I’m currently watching some Godot tutorials and this shit seems to be quite “easy” to make 2D games with

I’m currently watching some Godot tutorials and this shit seems to be quite “easy” to make 2D games with. Has any of you used it and what do you think of it?

78 thoughts on “I’m currently watching some Godot tutorials and this shit seems to be quite “easy” to make 2D games with”

  1. I like Godot but I wish it was easier to make stuff in 3D. I just want to make an FPS, but I google "Godot FPS movement tutorial" and the top 3 results will be 3 different methods and all of them feel terrible. If I wanted mediocre movement I’d just use a Unity template.

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  2. Make a game, literally, tutorials are useless, make a small shitty prototype, then expand on it, emphasis on making it first
    If you don’t plan on making a career out of it,which I assume is the case, then Godot works perfectly for 2d.
    https://docs.godotengine.org/en/stable/
    Is literally all you need

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  3. Time for small flamewar cuz I cannot decide for myself.
    Godot vs Gamemaker
    Which one has easier save/load system to code? How’s UI making?

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  4. Why are artists so full of themselves and think they are way more important than they actually are? I’m a complete /ngmi/ on drawing yet 3D modeling is just about the easiest shit I have done and I’ve only logged like 10 hours in Blender so far.

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    • Insecurity and superiority complexes are a big part of being an artist. Additionally, decent art and artistic direction can make or break a game. It’s also difficult to make an attractive game that is also artistically cohesive.

      Mix all that together and you get some massive egos.

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  5. Yes it is, godot is perfectly decent for 2D games, the workflow is neat
    But 2D games are pretty straightforward to write from scratch
    Still, you’ll do fine with godot. Start by following tutorials and recreating classic games like pong, space invaders, asteroids, make a mario clone with a few levels, etc. That’s the correct way to start making games, whether you’re a greenhorn at coding or a softdev previously.

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      • best immersive sim since Prey

        >make more money than you unity assets flip

        yeah that guy can retire now with all the money he’s made

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          • The difference between a net worth of 350k and 700k is the difference between owning a home and having nothing in the bank, vs owning a home and having 350k invested to generate passive income to pay your existence costs without working.

          • >A misstep in investments and might end up back at zero.
            maybe but if you just buy ETFs you’re basically guaranteed 4-6% per year minimum

          • As far I know, you have to close a part of position to get the money from it, which means it will grow slower. It can fuck up your earning potential later on, if I understand it well.

          • you do sell off, but the idea is the ETFs themselves have grown in value to track something like S&P, so as long as you’re selling less than your growth for the year your "principal" amount won’t be decreased. You just need to sell off just enough to pay your expenses and account for inflation and you’re okay. If you have like ~2 million invested (as the Cruelty Squad guy could do with how much money he’s made, after taxes etc) you pretty much never have to work again and can live comfortably.

          • I’m assuming he is taking his income as capital income since he made a company to publish the game, so it’s 34%.

  6. I tried to convince our team to use Godot for our next project but the subsurface scattering implementation leaves much to be desired. I tried to demo it to our but once we tried to load the skin shader it looks looked bad like laughably so and then one of the devs cranked up the SS value and it literally just overlayed multiple renders of the model ontop of itself and then he bursted out laughing for like 10 minutes before saying Godot was off the table.

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  7. Godot is really good for small 2d projects and is ok for experimental 3d stuff. Honestly, learn any engine and a lot of the concepts you learn from one will transfer over to another, like what inbuilt functions you’ll want to look for, what sort of components/nodes you want, etc.

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  8. Currently not finishing a cash grab mobile game. The node system takes some getting used to, but the only way to learn is to do.
    I am not well-versed enough to be able to critique the engine itself. I like it because I don’t have to pay the Unity tax though.

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  9. I built a cooking puzzle game in it with a friend, it’s really easy to use for 2D but I had prior experience with other engines before using it. I moved on from it though since I’m more into 3D games now and the tools provided with godot are not sufficient. For instance the 3D paths don’t have gizmos for moving them in 3D space so you have to move them in 2D space then rotate the viewport then move them again then rotate the viewport then move them again, it’s a huge fucking headache. The game I’m working on now has a train it in and I can’t be doing this jank placement for the rails so I just went back to Unreal.

    But for 2D though, the nodes are amazingly simple to the point you could probably just jump right in and understand it.

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