I do, I tried to learn bytecode for modding RimWorld and failed. I do agree that C++ is faster than C#, but they are both faster than GDScript, so I was technically correct.
Godot had to reinvent the wheel and didn't care about performance while doing so. They want to JIT GDSscript in the future, but consider GDScript as just a scripting language that will be used for some light tasks. As if games have tons of CPU to waste.
Godot is riddled with philosophical decisions based on feelings like having their custom everything, going against non open source solutions like fbx (they made their own fbx importer instead of using the one from Autodesk, as a plugin you have to download, not included by default), DirectX (Someone made Godot compatible with DX12 but they still left if disabled by default, you have to recompile the engine to enable it), PhysX (again, their own physics which are slower than PhysX, Bepu Physics, Jolt physics and everything that exists)... they love to reinvent the wheel and for the worse while thinking that their engine is the most performant and extensible that there is.
It's a cult that cares more about the gender of its developers than what they do. Cares about politics before the game engine itself. I don't see that changing anytime soon but I've seen some small changes towards less reinventing the wheel over the last months but the engine is far from ready for what I need and I don't want a slow game engine because the stupid decisions of some nodevs.
made a heavy pistol and speargun sniper, will texture the pistol and animate both at some stage
gdscript is better than unreal, at least in terms of learning programming. gdscript encourages inheritance and better programming etiquette than unreal's blueprint visual programming. iirc gdscript has bad performance
Working on assets to flesh out the first level for my stalkerlike.
>stalkerlike
sounds and looks interesting, any store page to follow
I think usually break-action guns have the joint sort of opposite from the way you've done it. Also in picrel you can see how the joint is offset from the actual chambers so that you get better access for reloading. Reworking that bit on your model should make it look less awkward.
[...]
Godot had to reinvent the wheel and didn't care about performance while doing so. They want to JIT GDSscript in the future, but consider GDScript as just a scripting language that will be used for some light tasks. As if games have tons of CPU to waste.
Godot is riddled with philosophical decisions based on feelings like having their custom everything, going against non open source solutions like fbx (they made their own fbx importer instead of using the one from Autodesk, as a plugin you have to download, not included by default), DirectX (Someone made Godot compatible with DX12 but they still left if disabled by default, you have to recompile the engine to enable it), PhysX (again, their own physics which are slower than PhysX, Bepu Physics, Jolt physics and everything that exists)... they love to reinvent the wheel and for the worse while thinking that their engine is the most performant and extensible that there is.
It's a cult that cares more about the gender of its developers than what they do. Cares about politics before the game engine itself. I don't see that changing anytime soon but I've seen some small changes towards less reinventing the wheel over the last months but the engine is far from ready for what I need and I don't want a slow game engine because the stupid decisions of some nodevs.
The hat is optional. I planned to have 3 variations of her. One with the hat, one with a cat tail and another with a fox tail. Also recolored, obviously.
How do you feel about the thighs in 2 vs 1? I think I prefer the one that shows less skin.
That's so cute. Thank you. Saved. I think it's my first fanart.
[...]
I'll post some. I'm downloading OBS but it'll take a while since my internet is third world tier.
I like the flow you've got going on here. Is the slide killing momentum really necessary though, or are you just encouraging the player to jump out of those?
I'm aware it doesn't flow well, and it bothers me too but I haven't gotten around to adjusting it. I want to play around with some follow up moves.
>was actually thinking about scrapping the oppai e-girl idea.
Make it a skin or a powerup.
I have to animate it as well. Drawing oppai for all the animations would take more time than I'm willing to put in, but a hat is just turning a layer on and off.
I like the flow you've got going on here. Is the slide killing momentum really necessary though, or are you just encouraging the player to jump out of those?
when I look at that Alpha Beta Gamer channel, there seem to be hundreds of decent indie games being made. How come you never hear about these titles when they release? Do most of them never get finished? Do they get lost among the shovelware?
Sometimes I randomly quote the Duke Nukem Forever trailer in my head when the girls are giving him a blowjob: "what about the game Duke? Was IT any good?"
