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This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

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!roguelikedev@programming.dev

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founded 2 years ago
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501
 
 

Hey y'all, throwing a little project together in Godot 4.1 to practice stuff I learned after a tutorial project. I've set up two markers as my projectile spawn points, but the shots are spawning slightly off from the markers and I can't figure out why. Code and pics below. ~~I "fixed" it by shifting the player sprite2D 5 pixels to the right. Not sure why the spawns are being offset though.~~ NVM that only fixed it at the starting position, the shots are way off when rotating. In editor you can see the markers at the two tips on the ship.

In game you can see the shots spawning just to the side of the markers.

Edit: I broke the formatting posting on mobile 🙃

This snippet is from the player script

` var player_direction = (Globals.player_pos - $FixedHardpointDirection.position).normalized()

if Input.is_action_just_pressed("fire_primary") and can_shoot and Globals.laser_ammo > 0 and hardpoint_type == 0:

	Globals.laser_ammo -= 1

	var hardpoint_positions = $ShotStartPositions.get_children()

	can_shoot = false

	$Timers/LaserTimer.start()

	for i in hardpoint_positions:

		player_shot_fixed_weapon.emit(i.global_position, player_direction)

`

And this is from the level script

` func _shoot_fixed_weapon(pos, direction):

var laser = laser_scene.instantiate() as Area2D

laser.position = pos

laser.rotation_degrees = rad_to_deg(Globals.player_rotation)

direction.x = cos(Globals.player_rotation)

direction.y = sin(Globals.player_rotation)

Globals.fixed_hardpoint_direction = Vector2(direction.x,direction.y)

print(Globals.fixed_hardpoint_direction)

laser.direction = Globals.fixed_hardpoint_direction.rotated(-1.5708)

$Projectiles.add_child(laser)

`

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I recorded a short tutorial about creating a third-person controller in Godot 4, using an animated 3D model. Check it out!

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Introduction to Godot (not a tutorial)

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Casey Yano, one of the devs at MegaCrit (Slay the Spire devs) just released a blog post on his initial impressions for Godot after exploring it with their 3-week jam game Dancing Duelists

TextMeshPro is phenomenal though. I miss it. Please, just let me vertically center my auto-sizing min/max set font text into a clean rectangle.

I feel this. Still upset there's no toggle to vertically center text. I also generally agree that sprite/texture atlases more complicated to use than they should be. The rest of the blog post is pretty positive and insightful, it's a good read.

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It would be very good if Godot had better starting options for newcomers.

As in, some example games that people can start playing around with.
Yes, there are official demos, but those are just for showcasing specific functionality of the engine.
What Godot needs is more projects that showcase gameplay mechanics. Some simple demonstrations of how a popular game genre would be implemented with Godot.

Unreal Engine has Lyra and Unity has FPS Sample.
Liblast is probably the best such project for Godot, but in my opinion it misses the point, as developers went way too hard on shiny graphics instead of focusing on variety of weapons and game modes.
I'm sure that there are many other projects of similar sort that I am not aware of.
So please, feel free to provide any relevant links.

It should be in the interest of Godot community to provide game templates for as many game genres as possible.
My taste in video games might be stuck in the past, so my list of "popular game genres" probably does not reflect the modern state of what people like to play.
So it would be good if figuring out priorities would be a community effort. Example games for which genres should be developed first, so that we gain more interest from newcomers.

If I find some time, i will go through my list of starred repos and post links to all relevant projects that I came across over the years.

Overall, I would love to hear your thoughts on this.

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I've seen several different methods for accomplishing this, but I was wondering if there's a way of doing it that is best? Also, somewhat related, but is delta in milliseconds?

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https://www.youtube.com/@Brackeys/about


Text version, thanks to @CorneliusTalmadge@lemmy.world:

Image Text

BRACKEYS

Hello everyone!

It’s been a while. I hope you are all well.

Unity has recently taken some actions to change their pricing policy that I - like most of the community - do not condone in any way.

I have been using Unity for more than 10 years and the product has been very important to me. However, Unity is a public company. Unfortunately that means that it has to serve shareholder interests. Sometimes those interests align with what is best for the developers and sometimes they do not. While this has been the case for a while, these recent developments have made it increasingly clear.

