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?
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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?
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bump
It's a hobby project based around a weird node system.
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 fricking 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.
maybe Godot 4 will fix all that shit
Learn C with Raylib instead. There will be no ceiling to what you can do.
Take a load of this idiot
C with SDL
why the frick would you use raylib?
Utterly based
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.
I'm just the art guy, my partner does the programming He uses unititty.
Does it do pixel perfect 2D?
what does that mean
no mixels or anything like that
what does that mean
sorry for the moron replying to you, yes it does pixel perfect, you have to make sure you import your images correctly
Unity's 2D is really just 3D with an orhtographic camera projection, which means a "pixel" doesn't exist in engine in regards to sprites since it's all just vectorized imagery. You can get clean sprite rendering, but it's the result of jumping through a bunch of hoops instead of it natively just rendering pixel by pixel. Pixel perfect 2D would just be copying the bitmaps raw instead of doing math so the vectorized polygon rendering has clean pixels
I tried to make games for a while but it only really started to click with godot for me.
>tfw gave up trying to gamedev so I could try getting better at art to make a prettier game
>do no art anyway
FRICK
I'm in the same position. It's not that I don't have plenty of free time to learn, but I'm just lazy. And it's rare that a game with "programmer art" succeeds. Good art really is the bottleneck.
all the art software is either 1k+ or a israelite subscription model, it's the biggest scam industry ever, also everything ever made with blender is jank
I mean, software is not gonna turn a bad artist into a good artist. You can learn to draw with paper and pencil. Also, just pirate it.
>also everything ever made with blender is jank
Go back to /3/
pirate and subscribe before publishing your game
>everything ever made with blender is jank
Yeah it's called having no talent.
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.
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.
And then everyone clapped
>make more money than you unity assets flip
is it good or just a meme game made with godot
best immersive sim since Prey
yeah that guy can retire now with all the money he's made
>Make a game about muh capitalism
>Get filthy rich off of said capitalism
Is it really that easy?
the muh capitalism is just surface level, it's mostly shitting on consoomers and hedonists
>yeah that guy can retire now with all the money he's made
Finland has like a 60% tax rate
lol hope he's got cruelty squad 2 lined up then
If half the money isn't enough to make it, then the whole sum wouldn't help much anyway.
he sold at least 200k copies at $20 USD, so 4 mil but Valve gets a cut as well
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.
But point taken.
4% APY would be 14k/yr, which would be enough to pay property tax, utilities, and grocery shopping.
As I said, point taken.
>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 frick 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%.
based finland actively discouraging game development
It's good, I had a really fun 15 hours out of it.
any porn games on the engine?
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.
Are fighting games possible?
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.
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.
The personality required to be art oriented overlaps with narcissitic porn-addicted introverted people
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?
Godot will prepare you for branching out GameMaker is only worth learning if you're never going to use anything else.
>Godot will prepare you for branching
Depends what language I use. I'm a brainlet, so I would pick something easy.
Object-based programming? Godot seems confusing with it's node system.
Godot uses GDScript which is based on Python one of the easiest languages to learn. If you can't learn Python they you may be unironically moronic.
I started my programming adventure with writing stuff on Python shell, so it's indeed quite understandable I dropped it due to 2vs3 version frickery and outdated game engines.
I don't really know why you would use Game Maker unless you want the console exporting stuff. Game Maker added functions like a year ago so at least it's much better than it used to be for programming.
game maker is pretty much a dead end at this point with its current owners. Mind you it has steadily been getting worse since Overmars abandoned it but at this point there's really no hope
>Mind you it has steadily been getting worse
Elaborate, please.
I know it lacks some obvious stuff (like raycasting, or a line collision that would stop at first thing), but it seemed to be decent otherwise.
Is it easy to use "Pixel Game Maker MV" just to learn how those game engines work?
I want to frick the Godot mascot
Godette or the robot?
based in any case
The robot
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
How does this compare to RPGmaker for 2d turn based rpgs?
Any of you anons found anything interesting that you can do in Godot?
Since it's open source you can add whatever you want to the engine. I liked their grid maps so I compiled my own version of the engine from the source code and added an auto tiling system to it
You should submit this as an official addition
I've had a pull request for 2 years, they keep telling me it's useless. I don't know wtf they are smoking. It's like 5 lines of code.
>they keep telling me it's useless
And yet people keep shilling it as it was the hottest shit.
With devs like it's not going to get much further.
Anyone knows any decent alternatives?
Actually I probably explained it poorly. To be fair it's just a signal that the editor can read when you place a block. Then I wrote an tool script in my project that reads the signal and changes the blocks. They tell me it is useless since when you place a block using code you can just put the code there instead of using a signal, but that doesn't work if you use their built in grid map editor. But signals can work when using editor tools as well so Idk. Maybe they don't want a signal that only works when using tools
>Maybe they don't want a signal that only works when using tools
this is likely the case, but the great thing about godot is that you're free to maintain your changes in your fork and still pull in their changes when you want - so you get all the major godot updates plus your swag on top of it
So you mean you made a some sort of workaround instead of proper solution and they're declining the changes because of that, understandable.
What I don't understand is why they didn't make a proper solution.
They already have a signal for when you change the size though. The signal I added is for when the contents changes so it's basically the same thing
Damn that's incredible I don't even know how I'd begin to do something like that.
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.
I want to make a rpg game but i dont sure about using rpgmaker or unity also what do you prefer a team of 3 or 4 in battle?