Don't listen to the israelites, they want the goyim to use this engine so they can have the high ground by using actual professional engines. Kill the competition by making other people using a toy engine. They don't call it goydot for nothing.
I don't know what I want to make and most tutorials suck dick at actually teaching you anything. Just "do this, then this, then this, and you have it!" and no follow up on how to interconnect brand new levels or maps or make anything beyond a 2 hour-venture paper airplane that's quickly thrown away after a few minutes of playing with it.
As a GM user I really want to like Godot, but I hate its interface. It feels like it's more catered to youtube tutorials than actually making games, not compact at all.
So anyway >sketched out a look for the enemies
the idea was samurai jin roh >did enough work on the girl's face that I feel somewhat confident showing her >did a rough blockout for the npc model >threw a quick and dirty rig on him >sketched out an idle and an attack animation
I don't think I did anything else.
Shader UVs are fricked. Shaders don't update properly. No documentation on the default pixel dimensions of the built-in TEXTURE. Selective bloom is impossible even with a shader because 2D games don't need bloom according to Godot devs. No way to have pixel perfect 2D games without a ton of bullshit hacks that still don't work as well as Godot 3.
I'm starting to become a little disillusioned with this engine.
A TextureRect and a Sprite2D with the same shader code and dimensions produce wildly different results. Changing the dimensions doesn't refresh unless you switch tabs in the editor and come back. UVs and texture sampling are broken compared to shadertoy's output, even in a simple test case.
>BoxContainer controls size of its childrens. This is why you can't directly manipulate with size of TextureRect inside box container.
Then stop using shit that doesn't have that function?
>Is it true that Godot's documentation is shit?
From my experience not really, but you'll find a lot of godot 3 tutorials which is bad because godot 4 either removed a lot of 3 stuff or renamed it to something completely different, thus creating a divide in the userbase
i started fricking around with unreal instead and i can't for the life of me get shit to work locked in 2d, shit flip and flops all over by it's own will. I'm hoping the upcoming isometric update will help
I'm working on my game. We're soon releasing a game that's finished (demo is already out), and by the end of the month releasing the demo of our next game. Busy time!
Pretty good
this homie is so fricking sussy man he only draws kids even in freedom planet 2
I will now use your engine.
should have made a cute furry girl instead
have you seen any art from that dude? 98% of what he draws is kemono furshit
He did actually.
Finally a cute mascot for godot, the old godette was severely lacking
Cool that this is the same guy who drew the Krita splash screen
can u make first person dungeon crawler in goddit
Yes
is it easy or hard?
All programming is hard
easy
I'm sorry anon, that's what I'm gonna do, you need to pick something else
can you program it for me? i have a lot of really cool ideas
I finished a pong tutorial a couple of days ago so I'd say I'm pretty good
thats sick!
Don't listen to the israelites, they want the goyim to use this engine so they can have the high ground by using actual professional engines. Kill the competition by making other people using a toy engine. They don't call it goydot for nothing.
nice falseflag, Schlomo Goldbergstein
thats interesting but you don't really sound like a sensible person.
Heh, sorry Black folk, that’s what I’m already DOING!
how do i get an artist if i'm broke
draw shit yourself
it's gonna take me longer to learn how to make mediocre drawings than to chuck out half a dozen proofs of concept
Be friends with one
my what?
I don't know what I want to make and most tutorials suck dick at actually teaching you anything. Just "do this, then this, then this, and you have it!" and no follow up on how to interconnect brand new levels or maps or make anything beyond a 2 hour-venture paper airplane that's quickly thrown away after a few minutes of playing with it.
everything in godot can be a scene, that includes sublevels or chunks of a big map, work with that spawning and despawning them
As a GM user I really want to like Godot, but I hate its interface. It feels like it's more catered to youtube tutorials than actually making games, not compact at all.
oh no! somebody stop him :<
made some progress, will post later sorry about double posting but i thought this pic was funny
So anyway
>sketched out a look for the enemies
the idea was samurai jin roh
>did enough work on the girl's face that I feel somewhat confident showing her
>did a rough blockout for the npc model
>threw a quick and dirty rig on him
>sketched out an idle and an attack animation
I don't think I did anything else.
some people make it look so easy, yet when I try to do anything it takes me hours
?si=FziS7q8TCD2onMvJ
Wow I didn't know Godot had that 3D grid thing. It might not be as bad as I thought it was huh... Cool video anon, thanks
I just dodged the creeps, now I’m working on a gradius ripoff with construction vehicles for my son
Shader UVs are fricked. Shaders don't update properly. No documentation on the default pixel dimensions of the built-in TEXTURE. Selective bloom is impossible even with a shader because 2D games don't need bloom according to Godot devs. No way to have pixel perfect 2D games without a ton of bullshit hacks that still don't work as well as Godot 3.
I'm starting to become a little disillusioned with this engine.
>2D games don't need bloom
yea they fricking dont
>shaders don't update properly
No, you are not coding them properly
A TextureRect and a Sprite2D with the same shader code and dimensions produce wildly different results. Changing the dimensions doesn't refresh unless you switch tabs in the editor and come back. UVs and texture sampling are broken compared to shadertoy's output, even in a simple test case.
>BoxContainer controls size of its childrens. This is why you can't directly manipulate with size of TextureRect inside box container.
Then stop using shit that doesn't have that function?
Nowhere in any of my posts did I say I parented the TextureRect to a Control parent.
Nowhere in your post you explained shit, but it's most likely your fault.
How easy is GDScript to learn for a beginner? Is it true that Godot's documentation is shit?
>Is it true that Godot's documentation is shit?
From my experience not really, but you'll find a lot of godot 3 tutorials which is bad because godot 4 either removed a lot of 3 stuff or renamed it to something completely different, thus creating a divide in the userbase
i started fricking around with unreal instead and i can't for the life of me get shit to work locked in 2d, shit flip and flops all over by it's own will. I'm hoping the upcoming isometric update will help
I'm working on my game. We're soon releasing a game that's finished (demo is already out), and by the end of the month releasing the demo of our next game. Busy time!