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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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.
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.
>unity
>smaller and simpler framework
based moron
Are u aware you can use godot like a framework?
elaborate what you mean by this, I need a good laugh
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.
>While it is not currently possible to compile it out, it can be completely bypassed.
Good morning sir!
>and the other engines are bug free moron?
The other engines have games we actually give a shit about.
anyone got the webm of cris dancing topless in the shower? i forgot to save it
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.
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.
Become a master of the company/project that's going to go under in 5 years. Nice plan!
Oh you are one of those...
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.
I don't think even John Blow is like that. That's some advanced idiocy that that Anon is spewing.
if they go under, MS or Valve will buy them for cheap. Don't care, sticking with Unity.
>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?
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.
>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.
you have basic fundamental missunderstanding of how FOSS is developed.
watch this.
No, I don't.
>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 think people shouldn't use blender either?
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.
So fork it or fix it moron, it is free and open source.
Yea, just fork the millions of lines of code you've never interacted with before, moron.
>instead of using smaller and simpler frameworks.
name 5
>and every other feature is half-finished or just outright broken.
Wow just like big bro unity.
agreed. open source projects can get to feature parity but it takes a decade (blender)
what board is /agdg/? when i put it i get a 404
/vg/
when will good engine mean good games?
Half-Life from 1998 is better than all Godot games
>there are people still waiting for godot
heh
heheh nice
here.
you dropped your crown, king.
Post games made with Godot then.
?feature=shared
that was a pretty cool watch
The Case of the Golden Idol.
Porn games made with godot
>The Case of the Golden Idol.
Literally inspired by and a worse version of a unity game lol
What game?
Obra Dinn
They play nothing alike
Cruelty Squad
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
>porn game
ngmi
>porn game
i hope you can draw anon
You no longer need to know how to draw
AI can do all your art.
Nah it can't, just look at the thousands AI porn vn shit. Why would I want to create even more low effort garbage?
Good question, why would you?
Nothing's stopping you from making high-effort quality games with AI.
AI shit is inherently low quality, you arent putting effort in your game generating AI garbage compared to actual drawn scenes
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.
False analogy, not the same thing,
It is the same thing.
all hand drawn is original, AI is just the same shit anyone can sniff miles away.
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?
yes, the function will always do the same shit, it will never be able to replicate my drawing style for example.
>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?
because its using pre-existing shit, its still a long way to it stop being generic.
C++ is using pre-existing shit, too.
Are you saying everything coded in C++ instead of Assembly is low-effort and generic?
i dont get this comparison, art isnt deterministic like a computer language, those analogies makes no sense.
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.
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.
>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?
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.
>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.
Show em some powertools then
>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.
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
Someone post that one screencap of the seemingly hand drawn sonic picture.
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
In what ways are cameras or cars inferior?
holy moronic what the frick.
Is digital art a crutch aswell or do you accept that tool for no apparent reason?
>no apparent reason
Every single AI troony is disingenuous as frick.
Give a clear definition then buddy
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?
>manually
Huh? I just used vectors and the fill tool, then ran the shader plugin I downloaded for Paint.net.
Post your work.
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.
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
>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.
One dude made Cave Story all by himself, so why can't you? Miss me with these whinny excuses.
>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.
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.
>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.
It was impractical and it still took shortcuts can you imagine that?!!
Such as?
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.
are you telling me CaveStory 3D was always his dream game?
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.
>But then using your own engine also counts as a shortcut.
not using your own engine*
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.
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.
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 are simple, they're just autistic versions of Unity's components anon.
Just fricking learn to code instead
>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.
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
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.
>who is Temmie?
Pixelartist that Toby had helping him with undertale, sorry probably should have clarified who she was when I mentioned her.
deltarune is literally just undertale again but with gay sex
>So undertale is shit then?
absolutelly, success has nothing to do with quality.
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!
>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.
AI certainly lacks that human originality that rehashes the same stories over thousands of years, what I like to call SOUL
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.
