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I Switched To Godot And I'm Loving It! 

David Reid
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I switched to Godot and published a game on Steam.
➤ Get Space Rock Armageddon on Steam - store.steampowered.com/app/26...
I switched to Godot, and it's been a game-changer in my world of game development. Godot is an open-source game engine that has quickly gained popularity among indie developers and professionals alike. Its user-friendly interface, robust features, and thriving community make it a fantastic choice for anyone looking to create games and interactive experiences.
One of the most significant benefits of using Godot is its accessibility. Whether you're a seasoned developer or a beginner, Godot offers an intuitive and user-friendly interface that eases the learning curve. The engine employs a unique scene system that simplifies game design, enabling developers to create complex, multi-scene games with ease. This structure makes organizing and managing game elements a breeze, significantly streamlining the development process.
Godot also supports a wide range of platforms, making it a versatile choice for game development. Whether you want to create games for desktop, mobile, web, or consoles, Godot has you covered. This versatility allows developers to reach a broader audience and adapt their projects to various devices and platforms effortlessly.
Godot's performance is remarkable, especially when it comes to 2D game development. It features a dedicated 2D engine that allows for high-quality graphics and smooth animations. The engine's built-in tools for creating particle systems, physics simulations, and shaders make it a top choice for 2D game development.
Moreover, Godot is continually evolving, with frequent updates and improvements. The engine's development team and the community actively work to enhance its features, fix bugs, and optimize performance. This ensures that your games stay up to date with the latest industry standards and technology.
In conclusion, I switched to Godot, and I haven't looked back since. The engine's accessibility, platform support and exceptional performance make it an excellent choice for game developers. Whether you're a solo indie developer or part of a larger team, Godot provides the tools and resources you need to bring your game ideas to life. Give Godot a try, and you'll discover a game development environment that empowers your creativity and enables you to create amazing games and interactive experiences.
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27 ноя 2023

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Комментарии : 101   
@vast634
@vast634 3 месяца назад
The whole scene thing is basically Godot treating everything as a tree of nodes. Instead of Components (Unity), the objects have child nodes. The nodes can all be in the same scene, or taken from in imported reference scene/tree. In Unity the equivalent is the prefab system. In Unreal the blueprints. Everything is about how to build that tree of nodes in the main scene. Be it by importing trees from a prepared file, creating the node-tree directly by hand, or using code to create it at runtime.
@collinvisser7108
@collinvisser7108 7 месяцев назад
Neat well done - For me scenes in Godot is "Composition over inheritance" with everything been a scene you can leverage that like the Animation Player can animate anything. Good luck
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Thanks Colin. Composition over inheritance is actually a good way to look at this. I'll keep that in mind for my next game. Thanks for commenting and watching.
@BastiaanOlij
@BastiaanOlij 7 месяцев назад
Welcome to Godot ! :) Great video, love the quality of the work. Well balanced review as well. Fully agree that if you choose C#, you will have a more difficult time finding resources. Luckily, once you get the basics, it shouldn't be hard to convert GDscript examples to C#. Scenes are one of Godots biggest strengths once you get the hang of it, but indeed that is a learning experience. I think for developers who are used to writing as much as possible in code, it's a little harder to take a step back and realise that with Godot, it all starts with scenes, and the nodes that build up scenes having a lot of build in logic. I have a C++ background and often found myself in a position where I wrote a whole bunch of game logic, only to find out combining a couple of nodes gave me 90% of the functionality.
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
I can relate to your last point. When creating the game, I defaulted to writing code only to find out later that I could do it in the engine with one our two clicks. I really like the engine and I'll be using it for the foreseeable future. I've barely scratched the surface of its potential so looking forward to learning more. Thanks for the kind words about the video. Thanks for watching and commenting. Much appreciated.
