Saves gaming

Name 800 godot games

cruelty squad basically inspired a whole genre

Name 20000 of them

the 800 hello world projects sitting on agfg desktops

Adds shader compilation stutter in 4.0

introduces 'uber' shaders as a bandaid to that a year later

Doesn't work with OGL, only Vulkan

Async option on shaders doesn't work on some configurations for whatever reason

Only notable commercial product that used Godot was the terrible last-gen Sonic Colors port

C# is still slow as shit in most use cases due to marshalling, requiring a mix of GDscript & C# scripts to make the most of it

Only nice thing about the 'engine' is it loads in two seconds, vs. Unity/UE5 taking a minute no matter what CPU/nVMe you throw at it. Good luck if you want to develop for anything besides Windows and Android though. Still waiting on web-export to not be ass in 4.0 comapred to v3.

Dungeons of Blood and Dream.

Chud Adventure series

just like having sex to stop hiv

Can't natively publish to consoles

Its shit.

Should I use 3 instead of 4? My computer can’t handle unreal and fuck unity.

im pretty sure sonar shock is made with godot. this is goty for both last and this year

Happy pride month sis

I like Godot because in the event I finally finish my game I dont want to get totally fucking cockblocked by some new ToS that I quickly agreed to after loading it that Im not allowed to make any money on it

depends on what you want to make and your target platform(s)

Unless you need C# support on web export (which I do), stick with 4. 4 changed up a lot of shit for the better, even if it meant some hassles bringing godot3 projects forward due to renamed functions/methods or how certain things were handled.

Simple low poly 3D nothing crazy just for steam and switch. No it won’t have that soulless art style it’ll have quirkiness but like I said no insane detail.

In that case, may as well use 4.0+

Do you know how to port godot to switch?

I was going to use Godot but then I learned the devs are pozzed and support white genocide. As someone who is trying to save the game industry I can't let my masterpiece be tainted like that.

B-but it's free and open source

Not an argument. Free and open source have their roots in subversive commie ideas.

how viable is this engine for making a basic morrowind mechanics replication?

No but if my game is good enough and does well on steam I can pay people who can.

shit game but it's ironic so you can't criticize it :): the genre

big oof

you can do anything with it

well here's hoping, I want to get back into programming projects

I do not give a fuck about whatever troon drama happened with this engine
I'm not giving Epic or Jewnity money for MY game

what you hoping to replicate anon?

el goalposto movingo...

mainly the UI, magic and stats system, just to see if I can

Are they still running the grift where it's totally "free" to publish your game, but you get charged out the ass by a company owned by the same people who run the Godot Foundation to port it to anything other than PC?

tranny engine

No thanks

well, my game, of course

look up tutorials for Godot

many people recommending a component setup to your entities where you just drop on nodes that configure the 'scene' for your actor

I don't get this shit. Rather than having one node with one script to control everything you need, they think it's better to have a node to declare health, various nodes to determine shit like the kind of weapons/equipment/etc that an enemy would need, and so forth.

So rather than one script to handle it all, with an exposed var or two to configure some shit (say, health, enemy type), you get a series of smaller scripts with node bloat. Maybe Godot is better at running this way, but it runs opposite to everything I've learned about OOP where you just create a base class for an actor, and then inherit/override some shit in another script.

You can still do the later. I think the former is meant to be like modern dev shit with composition and so on, but I prefer the later, having all the enemy shit in the enemy class.

The blind are leading the blind with regard to the best practices in Godot. No one has any fucking clue what they're doing. Just write your own game in C. Fuck OOP and OOP adjacent insanity like Godot's gay ass node system.

I think it's better to do what you're comfortable with as long as it's not blatantly massively unoptimized. A balance is healthy.

I'll take Godot's gay ass nodes over Unity's ECS setup at any rate.

I think too many indies are just dumbasses and go "Well it runs fine on this machine", when they could be targeting something even more low-end to get more sales/potential Switch release. If your game looks like something that a Gamecube could achieve, then it should run on a toaster laptop Intel HD4000, which means OGL, no Vulkan.

OGL, no Vulkan

Godot's OpenGL renderer is massively fucked up. The update to Godot 4 improved its performance a lot, but removed TONS of lighting-related features that you're gonna be missing. I got so frustrated with this that I switched back to Godot 3, but the performance was so bad (I was testing on a literal Intel HD4000 laptop funnily enough) that I just gave up. Godot is simply not for toasters if you're doing 3D. It's marginally more performant than Unity, but it gets untenable very quickly once you start adding more stuff to your scene.

You want to make a Gamecube-looking game that actually runs well on toaster hardware? Neither Godot nor Unity are suitable for this.

tfw no usecase for bloom in 2D games

fuck open source I hate it so much

Be sure to tip your open source devs :^)

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who?

i can shit on waiting for godot to get good as much as the next guy, but the whole C# thing seems to be nothing but massive bait for unityfags
i think if you've got high enough powerlevel to make use of C#, you might as well bite the bullet and compile C++ extensions instead
maybe if you have really elaborate async code, then you can leverage proper C# language features, but for general logic it doesn't seem worth it

It's not YOUR game unless you rolled your own engine like a White man, faggot. You will never be a dev.

My next game will probably be made in Godot. That said, I don't expect to make any money

if you want support for this game engine, you have to join their discord which is infested with disgusting faggots

every thread about this engine, a bunch of lies

Baked lighting is really glitchy. Absolutely fucked up engine.

Godot is a massive meme for now. It will hopefully come together in a couple of years.

It will hopefully come together in a couple of years.

Not likely, they banned all the sane people from contributing when the tranny meltdown happened last year.

unity and epic couldn't care less about your 5 downloads game

I only use Godot 2 and only make 2D sprite-based games.