Unity has pulled back on the first version of their new pricing policy and made some changes to make it less harmful to small studios, but it is important to remember that the realities of a public company are not going to change.

Luckily, there are other ways of structuring the development of software. Instead of a company owning and controlling software with a private code base, software can be open source (with a public code base that anyone can contribute to) and publicly owned. Blender - a stable 3D modelling software in the game dev community - is free and open source. In fact some of the largest and most advanced software in the world is built on top of open source technology like Linux.

The purpose of this post is not to denounce Unity because of a misstep, to criticise any of its employees or to tell anyone to “jump ship”. Instead I want to highlight the systematic issue of organizing large software projects under a public company and to let you know that there are alternatives.

I believe that the way to a stronger and more healthy game dev community is through software created by the community for the community. Software that is open source, democratically owned and community funded.

Many of you have been asking for us to produce new tutorial series on alternative engines such as Godot, which is currently the most advanced open source and community funded game engine. I don’t know yet if this is something that we can realise and when.

I can only say that I have started learning Godot.

Best of luck to all of you with your games, no matter what engine they might be built on!

Sincerely,

Asbjern Thirslund - Brackeys

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This adds AMD FSR 2.2 scaling to Godot, where it previously only supported FSR 1.

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One of the big winners of the Unity debacle is the free and open source Godot Engine, which has seen its funding soar to a much more impressive level as Unity basically gave them free advertising. Certainly helps that Godot ended up launching their new funding platform on the same day Unity announced their hated Runtime Fee system.

Initially when the Godot developers announced their new funding platform they only had around €25K per month from 438 members. This has now exploded up to €50,323 per month from 1,458 members. A much better and more sustainable amount considering they're building an entire game engine.

They also recently gained Terraria developer Re-Logic as a Platinum sponsor, as Re-Logic donated $100K along with $1,000 a month in ongoing funding. On top of that developer Robot Gentleman of 60 Seconds! has also upped their support of Godot and no doubt plenty of others.

Hopefully this is going to be a turning point, where developers look more to open source tools where feasible instead of locking themselves into proprietary game engines with predatory business practices. Unity has proven multiple times now they're willing to break developer's trust like their messing around with Terms of Services.

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Wildmagic Wizardry is a Spell Mixing, Dice Rolling, Strategy roguelike where you Mix the elements from your magical dice to create powerful spells and fight your way through groups of enemies.

Currently available on both Windows and Linux, so please give the demo a try and let me know what you think! 🙂

https://heffy.itch.io/wildmagic-wizardry

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For example if you want pretty effects like areas being lit by projectiles will Compatibility provide lower of options than Forward+ ?

Can you use materials (normals, reflect, etc) on textures in Compatibility to have light show up as it's passing by?

I'm still getting a grasp on things, nothing serious yet, but I'd like to know what to expect and your experience. More of a food for thought type of question.

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Runs at around 300 FPS on my RTX 3060, WITH realtime global illumination enabled (sdfgi). Sadly still not fast enough for the scene to be playable in VR on my hardware - at least not at native resolution.

Some additional screenshots:

I'm pretty new to Godot, and the tower is a model I made for a different project. This is an updated version of the scene I posted here a couple of months ago. I'm posting this to show that you can achieve some pretty nice graphical fidelity in Godot - and you don't need to be a professional artist or have tons of Godot expertise to do it.

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Huge boost for Godot development!

Screenshot of their statement

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Just something I came across that seemed worth sharing.

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The main target of the Godot Engine are game developers. But Godot's easy workflow and functional UI elements, makes it also a good fit for non-game applications. There are already some out there you may know, like Pixelorama, an Open Source 2D sprite editor.

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archive || nitter

We're amazed and humbled at this level of support, and how much this will accelerate our efforts!

Thank you so much @OSSCapital and @JosephJacks_ for adding an incredible $10,000/month to the #GodotEngine Development Fund! 💙

Contribute:
Godot Patreon
Godot Development Fund

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In case you're suddenly facing the task of porting an entire game over due to capitalist nonsense or something

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I made a blog post about my experience switching from Unity to Godot earlier this year, and some tips for Unity devs.

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They're free to use commercially, and some of them are pretty neat if you want to show off support for the engine in your game. Preview image:

A screenshot previewing most of them

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