@csjsbsjahab
@csjsbsjahab 2 месяца назад
I’m new to Godot but the way I understand the actors in scenes are the properties that a scene has
@wangzomthinley5181
@wangzomthinley5181 7 месяцев назад
Man I love godot
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Me too my friend... Me too. Thanks for watching and commenting.
@Zurpanik
@Zurpanik 7 месяцев назад
What a great video! I started my Godot journey a couple months ago now and I've loved every second of it haha -- it's been great to find videos like this and to find folks that are having a blast with this amazing piece of software! Your game looks very very groovy my friend! Hopefully more videos to come!
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Thanks mate. Always interested in hearing from a fellow Godot lover. There will be more videos, I'm working on the next one at the moment. Would love to see some of your Godot projects. Thanks for watching and commenting. I really appreciate it.
@Deathkyun
@Deathkyun 7 месяцев назад
What drew me in when I switched from being a unity hobbyist to a godot hobbyist around 3 years ago was the fact that it was so lean, and the way you dev in godot really lends itself to speedy prototyping. You could do the same in Unity, yeah, but it just seemed so much more intuitive in Godot.
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
100% agree. Being lean is a major plus for me. Thanks for watching and commenting. Much appreciated.
@sziklamester1244
@sziklamester1244 7 месяцев назад
I am not a developer yet just interested in and still have no real knoelwdge of coding nor making other contents on high level. I appreciate videos like this because always good to hear from others and how they solves their challenges. My only real strength is game ideas but less of making them. I starts multiple times with something and end up not finishing it because most of the time things not end up as I follow a tutorial and frustrates. The asteroid game looks good and simple in my opinion.
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
I've been programming for twenty years and I still struggle to finish things so your not alone there. For me, the best way to get through a project is to keep it small and simple. That is why I chose this game. From a coding perspective, it was a simple and easy exercise. However it took longer because I had to figure out how to do things in Godot, how to get started on Steam, etc, etc. Learning Godot and understanding Steam where way more difficult than the game itself. If you were asking my advice I'd say keep your project small because it will grow arms and legs anyway. Thanks for watching and commenting. Both are appreciated. Good luck with your projects.
@IberianInteractive
@IberianInteractive 7 месяцев назад
nice i'm in love with godot too
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Glad to hear it. Thanks for watching and commenting.
@seanerer
@seanerer 7 месяцев назад
I tried Godot in c#, but I had a fix of GD Script and c# at the time. It seemed (it I remember) that the GD Script code would only break on bebug statement when ran from the editor. While the c# code would only break when ran from VS Code. I'll have to take another look. Did you find anything weird with c# in Godot?
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Yep, I never really thought of debugging using the Godot editor because I don't really use it. I tend to use JetBrains Rider because i have a licence and it seems to handle Godot quite well with a plugin. Rider can run the game too. However, I do have both open. Rider for coding, Godot for scene management, etc, etc which is a bit clunky. Thanks for watching and commenting. Both are appreciated.
@TechAtScale
@TechAtScale 7 месяцев назад
Nice! I'm starting to do Godot development myself. The biggest question though (/s), is it Go-Dot or Go-dow or Go-doh or God-oh?
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Haha! Yes, I'm pretty sure I used all those pronunciations in this video. I actually watched a RU-vid video to get the answer and unfortunately I came away with even more pronunciations that my pea brain hadn't thought of. Thanks for watching and commenting.
@ShiftyMcGoggles
@ShiftyMcGoggles 7 месяцев назад
All of them and none of them.
@dezkar7944
@dezkar7944 7 месяцев назад
The developers are from Argentina so I guess go-dot should be fine
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
The video I watched suggested the same. However, when the developers were asked for a definitive answer they were tight-lipped. Thus, I'm still in the dark and using all the pronunciations under the sun. :-)
@kpr2
@kpr2 7 месяцев назад
I just always assumed it was named after Samuel Beckett's absurdist play, 'Waiting For Godot", in which case it would be "go-doh" but I've yet to look into it any, lol.