Got banned for pulling a J. K. Rowling in a Celeste thread (I’ll never rescind the stance I made) and just got back to my college so I haven’t been devving much.
I will say though that I am working on the Saberwolf AI and have some interesting behaviors planned for them. I would post a picture here but I can’t because this website had gone to shit.
On this board: I spoke my mind and I paid for it. I’m browsing privately so that’s why I haven’t uploaded my trademark green Ecstatica dragon on here.
Oh well, in the meantime you guys can enjoy this pic I got from a previous drawthread from the Kumatorachad, he’s pretty cool (alongside Rice_GRG, Kujalla, Pogeaux, and many other anonymous artists):
https://files.catbox.moe/3d4g3d.jpeg
migrated a bunch of game systems to singleton-like reusable game components today, i think these are better for not accidentally keeping stuff in memory and tests work better
I'm going through the Godot tutorials. I have some game ideas of various complexity written down, but my lack of skill in the field is making me reluctant to realize them. I can only overcome that by learning.
What's the best rendering system >1. object hold the draw() method and is in charge of rendering itself while the renderer just call each objects draw() method >2.renderer get object data (position, size, texture, rotation, color,...) and draw everything itself >3.object hold a drawable object which get data from object then does the same thing as 1
>1
Way too coupled. Not good for the cache either. >2
Better and could be cache friendly if done right. >3
Might fix the coupling, but not cache friendly.
Its not really a proper game with a core design anymore. I just build little fun systems and play around in the engine. Maybe I can tie it all together...
GDScript is not a good for gamedev.
Why not?
I'm a complete noob wanting to learn game dev and I was thinking of learning unreal but people keep telling godot seems like a better option
It's an interpreted language, aka slow. Not as bad as Python, but still far slower than C# and C++.
>Putting C# in the same category as C++
Idiot. Don't you know C# uses bytecode instead of being compiled into machine code?
I do, I tried to learn bytecode for modding RimWorld and failed. I do agree that C++ is faster than C#, but they are both faster than GDScript, so I was technically correct.
True, but it's not that big relatively.
JIT
Godot had to reinvent the wheel and didn't care about performance while doing so. They want to JIT GDSscript in the future, but consider GDScript as just a scripting language that will be used for some light tasks. As if games have tons of CPU to waste.
Godot is riddled with philosophical decisions based on feelings like having their custom everything, going against non open source solutions like fbx (they made their own fbx importer instead of using the one from Autodesk, as a plugin you have to download, not included by default), DirectX (Someone made Godot compatible with DX12 but they still left if disabled by default, you have to recompile the engine to enable it), PhysX (again, their own physics which are slower than PhysX, Bepu Physics, Jolt physics and everything that exists)... they love to reinvent the wheel and for the worse while thinking that their engine is the most performant and extensible that there is.
It's a cult that cares more about the gender of its developers than what they do. Cares about politics before the game engine itself. I don't see that changing anytime soon but I've seen some small changes towards less reinventing the wheel over the last months but the engine is far from ready for what I need and I don't want a slow game engine because the stupid decisions of some nodevs.
made a heavy pistol and speargun sniper, will texture the pistol and animate both at some stage
gdscript is better than unreal, at least in terms of learning programming. gdscript encourages inheritance and better programming etiquette than unreal's blueprint visual programming. iirc gdscript has bad performance
>stalkerlike
sounds and looks interesting, any store page to follow
>any store page to follow
Not yet, maybe sometime this year; haven't settled on a name yet.
Huh, thanks. I didn't know that's what it was called.
I think usually break-action guns have the joint sort of opposite from the way you've done it. Also in picrel you can see how the joint is offset from the actual chambers so that you get better access for reloading. Reworking that bit on your model should make it look less awkward.
Jiren.
Well. Feedback's being implemented right now
working on Blue's second weapon
your game continues to impress me, keep at it anon
>one of the best game to appear on kickstarter these last few years
>didn't make it
some mysteries will never me unsolved, godspeed nonetheless
I worked on designing another character. I say character, but I actually mean a mook.
Very cute, give 2 the chest size of 3 and it's perfect. What's this about?