>Unity, but Godot seems alright
kthx
>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.
>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
>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 😉
>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
Sorry buddy but you will never be a real woman nor a real artist :((
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.
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.
>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.
With AI slop it's garbage 100% of the time.
>porn game
gmi
>porn game
If it has e-girl as cute as your pic related, then you will make it for sure anon. otherwise, ngmi.
Halls of Torment but it's early access.
Brotato.
sonic colors
https://www.newgrounds.com/portal/view/881705
Dome Keeper
Literally no games lmfao
I don't like Brotato. It's just a VS autism game.
So? It's a Godot game and runs on my ancient potato smooth as butter.
Ruins of Mitriom
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.
>AI slop
gross
It's 2 handmade sprites that have been procedurally "fused"... As I already said...
>AI slop
thank you sar
actual moron
ok pajeet
>procedurally
AI
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.
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
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!"
do you know how many cooks are in linux?
Linux has significantly more competent people leading it than Juan and his party, as well as a very different project management style.
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.
>some dude spent a year.... making a good feature
the horror...
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.
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.
Really fitting analogy given how much of a meme linux is acknowledged to be.
Self-defeating analogy because Linux is always shilled but never takes off because of it
Her design is still to this day, surprisingly cute.
The triple bun is genius.
i think unreal 5 is the best because i saw a youtube video and it has nanites 🙂
Is that supposed to be godot-chan? Sauce on uncensored image?
cris thread are always hilarious cuz he is actually dead serious when post the most moronic takes possible on everything lmao
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.
How is the presence of a community manager going to affect the programmers beyond being an unwise use of already limited capital?
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
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
I do hope godot thrives and become on par on other engines one day simply because I'm tired of israelites and chinks
Linietsky is literally israeli lmao
big oof then
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?
>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
Bottomless with footwear is a top tier kink.
I want to make a porn game based of the gobot mascots
Anon the Godot Mascots are children.
>*Anon the Godot Mascots are sexy children.
ftfy
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?
>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.
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.
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.
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.
Has a single good game been made with it yet?
Name ten
they'll try to pass cruelty squad as something to be actually proud of
cruelty squad is godot?
i though it was 3d FPS maker or ogre 3d or some shit
lmao
FRICKING KEK
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.
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.
I STAND CORRECTED.
Brotato is quite popular
Most people using Cruelty Squad as an example never even played and don't even know what it's about.
Jackie Chan's Waiting for Godot 1 to X.
Most games made in Godot don't say that they are. https://godotengine.org/showcase/
it doesn't even have 10 good games on the horizon
the only one that comes to mind is Lumencraft
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.
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.
Agreed, don't give up anons.
>name one popular game made in Godot
>not that one, that's too popular
You mean
>no not that one, it wasn't actually made in godot
https://en.wikipedia.org/wiki/Getting_Over_It_with_Bennett_Foddy
https://www.thegamer.com/godot-engine-popular-games-best/
My source was a FRICKING LIE
Because people already mentioned Cruelty Squad.
I ain't mentioning something that was already mentioned.
Getting Over It used Unity what are you talking about???
My fault for trusting game "journalists."
see
Cassette Beasts is one of my favorite games of this year and it was made with Godot.
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.
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.
now let's see here if anyone has made anything remotely impressive with it.
It is literally a skill issue.
looks good, twitter or website i can follow development?
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/
Cute cute!!!
love the low poly model good work
exactly. you forgot to hang the noose tighter around your neck.
Okay. Name one successful game made in Godot.
protocorgi.
brotato.
Riven tails.
Pixelover.
Pixelorama.
That star fox fan game.
Read my post again, pablo.
the most sucesfull is the godot engine.
godot engine is made using godot engine.
how is that succesful if nobody ever heard about that?
>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
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.
Ex zodiac is currently the best Star fox of the last 15 years.
morono.