@tjspeirs75
@tjspeirs75 6 месяцев назад
Great vid! Did you follow a tutorial to make this asteroids-clone or you already had the knowhow? Best of luck with your game devvin!
@DavidReidChannel
@DavidReidChannel 6 месяцев назад
Yes I did follow a tutorial. This is it - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-FmIo8iBV1W8.html&ab_channel=KaanAlpar - the tutorial is very good, however I did have to translate the code to C# which wasn't always easy. Nevertheless, this was the starting point for my game. Glad you liked the video. Thanks for watching and commenting.
@pietraderdetective8953
@pietraderdetective8953 6 месяцев назад
Great video! Will you be making Godot tutorial videos? Would be amazing if you will!
@DavidReidChannel
@DavidReidChannel 6 месяцев назад
Hi there, I may in the future, however at the moment, I feel like I have a lot to learn about Godot. I think I would want to know more before I passed that on to viewers. But in the future, Godot tutorials are a possibility. Thanks for watching and commenting. Both are appreciated.
@teahands
@teahands 7 месяцев назад
Your thoughts on Godot pretty much mirror mine but I can report that it starts to feel a bit more natural working with the "everything is a scene" concept over time. My main issues with it are just having no idea how to pronounce the dang thing, and also its over-reliance on strings. But I can live with both of those for the speed, haha. Absolutely love Asteroids, it's the first thing I go for at every retro gaming expo. Will definitely be checking out your game!
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Haha. Yes the pronunciation is pretty confusing. The scenes are making more sense now but at the beginning it confused me. I do love Godot though and I am looking seeing how you get on building Solaria using Godot. Thanks for watching and commenting. Both are appreciated.
@Cymbalis
@Cymbalis 7 месяцев назад
@@DavidReidChannel Nice to see some other Brits using Godot that are not, erm, such spring chickens as the majority of creators on here. Subscribed to both of you, and good luck to you both with your projects. Unfortunately, my projects have stalled due to work commitments and other life stuff, but I hope to get going again sooner than later. David, I must say that I'm impressed that you got this onto Steam so quickly. Did you use one of the Godot plugins from the Asset Store or go your own way? And presumably you had to pay the usual fee, even though you're giving your game away for free?
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
@Cymbalis Haha! Yes, I moved on from spring chicken quite some time ago, I think I've also past my best before date too. :-) I've subscribed to your channel. Always looking for like minded people to connect with especially Godot users. The goal was to get on to Steam quickly which is why I went with such a simple project. I didn't use plugins. I just went my own way. And yes, I had to pay the $100 fee which turned out to be seventy plus quid in Brit money if I remember correctly. You have to do that for every project so I wont be given my next project away for free. Again good to hear from a fellow Brit who uses Godot.
@Cymbalis
@Cymbalis 7 месяцев назад
@@DavidReidChannel Kudos for the DIY Steam setup. Here's hoping your 70 quid is at least worth it for generating exposure. And thanks for the sub 👍
@mbg4681
@mbg4681 7 месяцев назад
@@DavidReidChannel >> Yes the pronunciation is pretty confusing. What's funny is that the _guh-DOUGH_ pronunciation was common knowledge back when it was just a Samuel Beckett play.
@paritoshd
@paritoshd 7 месяцев назад
Lovely video. I would love to see more Godot stuff. You got the lucky 3rd video on the right hand side slot for me, so this is the first I've seen of you, so I must ask this. It sounds utterly insane to me to want to make a game from scratch in JavaScript, so why'd you do it, just as a challenge? I'm sorry if this sounds harsh, I just can't understand why.
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Hi there, its not a harsh question. It's a good question. As for the answer, I know JavaScript pretty well so I challenged myself to make games with the language. However, since using Godot and seeing how well that worked out, not mention the fact that I now have a game on Steam. It does, even to me, seem pretty insane to make a game from scratch in JavaScript. :-) However, from this point forward, I'll do all my game dev in Godot. So if you want to see more Godot stuff stick around. Thanks for watching and sharing.
