Real art" isn't an agreed upon thing even excluding AI

  68. 4 months ago
    Anonymous

    >Make your game to have the pajeets showelware look of cheap 0.50 cent AI mobile pajeet spam
    Most people wont buy a game made with AI, so is a waste of time and money to use AI.

    • 4 months ago
      Anonymous

      >You can't just make your game using AI nobody will pay for it!

      LOL. LMAO.

  69. 4 months ago
    Anonymous

    Why is training AI on art stealing if AI art will never come close to that human touch?

  70. 4 months ago
    Anonymous

    >nodes nodes nodes nodes
    I literally don't have time to learn this shit

    • 4 months ago
      Anonymous

      If you don't have 50 minutes to learn what nodes do then you're ngmi.

    • 4 months ago
      Anonymous

      it's literally unity's components except each is its own object
      if this is good or bad depends on what you are making

  71. 4 months ago
    Anonymous

    [...]

    >But holding up a children's drawing as the exception, one which is probably the easiest for the AI to do, isn't the high benchmark you think it is.
    Missing the point. It's not that the sonic drawing is good, it's you aren't as good at recognising AI as you like to think you are. Remember the goalposts, the claim was that you will always be able to tell.

    • 4 months ago
      Anonymous

      Fine, I shall move my goal.
      Nearly always. Exceptions to the rule don't dismiss the rule.

      • 4 months ago
        Anonymous

        How disingenuous

        • 4 months ago
          Anonymous

          I can openly admit that not every single piece is going to be obviously gen'd.
          Hence, I move the post. Still, most are pretty clear cut.

          >But making your game a bucket of asset flips is another.
          Good thing the argument was never that then. The point is that shortcuts are available for skilled/talented devs that allow them to focus more on the things they are actually skilled/talented at.

          No, your argument is you should use AI to gen the fricking artwork, as if that's a good idea.

          why shouldn't I use game maker for a turn based game that's literally just clicking through menus and card game based combat? game maker studio seems simple and can export to switch

          Gamemaker's annoying, but if you can do it, why not?

          Just fricking learn to code instead

          Already have. I like the game engine frameworks. I grew up on fricking C++ moron.

          • 4 months ago
            Anonymous

            >No, your argument is you should use AI to gen the fricking artwork
            I said the textures of a door, lol

  72. 4 months ago
    Anonymous

    why shouldn't I use game maker for a turn based game that's literally just clicking through menus and card game based combat? game maker studio seems simple and can export to switch

    • 4 months ago
      Anonymous

      because GM is extremely barebones especially when it comes to UI, you'd be doing everything yourself so might as well just use some framework instead of trying to wrangle a shitty engine

    • 4 months ago
      Anonymous

      According to the artgays ITT you should instead start learning a programming language because to do otherwise would be taking a shortcut unlike the Cave Story feller

  73. 4 months ago
    Anonymous

    [...]

    >old school flash shit
    How could I forget? Mobileshit completely ruined that kind of artstyle for me.
    >I want more meat on the bones in terms of movement and such.
    I'm not sure we mean the same thing, but the single reason I played Brawlhalla was the free expression through movement, as weird as that sounds. Just being able to move freely and almost organically. And I HATE fighting games. Ultrakill was nice too, but too skill-based for my smooth brain.
    >Schizoworld
    Thanks for the link, unfortunately I will only be able to fully check it out tomorrow. It's 2AM, I need to sleep.
    >reality crunched in on itself
    >Things have gone fricking horribly wrong
    That's how I was made. No doubt I will feel like home. Hope it's not another horror.

    [...]
    Anyway, I'm gonna be posting more public clips in a few days. Probably.
    Just waiting for Christmas celebrations to roll over so I can go nuts.

    Good luck with your project, anon.

    • 4 months ago
      Anonymous

      >How could I forget? Mobileshit completely ruined that kind of artstyle for me.
      Fricking real, I feel that. Mobile fricking games.
      >I'm not sure we mean the same thing, but the single reason I played Brawlhalla was the free expression through movement, as weird as that sounds. Just being able to move freely and almost organically. And I HATE fighting games. Ultrakill was nice too, but too skill-based for my smooth brain.
      Eh yeah I mean it's more just the lack of movement and such, It's a more unique game than the rest of VS competition, just not for me.

      Never played Brawlhalla. Fighting games are painful, but fun. Ultrakill was awesome, but the skill based focus meant that sometimes the game's autism really hit hard.
      I suppose that's what I'm trying to avoid.

      >Thanks for the link, unfortunately I will only be able to fully check it out tomorrow. It's 2AM, I need to sleep.
      You're welcome, Night anon
      Also thanks for the vote of confidence. And don't worry, my main inspirations for the game visually are fricking Nightmare before Christmas, Beetlejuice and Medievil. You're more in for a Dark Comedy ride, ghosts skeletons and all.

  74. 4 months ago
    Anonymous

    >newer version with hundreds of github commits every 2 months

    and thats fricking terrible for small devs, things get broken all the time
    unshill and scamunity are already unusable if you dont have a dedicated engine coder to maintain functionality and compatibility and godot is heading that way

    • 4 months ago
      Anonymous

      nobody is forcing you to download the next version

  75. 4 months ago
    Anonymous

    >tags: e-girl, ryona, rape, humilation, slavery, large insertion, cum inflation, ugly bastard, impregnation, watersports, mindbreak, NTR, prolapse, hand holding

    Am I missing anything for my game?

    • 4 months ago
      Anonymous

      scat, miniguy

    • 4 months ago
      Anonymous

      Wedding dress

    • 4 months ago
      Anonymous

      Trade ugly bastard for shota
      Trade prolapse for incest

      There 10/10

      • 4 months ago
        Anonymous

        Ugly bastard monster dick > shota tiny dick

        • 4 months ago
          Anonymous

          shota monster dick > ugly bastard monster dick

          • 4 months ago
            Anonymous

            futa monster dick x shota tiny dick

    • 4 months ago
      Anonymous

      urethra insertion, castration, futanari

  76. 4 months ago
    Anonymous

    As I'm learning godot, scenes seem like it'll become a problem if I do anything even kinda intricate
    Like if I make an RPG Maker game in godot, for example, there'll be a ton of nodes and scenes, and I'm worried Godot will have a hard time handling it

    • 4 months ago
      Anonymous

      rpg maker is about 50x slower than godot, trust me amount of nodes is the least of your problems

    • 4 months ago
      Anonymous

      You just have to be smart with managing different scenes, not having every single node in your game be part of one scene. The player for example should be a separate scene file with its own nodes, which can then be appended to a level scene.

  77. 4 months ago
    Anonymous

    I wish I could use my music/audio/sounds/voice for Anon's game...

  78. 4 months ago
    Anonymous

    how do you compile a godot game?
    i wanna try this https://github.com/EIRTeam/Project-Heartbeat

  79. 4 months ago
    Anonymous

    I use Godot because I like GDscript and I'm too lazy to learn C# despite working in programming and knowing Java, C and Puthon

    I dunno I just look at it and it seems weird

    • 4 months ago
      Anonymous

      I don't even like C# but I don't know how somebody with a Java background can take issue with it

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