>Ex zodiac is currently the best Star fox of the last 15 years.
Because there is sooooo much competition in that space...
Not what you asked.
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.
stardew valley had also no competition on it's space.
neithter minecraft.
>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.
your logic implies CoD and FIFA are the best games ever because they're the most profitable and popular every year.
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?
yes.
you can be the best in field with zero competition.
It's called women sports, moron.
Yes but it doesn't mean being successful in its own right. moron.
sucess is subjetive.
>Can't dismiss the point so instead of admitting to be wrong, tries to diminish it as much as possible
Lmao
>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.
looks like amiga shit game that poorgays play in basement how is that significant in any way?
Looks great.
I just don't like that we're playing as monkeys.
But I digress, that song in the trailer also sounds fantastic.
Cruelty Squad
Learn to read, moron. That's Brigand Oaxaca, not Cruelty Squad.
>le confidently incorrect but doesn't care enough to look at the top left of the image he posted face
You just use SDL + OpenGL, lol. What are you doing?
>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.
engine arguments = nodevs
literally every single time. If someone attempts to start an argument about engines, ask them to post their work.
Why are they so up their own ass over engines when they don't even dev anything? You fricking autists I swear.
>ask them to post their work.
Alright then, I'm asking you. Post your work.
>deflecting
lol nodev confirmed
That's what I thought.
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
I have two released games on Steam and I think most of these popular engines are trash. Now what?
Post them, because if your work is trash your opinion is still useless. Just having something on steam means jackshit, congrats you paid 100$
This is my game https://store.steampowered.com/app/915310/SNKRX/
highly doubt and even if it is
>2d pixel shit mini games
yeah opinions thrown into the trash
Damn, you must have gotten rich from this.
Yea it's pretty good results.
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.
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.
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.
>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
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 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.
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
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.
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.
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.
A framework isn't safe from any of this
good on you anon. How long did it take you to learn to make it and how long did it take to make?
It's been ~10 years since I started devving, and that game took 3 months to make.
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
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.
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.
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.
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.
> 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
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.
>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
>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.
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, that's pretty much what I had to learn over the years.
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.
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.
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.
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.
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.
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.
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.
>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
Lame.Don't give up, make something.
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.
For now :^)
So never
>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.
>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.
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
I suppose you enjoy games that are souls-like.
Looks like shit an ai would design and make
>indie slop
These are the devs that make these threads
>I have two released games on Steam
Proof?
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.
this https://farawaytimes.blogspot.com/2023/02/how-to-make-good-small-games.html
>unironically using uwu in your serious article about gamedev
lol lmao dropped like a stone
not uwu, "uwu"
i know i just wanted people to actually read your post because its actually good shit in a sea of garbage agdg shitposting
I'll read it, just later.
>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.
>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?
switch the setting to world space you moron.
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.
>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?
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.
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.
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.
>jet set radio
Just take some screenshots anon.
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.
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
I don't understand step 3.
So I just throw in a random empty canvas into my gameobject and it'll just work?
50 reviews on steam
blown the frick out
Pogo3D? I played the demo today. Pretty good.
thanks bro
would Godot be good for making a game similar to Real Lives?
If you're good at UI stuff, yeah.
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.
Has anyone gotten Real Lives 2010 to work on modern hardware yet
We finally got integer scaling.
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.
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.
Post game.
Sure, when I get on pc. It's still fairly early so the models and movement are rough as frick
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.
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.
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"
Correction, I started the "3D" build 2 months ago.
I like the look, reminds me of alice in wonderland. A bit more polys and environment details could make a kino aesthetic.
>its not le engine
>its le unskilled dev
9 years without a single decent game lol
Engine was in a piss poor experimental state for most of that. Expect some good games reasonably soon.
Sure give me 10mins
I'm gonna make a Godette porn game with this model
what language you need to know for godot?
It supports C#, and I think C++ was just added. And it also has it's own GDscript
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.
Unreal engine is a stutter mess.