@sslaxx
@sslaxx 7 месяцев назад
Excellent.
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Thank you my friend.
@nftsasha
@nftsasha 7 месяцев назад
I'm a month in and realizing that scenes are for everything. Level has enemies? Don't just add Enemy scenes to an Enemies node; instead, create an Enemies scene that manages spawning and other methods related to enemy management. I keep trying to go the path of inheritance, dependency injection, and objects that inherit from, well, Object (actually, RefCounted, learned that inheriting from Object is bad unless I want to manually free them). But every time I go down that path, a week later I realize a scene would have worked fine, if not better. For bigger games, don't think it would work maybe. But yeah, "everything's a scene" thing seems actually good for most indie games.
@DavidReidChannel
@DavidReidChannel 6 месяцев назад
"Don't just add Enemy scenes to an Enemies node; instead, create an Enemies scene that manages spawning and other methods related to enemy management"... I like this idea. Everyone I know who uses Godot struggled with scenes but ended up liking the idea. Thanks for watching and thanks for your insight into Godot. Will definitely looking into the concept of an enemies scene.
@mmmmmmmmmmm10
@mmmmmmmmmmm10 7 месяцев назад
Good luck to you mate, always nerve wracking starting something new. One suggestion, maybe pivot your game idea away from asteroids clone and to something a bit more interesting. Noone since 1980 cares about asteroids clones.
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Thanks for the best wishes. I chose an Asteroids clone because it was easy and allowed me to figure out all the Steam stuff without being bogged down in development first. Let's call that a spike. I take your point, however, my nine year old son loves Space Invaders, Asteroids, Donkey Kong, etc, etc. The eighties are back my friend. Eighties games are the new retro. But youre right, I'll be pivoting away from the clones in my next project which I'm working on now. Thanks for the feedback, thanks for watching and all the best mate.
@morgan0
@morgan0 7 месяцев назад
to me it felt like asteroids but more bullet hell-ish, which could be a good direction to lean into. maybe bosses have fragments that come out as you damage them in certain patterns, etc
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Hi Morgan, Latest version pops out an alien that gives you extra points if you can catch it. I like the idea of the fragments though. And glad you think its more bullet hell-ish. I tried to make the game faster and the ship more responsive. Player respawns also happens within a second so that you quickly get back to shooting rocks. Thanks for the input and thanks for watching and commenting. Much appreciated.
@sslaxx
@sslaxx 7 месяцев назад
Quite a few retro-styled arcade games have been made in Godot (Hiulit's Murtop being one that comes to mind) and they seem to have had at least some type of success.
@1oglop1
@1oglop1 7 месяцев назад
Is this my settings or is the voice volume extremely low compared to the video game footage? Every time there was a game footage I was blasted with high volume. Otherwise it's a nice video.
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Yep, bad editing from me. Sorry mate. Thanks for watching. Glad you liked it despite the loud game audio which I'll fix in the next vid.
@wint3rxxx
@wint3rxxx 7 месяцев назад
Why am I admiring the monitor instead of listening? 😂
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Doesn't say much about my chit chat because the monitor is a bog standard dell. lol, thanks for watching and commenting my friend.
@nailbomb420
@nailbomb420 7 месяцев назад
I really dislike the use of the word scene, also. It has to do with something called scene graphs, which is to do with node tree structures and whatnot. Honestly though, I don't really care for the explanation, it's still very unintuitive, but ultimately it's just a matter of semantics, so not all that important. What I would normally call a scene, is the same as you! Now I just have to rever to scenes in that sense as levels, rooms or environments. It's annoying, but it doesn't change anything fundamentally. Anyways, nice video, and have fun making games - godot 4.2 is brilliant :D
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
I'm with you on this one that its just a matter of semantics. When it comes down to it, I'm still thinking about the architecture of the game in the same way, or almost the same way. And yes, Godot is brilliant. Thanks for watching and commenting. Both are appreciated.