>huge breasts instead of dfc
Anon why.
Don't get your hopes up. It's your not too out there action platformer. I was actually thinking about scrapping the oppai e-girl idea.
Regardless I think it looks nice
That's so cute. Thank you. Saved. I think it's my first fanart.
I'll post some. I'm downloading OBS but it'll take a while since my internet is third world tier.
>was actually thinking about scrapping the oppai e-girl idea.
Make it a skin or a powerup.
1 is best. 2 if you must have that but I think she looks better without it. I like oppai but flat fits her design more.
>that
The hat*
The hat is optional. I planned to have 3 variations of her. One with the hat, one with a cat tail and another with a fox tail. Also recolored, obviously.
How do you feel about the thighs in 2 vs 1? I think I prefer the one that shows less skin.
cute
got any gameplay?
Here
The sprites are pretty nice
Thanks
Probably on itchio. I don't know when.
I'm aware it doesn't flow well, and it bothers me too but I haven't gotten around to adjusting it. I want to play around with some follow up moves.
I have to animate it as well. Drawing oppai for all the animations would take more time than I'm willing to put in, but a hat is just turning a layer on and off.
>would take more time than I'm willing to put in
Then get rid of all the non-oppai options.
Demo where?
I like the flow you've got going on here. Is the slide killing momentum really necessary though, or are you just encouraging the player to jump out of those?
when I look at that Alpha Beta Gamer channel, there seem to be hundreds of decent indie games being made. How come you never hear about these titles when they release? Do most of them never get finished? Do they get lost among the shovelware?
They probably don't have a marketing budget.
well i actually completed my 4th track. 6 more to go and i can complete a soundtrack that i can proudly sell
post track
so show us
I'M STARTING A TEAM;
Sometimes I randomly quote the Duke Nukem Forever trailer in my head when the girls are giving him a blowjob: "what about the game Duke? Was IT any good?"
That's all I had to say
Working on assets to flesh out the first level for my stalkerlike.
>PO-2 wall slab
Soul.
Reposting from last thread, added secret walls
This looks pro other than the UI. What's the game's name?
Thanks anon, name is Alice Into the Panopticon, you can find it on Steam
Got banned for pulling a J. K. Rowling in a Celeste thread (I’ll never rescind the stance I made) and just got back to my college so I haven’t been devving much.
I will say though that I am working on the Saberwolf AI and have some interesting behaviors planned for them. I would post a picture here but I can’t because this website had gone to shit.
Banned from where?
On this board: I spoke my mind and I paid for it. I’m browsing privately so that’s why I haven’t uploaded my trademark green Ecstatica dragon on here.
Oh well, in the meantime you guys can enjoy this pic I got from a previous drawthread from the Kumatorachad, he’s pretty cool (alongside Rice_GRG, Kujalla, Pogeaux, and many other anonymous artists):
https://files.catbox.moe/3d4g3d.jpeg
migrated a bunch of game systems to singleton-like reusable game components today, i think these are better for not accidentally keeping stuff in memory and tests work better
I'm going through the Godot tutorials. I have some game ideas of various complexity written down, but my lack of skill in the field is making me reluctant to realize them. I can only overcome that by learning.
I added an overhead camera to give a close up of the centre of the table and then textured the puck.
I'm working on the ai taking their turn now.
oh and a blinking animation for the opposite character
Would you date a train?
What's the best rendering system
>1. object hold the draw() method and is in charge of rendering itself while the renderer just call each objects draw() method
>2.renderer get object data (position, size, texture, rotation, color,...) and draw everything itself
>3.object hold a drawable object which get data from object then does the same thing as 1
>1
Way too coupled. Not good for the cache either.
>2
Better and could be cache friendly if done right.
>3
Might fix the coupling, but not cache friendly.
I made an empty cube in blender then gave up. Effort isnt for me.
https://vocaroo.com/14e623PHwTYh
don't you have other instruments available? Not even drums?
Yeah, I wanted to make sure I got the melody right before i added the drums back in
Its not really a proper game with a core design anymore. I just build little fun systems and play around in the engine. Maybe I can tie it all together...