Godot has no good games.
Unity has tons of amazing games and no stutter.
Unity won.
>Godot literally now has more than 1k volunteers working on each release.
This is not a good thing
https://github.com/godotengine/godot/pull/48497#issuecomment-1751804880
they're even bullying each other
i wonder how long this will last
I like how the response is basically HR speak for "get fricked"
>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
okay cool but wheres the uncensored model?
filename
don't worry, it will dissapoint you, it's a barbie-doll anatomy, thats' mean NO pussy for you.
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.
and do you think this is funny? just pick a e-girl model and draw a moustache, and done, an adult.
It is literally a skill issue.
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.
ive seen 2001 flash games unironically look better than this...
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
low tier Black person literally tier prostitute the moronic idiot and actually don't play with low tiers.
you're a joke.
what's wrong? couldn't get butt-fricked by some monkey dick this morning? nodevs really are needy
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.
As a rookie 3D artist how could I team up with some random game dev to make shitty assets for their game?
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.)
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.
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.
>placeholder art
uhm.. anon.. i uhm..
....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.
Don't listen to
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.
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.
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.
I mean the style intention is fine.
It's just that it's rough as hell. It needs a second pass, you know?
what an annoying homosexual you are, make your own game if you know so much.
I am making one.
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?
it truly is a skill issue
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.
Okay you got good projectile pooling.
What about the rest of the game?
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'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.
>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.
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.
>Main fetish is pregnancy.
Someone of taste, I see.
This is me
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.
Send you an email, password to open is rcum8rttv449
Anyway here's another clip, sorry for the major compression. Frick.
Looks neat.
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.
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
>Ganker making games
Don't give up. Please make great games because the trannies shitting up the industry will have some competition.
>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
Both Unity and Unreal blow for 2D or smaller games.
>Cuphead
>Hollow Knight
>Children of Morta
>Night in the Woods
If the engine isn't yours, it's not your game either.
>godot development speed
who cares if theyre just developing a piece of shit the fastest
What makes it shitty?
I just wish there was an alternate Godot discord that wasn't full of trannies and Marxists. Maybe an IRC channel somewhere?
>discord
>not full of trannies and Marxists
Try again
For that matter
>Godot
>not full of trannies and Marxists
Also not happening
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.
Did you quit before Godot 4?
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?
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 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.
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?
>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.
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.
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..
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.
>just make things exaggerated.
Yeah so exaggerate the proportions of the characters body, got it.
Exactly
Thanks anon. I'll try and make something awesome. It might be autistic, but we'll see eventually.
I hope that Godot getting more popular means more lewd art of Godette
I keep losing motivation when I try to make games...
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)
>engine thats the furthest behind is making the most progress
Haha no shit
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
>Nooo we're faster than that guy on crutches!
please stop
Can I code a vn-dungeon crawler hybrid on godot
Yes, you can. Don't implement any demanding 3D features on it, though.
Incidentally, you can also do that in renpy too.
Yeah sure.
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.
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.
The 3D runs fine, unless there's some issue I'm missing.
>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.
How about I just discard your ignorance right here?
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.
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
>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.
Eh, fair enough.
Brotato may have more effort than most of the VS games, but it's still not a game I enjoy.
That's the musician anon. Literally.
Wow, I feel called out. I'm literally the guy that does everything else.
Fricking KILL ME
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.
>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.
And I'll still handcraft shit, till the borg come to rip out my brain and plug it into a machine
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.
The censorship is really notable. Can't even name celebraties like fricking Jim Carrey.
Or loboto'd to appease people's leftist ideals.
Then you just have the genericness and lack of handcrafting.
But you don't handcraft anything. You are using multitudes of tools to ease the process
>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.
>asset flipped
From what?
Storeslop.
Where did it come from?
Same place as the AI models.
Somwone who is not you so it wasn't handcrafted
Asset flipping existed long before AI generating images though. Where did those assets come from?