@vast634
@vast634 3 месяца назад
Scene is not a fitting term actually, its better understood as a tree of nodes. Nodes and their child nodes. In Unity the equivalent would be objects and their components. Those sub-trees could represent a complex actor with its mesh, collider and animations, and can be saved and imported in other trees (like the main scene).
@lazykid9167
@lazykid9167 2 месяца назад
@@vast634scene is a concrete composition ( like a snapshot) of nodes in tree hierarchy format. Tree Like tree in algorithms and datastructures. Each of those nodes can have one script attached if desired. Each is either a leafnode or is itself a (sub)tree. As soon as you make a snapshot of a node and its childhierarchy ( = tree ), then you save that snapshot/configuration to a file and call it a scene. In Unity a gameobject can have multiple components on one „node/gameobject“ so it’s not really the same as in godot, but it’s similar.
@simonw.1223
@simonw.1223 7 месяцев назад
But how to soawn these objects I am personally at thr beginning
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Hi there Simon, I'm pretty new to Godot too. As an example, in my game, the Asteroid is a scene, when it explodes, it sends a signal to the main game scene, and then that scene creates a random number of small asteroids and adds them to a node that basically holds all the active asteroids currently on the game scene. I'm not sure if this is the best way to do it. But its how I've done it in this game, for asteroids, particles, alien drops and exploded fragments. I'm sticking with Godot now so will definitely be talking more about this stuff going forward. Thanks for commenting and watching.
@simonw.1223
@simonw.1223 7 месяцев назад
@@DavidReidChannel like did you made a custom signal or did you used the node_exited or I think that was the name. but how do you create the astroids and give them a random float number for the rotation?
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
I made a custom signal. An asteroid has an enum for Large, medium and small. If the exploding asteroid is large, it creates a random number of medium asteroids, if the exploding asteroid is medium then it creates a random number of small asteroids. And if the exploding asteroids is small, it does nothing but call QueueFree()
@simonw.1223
@simonw.1223 7 месяцев назад
@@DavidReidChannel but what is an enum?
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Its a class that represents a group of constants in C#.
@yourmajesty9025
@yourmajesty9025 7 месяцев назад
0:20 - what's with the weird twitching of the figures, does it look like jittering? If it's because of Godot, it's extremely unpleasant and it turns out that Godot is not suitable for any kind of acceptable games...
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
I don't see the jittering but to the record the game I do have to run OBS in the background winch is a bit of a beast and takes a toll on my own computer. Godot is definitely able to handle a clone of Asteroids. You should check it out and see for yourself my friend. Thanks for commenting and watching.
@burton719
@burton719 6 месяцев назад
😘 Promo`SM
@DavidReidChannel
@DavidReidChannel 6 месяцев назад
nope
@guustavols
@guustavols 7 месяцев назад
Game's volume is louder than your voice
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Are you suggesting that in my next video both my and the game audio should be quieter. Just bought new headphones and they are significantly better than the last so perhaps I'll do better next time round. :-)
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Also, got feedback from testers that the volume on the game is too loud. I've reduced that in the latest release but thanks for pointing it out.
@guustavols
@guustavols 7 месяцев назад
@@DavidReidChannel I think if your voice volume matchs the game volume would be good
@guustavols
@guustavols 7 месяцев назад
@@DavidReidChannelhum, ok, youre welcome
@DavidReidChannel
@DavidReidChannel 7 месяцев назад
Suggestion noted. Will keep that in mind when I'm creating my next video. Thanks for watching and commenting.
