Hi! We're an Indie game developer couple working on Backpack Battles and Furcifer's Fungeon Also, we make Godot Tutorials! Feel free to let us know if you have any wishes for future tutorials.
Get Backpack Battles: store.steampowered.com/app/2427700/Backpack_Battles/ Wishlist Furcifer's Fungeon: store.steampowered.com/app/1700930/Furcifers_Fungeon/ Presskit/Kontakt: playwithfurcifer.github.io/backpack-battles-presskit/
all you need to make a player is this in physics_process var movment = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") velocity = movment.normalized() move_and_collide(velocity * SPEED * delta) look_at(get_global_mouse_position())
Godot currently has more lighting options than Unreal There is not a single working option in Unreal for GI: - lumen looks glitchy - with light baking there is a problem with volumetric lightmaps for dynamic objects, it is extremely difficult to achieve a normal result - DFAO (distance field ambient occlusion) is broken in unreal 5 - SSGI is noisy shit - ...
kind of an oddly specific question but, is it possible to make text/font scale with certain settings? i've set up a nice typewriter font, crushed it down using the size options in godot and blew it up with the size. however this creates a hard time for me because the font looks good, but there's just a lot of hassle with it... plus i miss out on a lot of stuff when using buttons since they don't have the same options like dropshadow and stuff
She probably never made an game She just talking crap about Godot just trying to get viewers on RU-vid click bait type sht she plays games but doesn't make them
Godot got a lot of haters probably never even made a game in a day of their life just wanna talk crap about a software that they never use just like people talk crap about a game they never played
Great video again thank you! I revisited this and was wondering -- is there a reason you cannot use the same shader for multiple sprites? If I wanted to create more than a single sprite to be used as a water distortion effect, everything gets messed up as soon as one or the other is placed at the very end of the tree stack or some other location (I'm not sure all the ways to reproduce the issue). For whatever reason, this is one-and-done, you can't apply the shader to more than 1 sprite or color/texturerect and arrange them over different "water spots" on your map. I have a feeling it has something to do with using SCREEN_TEXTURE as a hint_screen_texture, but how in the hells are you supposed to be able to use the same water effect shader on multiple game sprites? My idea is to place sprites with the water effect shader over various ponds and pools in my game world that are separated by different layers. UPDATE: Thankfully the solution is very simple! One needs to add a BackBufferCopy node to the scene tree and then set the shader node as a child of it. Do this for each instance of nodes which use the same distortion shader/material and their individual "background" pixels will be copied and applied to each. Thank you to @PlayWithFurcifer for confirming as well! UPDATE #2: If you're having trouble with BackBufferCopy's Rect copy mode, set the Copy Mode property in your BackBufferCopy node to "Viewport".
If you use distortion shaders on different layers you need to add backbuffer copies (there is a BackbufferCopy node) between them so the screenbuffer actually refreshes. It's a bit of a weird behavior and might explain the issue
@@PlayWithFurcifer Ah thank you my friend! I was just going to put an update in my comment that I discovered BackBufferCopy after referring to the Godot wiki's screen reading shader section... I cannot tell you how happy I am to hear you say the same thing! It confirms my couple hours of looking! Appreciate you and the team!
Godot for me has always been pretty perfect cuz of these reasons -i don't use any assets i don't make -most of the features that are exclusive to unreal or unity i would never use or aren't needed to make my games, really they just make the engine more confusing for me to use -i do make 3d games in godot but it's still good enough for me, i don't really care for realistic styles personally -when it comes to organization in all honesty, godot has it down, things are kept pretty simple unless you make them complicated, and the only other engine i used (unreal) has horrible organization (sorry but the 20 million checkboxes on every object just aren't doing it for me) -personally i make mostly horror related games so already they tend to be pretty violent and idk anyone who would care about nsfw games made in godot tbh, it's kinda funny because all of the really popular games from godot i can think about are horror games like endoparasite or shotgun roulette (shotgun roulette isn't really "horror" but it's violent nonetheless) i know there are popular none violent games but it's definitely what comes to mind for me first i was originally using unreal but tbh, it was pretty annoying, it was a pain in the ass, random shit would break and i would have no clue how to reverse it, whether it was random weird key binds or some obscure bug that like 2 other people have talked about, my final straw with unreal was when i was making a game and suddenly all the post processing effects stopped working after i booted it up again, no idea why this happened, couldn't find a fix and just gave up on it and started remaking the project in godot, godot is buggy but its's nothing like unreal
Hello. I'm curious, you still have 3 games on this site. Do these games still earn 2-3 euros per day? Also, is the number of daily plays decreasing or increasing? from the past 6 months to today. Thanks.
As someone who has recently picked up godot and is starting his first project wih some online components, can you maybe elaborate on some point what yiour strategies are against cheater? AFAIK, it is very easy to decompile godot projects and change the code to your advantage, for example giving you hundreds of gold inbetween each round. Do you have some sort of code obfuscation tool or server-side verification? I'm trying to wrap my head aorund this but it seems no mater what I can ome up with, as long as people are able to alter the client's code, they will be able to negatively impact the eperience for other players, which is what I am most concerned about (I have no issues with people cheating in single player/offline environments)
func run_code(x: int): [(func(): position += Vector2.RIGHT), (func(): move_toward(1, 1, 1))].map(call) You could just do this with any amount of functions you want, and make any "global" vars in the parameters with default values
Not seeing a material option on Sprite3D. Those don't get materials? I'd think since it's a texture it'd have a material but there's no option anywhere there for one. Also lost on how to add a shader to a blender import since even swapping textures on blender files won't work in godot, they have to be swapped in blender.
Well, technicaly it's not 10 lines if you used an engine, kinda cheating there. But since it's not possible to do it in pure 10 lines. I guess it's a really good job