Working on Solar Rogue a Roguelike 2D space adventure for a little more than a year now. Even released an early access version on Steam, itch.io, Android and iOS.
I'm working on my second first game (the real first was lost in a major system crash where my backups had been failing and I was in the middle of fixing them ... so no backups). This real first game is a FPS game and is 3D (Godot 3 makes 3D so easy to work with I'm comfortable starting off with 3D). The game is based in the future (probably something like 26xx). An Earth colony on Epsilon Eri 4, home to over 200,000 human men, women, and children is attacked by an unknown enemy (we find out later that they're called something like the Godorians or something similar to, but not, Godotians. I won't go into the graphics yet (no spoilers!) but the opening scene will set the tone for the game: Payback. I was in the shower when the entire script for the story flashed through my brain, including side-missions and all. I'm sure it will expand from there, but the basics are all typed out (and backed up everywhere). I will be using any/all graphics assets I can, along with learning to do some others in Blender and in Godot 3.2.2's 3D modelling. I want my first game to have awesome graphics along with an awesome story. I don't expect to finish until sometime (hopefully early) next year. As a two-time (almost three-time, but we caught it in the pre-cancerous stage) cancer survivor, my energy levels are limited, so it may take longer than expected, or I might have a LOT of great days, and finish earlier. There's no way to predict this, so I can only say, it'll be done when it's done. (Actually, there is one way to predict it: if I spend too many hours per day, or do that over too many days, I could be shut down for a week or more, not even able to see or think clearly. That much is easily predicted.) I also have a $0.00 marketing budget (cancer #1 forcibly retired me and dumped me into Social So-called Security Disability, meaning I normally run out of money the day I get paid for the month, or a few days after that). So I'll be trying to do as much marketing as I can on $0. Problem: my degree was in engineering, not business. Marketing to me is another department.
I'm working on a 2.5d fps with waves of undead with the goal to use the points from the undead to unlock more of the map, to defeat bosses, to beat the level.
I'm slowly learning with the path of least resistance (2D pixel art platformer) with the idea to build an easy-to-use level editor and level sharing in ("Inspired by Mario Maker, but more rudimentary, as I'm no Nintendo").
After doing the FPS tutorial series, I started working on 3d assets in Blender and attempting to add animation in the scenes. A good tutorial idea would be how to trigger properly the animations (ex; fps gun fire/reload or movement animation, grenades? lol). I love the pace of your tutorials, keep it up
Thank you, great to hear you're expanding upon what you've learnt from the FPS series. Definitely planning to cover those things in the FPS series at some point in the future.
@@CodeWithTom Great! I feel like there's not so much videos on actually implementing (not trivial, for example FPS with visible hands) animations into Godot so it'll definitely be useful! Thanks for your work :)
Remote play is the co-op stuff; Steam has that feature and it allows you to play local co-op games over a network connection with other players don't know if that's how it will work elsewhere but it is an interesting feature nevertheless. Now, all Godot needs is better native commandline support for loading external libraries at run time and supporting call back across pipes and it all gets real -real fast. I'm not the only private end user dev that wants to use gaming engines like Godot for app dev in addition to making games. Godot.io sounds awesome and a nice corner stone for the project offering some really cool support for the Godot dev community. I would most certainly utilize the service and most likely parallel to Itch.io. Good stuff Tom.
I am working on a fantasy rpg with a story mode where the player has to overthrow cruel wizards who controll the world. Therefore he has to be part of magical tournaments to get more mightful and get supporters but there will be also a mode in which u can play this magical tournaments against ur friends in an 1v1 fight. In this fight u have got 5minutes to collect magical items in a dangerous world u can use in the real 1v1 later on
I am working on an online image file splitter. it will uniformly crop an image file into smaller sections. It's for people who do webcomics and upload to places like Webtoons, Tappytoons, Instagram,...etc.
@@CodeWithTom Thanks!This GotM seems great, I already saw it in the past, but not sure if a sustainable way to publish games so I might not publish those there. But yes, for the moment, to share game jams games it's a nice project.
I'm still learning basics of godot but the plan is to eventually make top down, heavily skill based, dungeon crawler tyle of game with some elements of bounty hunting. Think mix between battlerite and darkest dungeon, maybe a bit souls like too
My best advice, and one i'm guilty of not sticking to myself, is to keep the scope small and achievable in a short space of time. Please do share your progress over on the discord :)
Im currently working on a Xbox 360 Homebrew game, very star fox 64 style. Unfortunately Because godot does not have graphics rendering old enough for the 360 i had to switch and learn unity just for this, I still use godot for some documentation apps tho!
Been watching your videos and another RU-vidr, plan to make retro fps with RE: code veronica survivor 2 elements and a little bit stalker or dusk added to it.
working on a maze based game for android and stuck on admob implementation game crash with admob without it runs perfectly fine can you be so kind and help me out.....?
GLES3, in general, should be avoided for HTML5 and mobiles because as you saw it doesn't work always. I'm going to adjust my SpritePalettizer and move hosting from itch to Gotm to embed it into the itch. And I'll post several of my jam games there too.
I've since been in touch with Mikael and he has told me that the javascript they were using to detect incompatible browsers was mistakenly identifying the New Microsoft Edge as the old Edge (which didn't support GLES3) and that a fix is coming soon for this, so Gotm should work with New Microsoft Edge very soon :)
how the hell microsoft made an browser based on chromium and it dont support GLES3/WebGL 2? "i dont have to make an windows export, mac export, linux export, and starting disting those out on itch.io as downloads" you dont have too, itch.io support html5, so you just had to export as it. aside from that the service looks promissing with it current features (like compression) and promissed features on the roadmap
New Edge uses the chromium base as its engine, so new Edge can do almost anything Chrome can. Fun fact, you can even use the Chrome Web Store to install plugins for new Edge.
I'm thinking about making a game using one of your tutorials? What tutorial series should I use? (Btw you can download my games off of jesterdeveloper.itch.io )
"user generated content upload" ie, your godot game can have an level editor, and the users can upload their levels. levels, mods in general... i think that is what it means. ok, i pressed play on the video and you said it, never mind xD
Very good question. In my, admittedly small and non scientific, tests I haven't noticed any reduction of quality. But it's certainly a good question. I might get in touch with Mikael, the creator and ask!
Does gotm.io support Godot/C# games? I'm currently looking at Godot (moving away from GameMaker Studio 2) but I would prefer using C# instead of GDScript. My idea is to port my roguelike WIP (see twitter.com/RightAngleGames/status/1276887973531975680 ) from GMS2 over to Godot. Still trying to get my hands dirty, basically need to get started with Tilemaps and tilesets (the game supports multiple biomes). Biggest issue for me to get going is that the walls are currently made up of two sprites, the top view and the front view. Depending on the tile below the front view sprite is drawn or not. That's easy to do with nodes (similar to GameMaker's game objects) but I don't have the proper approach for a tileset/tilemap combination in Godot right now. And of course it's a dynamic level map where walls can be destroyed so other wall tiles will have to show their front sprite... Anyway, Godot looks very tempting, I love the great documentation and the Node/Class hierarchy and the already builtin functionality. Looks way cleaner and better organized than Unity for example. The IDE is also pretty awesome and works fine for me (in combination with VS Code for the C# coding). Also the community seems to be very nice. Oh, and your tutorials are very helpful too! Thanks for that!