With Project Timbre's demo level on the horizon, here is an all gems + enemies speedrun of the first section.
With Project Timbre's demo level on the horizon, here is an all gems + enemies speedrun of the first section.
Such a trivial looking effect but surprisingly hard to make! Had to write a custom mesh importer and do some forbidden shader trickery just to get those rounded corners
Here is the basic attack combo for the Rending Claws, charged attack is up next! This weapon has been the most fun so far to develop. #gamedev #Godot #screenshotsaturday #indiedev #roguelike
Procedural loop generation for our new wholesome idle game! Tried to go in blind because I love figuring this kind of stuff out for myself and discovering all the pitfalls. It's my primary way of understanding. Moreso than reading a paper on it.
Food props for my upcoming assets, it's for free on Itch. Dozens of food props I made for the Low Poly Viking Pack are now available for download!
You’ll get them in gLTF, FBX, FBX for Unity, and Blend file. Enjoy!
Link: https://rg-poly.itch.io/food-pack
- CC0
#gamedev #indiegamedev #godot #blener
¡Este sábado 12 de Abril en València!
Vente a nuestro taller de creación de videojuegos con #Godot
El taller es solo 1 de las múltiples actividades que hay organizadas en el super-evento de la #Retrópolis. :
infórmate de todo aquí:
https://gnulinuxvalencia.org/2025-04-12-taller-godot-retropolis/
¡Te esperamos!
¡La gente de Extragamers, siempre apoyando la industria nacional, le hizo un videito de presentación a Robot Anomaly!
I implemented player units and the possiblity to command them into my game Shatterpoint.
At the moment of speaking there is no possiblity to spawn them beside adding them via the Godot editor.
The units will attack enemies units and will be attacked by them, completing the last big feature of the game beside progression.
I was scared of that implementation because I thought it will be hard but in the end it wasn't.
Voy a estar regalando claves para mi juego Robot Anomaly!
Para participar solo hay que dejar un comentario en este sub de Reddit: https://www.reddit.com/r/ArgentinaBenderStyle/comments/1jojuj0/este_s%C3%A1bado_robot_anomaly_3_sorteo_de_keys_para/?sort=new
Encara que la #fedijam hagi acabat, jo continuo desenvolupant el #Paraploimos
No puc penjar els canvis a itch fins que no acabi la votació de la jam, però estic afegint millores com el guardat de configuracions, o el mapeig del teclat. Estava buscant icones de teclat i he pensat "Perquè no la dibuixo jo". I després he pensat "Perquè no la faig com si fos una tablilla de Lineal B".
Total, que he acabat creant una col·lecció de pinzells a Krita per poder fer-ho xD
Okay, i was annoyed again, so I did a thing:
Windows doesn't previews .svg files by default in the windows explorer.
I needed some svg files for the AutoSizeText project https://github.com/SpielmannSpiel/AutoSizeText to create a new icon for it.
So I made an image viewer in @godotengine ^^"
Is anyone interested in such a thing? maybe even as a tool in #PEBI?
I think open sourcing this might also be a good idea.
#Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq
OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...
If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...
Got a shell texture fur shader for Godot working today, based on a video and code from https://www.youtube.com/@Acerola_t
I've put it on a gist for now, but want to post to godotshaders.com at some point: https://gist.github.com/kaofelix/13dca7b6db62df91d7a46bec34360b54
video: https://youtu.be/9dr-tRQzij4?si=t-GQl-_rX03k3CjQ
There are still some features missing from the version on the video, as well as improvements to make in the node code itself, but getting there!
Holy shit, I just found one of the most useful, underappreciated GDScript features in #godot: binding.
You create a button. For the click? You type
button.pressed.connect(response_function)
This calls response_function with no argument, because the signal has no argument.
You create 90 buttons. You want to watch them for clicks and know which is clicked... but the signal has no argument! How can you-
button[i].pressed.connect(response_function.bind(i))
Forces an arg.
This is SO NICE.
We just updated our website with new #BRODUCE info! Click the link below to check it out
Part of making things is making things work. Let’s hook up our nice new turn decider in our board game today: https://youtu.be/fFLRPa_N_PM?si=nXP0Tm0YytJnbN0X #godot #gamedev #indiedev