@HurricaneSA
@HurricaneSA 4 месяца назад
I love many things about Godot but you're badly mistaken if you think they're better that other engines when it comes to looking after their customer base. Try and port your game to a different platform and you'll quickly find out that the main developers are also the founders of the company who just happen be the main 3rd party they advertise for handling ports and that said company charges an exorbitant fee for their services. In a day and age where cross platform is an included feature in almost all game engines, open source or not, this is very suspicious. You're also wrong if you think open source is not profit driven. While you get the software for free they make billions from partnerships with other large companies and the Godot team has some very suspicious partnerships.
@BanditLeader
@BanditLeader 4 месяца назад
the reason w4 games exists is because legally godot itself cant have the console sdks, since the sdks are closed source and godot is open source. and the price for porting is fairly reasonable. you dont have to hand over any telemetry data like you do with unity and unreal. also if you do the maths, the price is about the same as unity and unreals royalty fee. im sorry to tell you, but you're just wrong
@HurricaneSA
@HurricaneSA 4 месяца назад
@@BanditLeader No, I'm not. They don't need to make the SDK available at all. They only need to keep the Godot abstraction layer or plugin to the SDK opensource. So the SDK can remain proprietary closed source and developers can simply use the needed Godot tools for whatever SDK they want to port to. This is how Unity, Unreal, Flax, Gamemaker, and just about everyone does it. And Unity charges you $2K per year for the tools to port to ALL CONSOLES (Unity Pro). No "not allowed to use a publisher" nonsense. No $10K per seat for 3 consoles nonsense. Sony and Microsoft will practically give the SDK and a devkit away for free to new developers if they need one. So I'll repeat what I said. W4 is a scam. You cannot justify $10K per year as a fair when an indie dev might not even make $100 off their game. And you certainly can't say it's fair when you can get Unity Pro for $2K per seat per year which allows you to port to all the consoles.
@trickster721
@trickster721 4 месяца назад
Unity and Unreal provide "free" console ports because they get a cut of your sales. Startups like Cocos Creator are spending investor money on free console ports with the idea that they'll make money on services in the future. Maybe Godot will eventually get to the point where they can fund console ports by selling support or cloud services or something, who knows. Having W4 as a commercial entity actually makes that more likely. What kind of arrangement would you prefer right now? Should the Godot Foundation be using donation money to pay people to maintain console ports? That would take away from core engine development, to benefit people selling games on consoles. This only makes sense in a fantasy where publishing games on consoles is as cheap and easy as publishing them on Steam, but that's not the reality. Publishing games on consoles still basically requires you to start a small business, and costs at least a couple thousand USD (and much more if you're doing it right). You would know all this, if you ever looked into the possibility seriously. The difference between Godot and other engines is that nobody is stopping you from maintaining Godot console ports yourself and giving them out for free. (Somebody is already doing this for 2D games on Switch.) You should get to work on that right now. Don't forget to have your code tested and certified by all the manufacturers, please and thank you.
@BanditLeader
@BanditLeader 4 месяца назад
@trickster721 actually unity requires you to have their pro plan to develop for console. And the pro plan costs $2000
@HurricaneSA
@HurricaneSA 4 месяца назад
@@trickster721 Unity and Unreal only take a cut (5% I think) of your profit if you earn more than a certain amount in revenue. In Unity's case you only pay if you get to $1 million in revenue. I'm also not saying Godot foundation should develop console port support. It already exists otherwise how is W3 porting games to consoles? My issue is with the fact that they claim they can't do it at all and with the fact that W3 charges you $10000 for full console support whereas Unity charges you $2000. And yes, should you get more than $1mil in revenue then Unity will cost more money but let's be honest, how many indie studio's will make $1mil on their first game? Or any game? And if you're on a limited budget what sounds better? $2K upfront and 5% revenue share IF you get $1mil in sales or $10K upfront regardless of the number of sales which could very well be zero? Look, to be honest, none of this really matters to me as a hobbyist. I use both Godot and Unity and I enjoy both. I just feel like an open source engine like Godot shouldn't have a private company owned by its main developers as the only option to port games. It just does not sit well with me.
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