There's LOVE engine if you're a based lua enjoyer

Waiting for Juan
Waiting for Element <- You are Here

Remember when chuds thought that the foundation was going to go broke because some community manager blocked some people on X?

Remember when you didn't have a festering wound where your dick used to be, freak?

Remember when chuds thought godot would remain free open source?

I am a godot dev and my game is kino but this fucking engine is a dogshit piece of trash that you should only use if you're a faggot

Go rot

my game is kino

Suuuure. Prove it.

Has anyone of you made money from your game release? Have you been working on it on the side?

make a big fucking stink over how woke godot is

no one cares about the forks months later

maybe I'm just not aware, are devs using the godot alternatives?

Only nice thing about the 'engine' is it loads in two seconds

Not as of 4.4, this new UID shit they introduced has actually made godot slower than unreal if you're trying to open a medium sized level, also just switching windows between open levels takes like 15-20 seconds now.

They just keep slapping shit on top of an inherently flawed engine without fixing any of the problems each release adds.

So you can steal it you greasy fucker? Its a 2d platformer btw

Common nodev L

what's the most efficient way to create item database?

It was all performative nonsense, like most culture war "battles". People who make games in Godot kept using Godot whether they agreed or disagreed with the actions of the mod team.

Prosome itself a true open source engine

doesn't actually incorporate the fixes people have been asking for, for years

Is this the better option? lovr.org/

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this, Redot is the actual Way

big fucking stink

Meaningless drama that was forgotten in a week.

Use a single external file (JSON, CSV, or .tres) to store all item data, load it once at runtime into a Dictionary or Array, and represent items with a custom Resource script for efficient access.

It will hopefully come together in a couple of years.

Been waiting about 5 years myself and it's still not ready, development is actually going backwards from what I've seen. 4.3 was a shit show and 4.4 is even more unstable and slow.

Jonathan Blow says to not use an engine.

Unity/UE5 taking a minute no matter what CPU/nVMe you throw at it.

It's gotten pretty fucking bad with Unity. But again it's a typical Unity garbage. You can reduce the load times but you have to specifically go out of your way in the settings of both the engine and whatever code editor you're using. Even then it still doesn't remove the loading, just reduces it around 10sec.

Godot C# is complete garbage. I'm a huge C# fag but even I understand how GDScript is infinitely better for it.
Also the people complaining are not real dev. I don't see why anyone wouldn't want to use the magic tables of lua if they're available. Lua does a lot of bad shit, but tables are good shit.

Fuck no lmao chuds can't create anything they just forked the repo, changed the logo and added a bunch of nazi propaganda in the readme file. They never updated it and last time I checked they weren't even done rebranding it fully.

last time I checked

Never? It's 14.88% faster overall already.

so this is the power of indie dev

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Well he is correct but for the wrong reasons. Your goal should be to have made the tools too so you can make them better someday. But while you do that you might want to still make a game which means using existing technologies in your way for now.

Blow has fried his brain on twitter

jblow has also nearly gone bankrupt making an engine and language for a fucking sokoban game lmao

do you want to make a game or an engine? make up your mind

it makes no difference to the PC do waht you want retard why are you watching youtubers

You do both, don't listen to this ultimatum serving old man.

How many games have you shipped?

do you have infinite time and money

I want Apple to acquire Unity, it would help them to win leverage over the mobile gaming market now that they have to allow sideloading and/or competing stores.

so long as you're not in the red you might have more money than jonathan blow at this point

I don't have either. I don't like bad advice is all.

and people call unity the slop engine

hey Casey, how's handmade hero doing? :^)

Use a single external file (JSON, CSV, or .tres) to store all item data
what about flag and other type of variables like level, money etc

I respect it.

where you just create a base class for an actor, and then inherit/override some shit in another script.

You run into problems doing this when you want to share multiple behaviours between multiple objects and you can only inherit from one of them

why, it's completely retarded
jblow acts like he knows "whats up" because he got lucky at the start of the indie run and built a name for himself at a time where the bar was non-existent

legs too short

It's a simple game to test out the foundation of the language/engine he's building/

braid is artistically deep

this wouldn't be an issue if they didn't drag their feet on everything and added traits to gdscript
all this node system brainrot because they can't operate like a regular software project and have one guy put his foot down
no, there needs to be years of deliberation in which any retard can "contribute" to the discussion and derail it for weeks

lmao so you're telling me this isn't even something big? he's wasting all his resources on just an engine + lang alone? what's he gonna do after with no money or will to live?

aye this mofuggin game ain't go no point to it
mario in da future

How many times are the idiots here going to repeat the same goddamn thing?

hello Jonathan
you need to let it go, Soulja Boy was just enjoying your game
no need to cry in a dark room about it

lacking focus is ill-advised if you want to get anything done

JSON, could use some sort of binary file if you wanted. Make sure its its own separate thing.
Godot has its own simpler solution for things like settings data, look up Config File for that one.

You talk from experience, I imagine.

man, theres actually some well made looking niche titles in here - but they've got like 24 players peak. This is pretty sad.

it's concentrated pretension, that's joblo's MO remember witness? i remember, that's why journos of the day slurped it the fuck up
you know what works well? the whole theming of lost time and lost love, endless ruminating on the past, culminating in a cool twist on both mechanics and story
you know what is total wank? one last book exposition cloud zone, a pointless swerve that exists only as a way for the dev to go YOU THINK YOU'RE SO SMART HUH, HOW ABOUT FITTING THIS GARBAGE INTO THE PICTURE THEN?

Post your game.

My knowledge and determination are only enough for a Renpy game.

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