Meant for
can't see shit on this fricking Christmas theme, frick you, mods, Christmas is already over.
But it was handcrafted by some other human so it's a false equivalent.
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.
>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.
>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.
>I'm trying to make a large skitzopheric world as we speak.
Intriguing. Any more details or namedrop/link to follow your valiant efforts?
>musician & guy who does everything else
Name a better gamedev duo
idea guy & guy who does everything
In what world is this going to happen unless the idea guy is paying the dev in free brojobs.
I unironically want an ideaguy to tell me what to do.
Sounds about right.
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.
>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.
The idea guy would just say make that idea, they have no clue about how to design or achieve it
Like imagine an enemy that moved like this instead of moving. I'd fricking love to make this happen, if possible.
Not really, 3 and 4 are rather stable in their own regards. The leap between the two though was definitely a learning curve.
Die. Sorry anon but die.
Never heard of it, got a clip?
>it ends up working because the idea guy actually has good ideas
Incomprehensible schizoid savant who does one thing at an inhuman level
Addendum: he never achieves anything of note because of the hyperfixation
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.
>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.
how to make porn games, bros?
follow your dream
Learning one version is hard when so many fundamental upgrades keep coming out
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.
Agreed, action is better than overthinking shit.
Anyway how's that going, got any clips?
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.
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.
Die.
>Live.
ftfy
which platformdoes Ganker think is the best to bang out small playable demos of 3D games?
Game Maker powered Pizza Tower so it's the best engine.
Gamemaker sucks but Pizza Tower is kino.
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.
the downsides are immense compared to pretty much any other conventional thing you'd use
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
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.
Don't bother with the machinechuds us artsisters will kerp on winning
10 years ago AI couldn't even do that much, and (you) would be saying that sonic drawing image was impossible.
reddit spacing
Goalposts moved
> it will still look like AI garbage and people will always notice it as such
>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
>it was samegayging
Desperate, your turn.
Just search the archive. Thats why every time some AItard starts shitting himself on a thread, he posts that image
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?
Because if they didn't, the audience would fricking burn them alive.
That's convenient
Its simple: Tag your shit because I dont want to see your low effort moronic crap.
I need to filter it.
The seething required to avoid the premise like this is incredible
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.
>Call in 10 years when the field has changed.
Are you yielding ground?
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.
"Real art" isn't an agreed upon thing even excluding AI
>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.
>You can't just make your game using AI nobody will pay for it!
LOL. LMAO.
Why is training AI on art stealing if AI art will never come close to that human touch?
>nodes nodes nodes nodes
I literally don't have time to learn this shit
If you don't have 50 minutes to learn what nodes do then you're ngmi.
it's literally unity's components except each is its own object
if this is good or bad depends on what you are making
>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.
Fine, I shall move my goal.
Nearly always. Exceptions to the rule don't dismiss the rule.
How disingenuous
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.
No, your argument is you should use AI to gen the fricking artwork, as if that's a good idea.
Gamemaker's annoying, but if you can do it, why not?
Already have. I like the game engine frameworks. I grew up on fricking C++ moron.
>No, your argument is you should use AI to gen the fricking artwork
I said the textures of a door, lol
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
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
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
>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.
Good luck with your project, anon.
>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.
>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
nobody is forcing you to download the next version
>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?
scat, miniguy
Wedding dress
Trade ugly bastard for shota
Trade prolapse for incest
There 10/10
Ugly bastard monster dick > shota tiny dick
shota monster dick > ugly bastard monster dick
futa monster dick x shota tiny dick
urethra insertion, castration, futanari
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
rpg maker is about 50x slower than godot, trust me amount of nodes is the least of your problems
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.
I wish I could use my music/audio/sounds/voice for Anon's game...
how do you compile a godot game?
i wanna try this https://github.com/EIRTeam/Project-Heartbeat
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
I don't even like C# but I don't know how somebody with a Java background can take issue with it