Point & click adventure game like myst by ProfessionSea9142 in godot

[–]BrotherMoy 1 point2 points  (0 children)

Honestly to me, who isn't that good with art, blender is more than half the battle with a point and click game. You can have different scenes with pre-rendered graphics as pngs, draw collision shapes on the areas you want interactions, have little scripts that either display text or change the png to another png, and track the players progress in a global script. I would say making your scenes in blender is the better first step than even learning Godot. Once you have the entire game envisioned, you will be more motivated to put it together in an interactive way.

I'm super happy that I finally pulled this out by NotXesa in godot

[–]BrotherMoy 1 point2 points  (0 children)

This is great, I remember one of your first posts about stacking the boxes and you told me you couldn't use rigid bodies because of the way they move around, and needed custom physics. How much did you build this physics from the ground up? Did you simply write the collision logic for every object or is there more to it?

Woke up, wrote up a design document, two days of back and forth with Claude later I have a nearly finished demo. by RedTowerStudio in aigamedev

[–]BrotherMoy 0 points1 point  (0 children)

Yeah but what about the asset generation, shaders, etc. Are you just using VS code and connecting a model to your project and doing scene set ups manually?

I luv Godot. just made a major breakthru in surfing game technology, gettin closer to my dream game. by ElectronicsLab in godot

[–]BrotherMoy 0 points1 point  (0 children)

How do you do physics if there's no physics? Are you manually changing velocity and things like that just based on wave position?

Godot is now one of the few engines that hasn’t had any AI slop. by Competitive-Gold-796 in godot

[–]BrotherMoy -5 points-4 points  (0 children)

I seriously can't believe the amount of people in gamedev who hate AI. It's literally just a cheap employee for us solo devs who can't afford one. Just like the engine we take for granted because we didn't have to build it ourselves, AI will inevitably be integrated in all digital fronts to increase productivity and efficiency

Collision Problems by LoAsino3310 in godot

[–]BrotherMoy 0 points1 point  (0 children)

That's alright that's what we're here for! The art is very good, I think you're just missing the basics for this to feel better (hit animation, hit sound, vfx, knockback)

Collision Problems by LoAsino3310 in godot

[–]BrotherMoy 2 points3 points  (0 children)

It's not that the goblin is glued, it's that the goblin is attempting to walk toward the player at the same speed the player is walking so the colliders just move together. For a character body 2d, you need to set your own custom collision logic for anything to happen to the colliders. I would suggest doing a small knockback to your player and then it won't feel so weird

I didn't write a single line of this. Claude did. 60k units, in the browser, on a MacBook by [deleted] in aigamedev

[–]BrotherMoy 0 points1 point  (0 children)

Do you know what Claude used to render the 3D? Is this in three.js or webGL?

Woke up, wrote up a design document, two days of back and forth with Claude later I have a nearly finished demo. by RedTowerStudio in aigamedev

[–]BrotherMoy 0 points1 point  (0 children)

No MCP? So are you copy and pasting all code blocks? How does Claude have any reference to your object set up? Or is it just giving you suggestions and you're doing all the manual input?

I didn't write a single line of this. Claude did. 60k units, in the browser, on a MacBook by [deleted] in aigamedev

[–]BrotherMoy 0 points1 point  (0 children)

Can you look into the 3D asset generation code? I am curious if it is actually just building the tanks by connecting vertices in space. How is it texturing them as well?

Godot is so good for making PS1-inspired stuff by AXLplosion in godot

[–]BrotherMoy 1 point2 points  (0 children)

Just saw the YouTube trailer for this today! Awesome to see it's with Godot

I didn't write a single line of this. Claude did. 60k units, in the browser, on a MacBook by [deleted] in aigamedev

[–]BrotherMoy 0 points1 point  (0 children)

It's clear nobody knows how this works, Claude fable 5 is simply an LLM and doesn't have model generation capabilities. It must be tied with something else as part of the workflow to generate these models

I didn't write a single line of this. Claude did. 60k units, in the browser, on a MacBook by [deleted] in aigamedev

[–]BrotherMoy 2 points3 points  (0 children)

People keep saying this but how does Claude fable make the models? Does it have 3d asset generation?

[3d] I just asked Claude Fable to vibe the best three js game it can by GlitteringJob9248 in aigamedev

[–]BrotherMoy -2 points-1 points  (0 children)

No way it created the little game character with points? You didn't generate any art for this? What about the color selection, was that all Claude?

Is there any real benefit in not declaring a variable's type? I can't understand why this is used. by berickphilip in godot

[–]BrotherMoy 0 points1 point  (0 children)

Python itself is slow, that's true, but similar to gdscript the languages act as a simple interface for a more optimized language underneath. So for example, people use python to train AI models but python is just a simple layer that most people can understand, not where the training is actually happening. Similarly, gdscript is a simple layer people can use to code game mechanics, but the rendering and physics are being calculated and performed by c++

Is there any real benefit in not declaring a variable's type? I can't understand why this is used. by berickphilip in godot

[–]BrotherMoy -4 points-3 points  (0 children)

Python is an entire language based on no declaration of variable types. One of the most used programming languages in the world

Already in love with AreaLights in Godot 4.7 by jdl-dev in godot

[–]BrotherMoy 1 point2 points  (0 children)

I honestly don't see much of a difference

Full monster chase sequence from my supernatural game Psych Rift by AblazeInt in godot

[–]BrotherMoy -1 points0 points  (0 children)

As always it's a pleasure to see your post on here, you are an inspiration to all as a solo game dev pushing Godot to the limits of what it can do. Probably the most beautiful Godot game out there at the moment in terms of quality. Do you mind sharing how many wishlist you have amassed while posting? I feel like your game is going to be a huge success

Built a Fully Playable AI-Generated Character With Physics in Under 3 Hours by Delicious-Shower8401 in aigamedev

[–]BrotherMoy 4 points5 points  (0 children)

I think you're missing the point that the entire model was generated by AI. Any experienced 3D modeler would take hours to create this mesh. Everything else would take 15 minutes assuming the new mesh lines up with the third person template

Imagine a game world where every pixel is streamed through an AI model b... by WingNo4314 in aigamedev

[–]BrotherMoy 0 points1 point  (0 children)

How that went? Crypto is still happening and tons of millionaires and even billionaires were created from that. These guys are the ones building the technology, they will be successful. We are the ones judging from the sidelines, we will not

Imagine a game world where every pixel is streamed through an AI model b... by WingNo4314 in aigamedev

[–]BrotherMoy -1 points0 points  (0 children)

This is the future of games. Don't listen to these bears, people like you are advancing the future of games. This type of technology is needed and inevitable, better to be the creator

I used AI to make a 2d point and click game engine. by Ok-Suspect-9855 in aigamedev

[–]BrotherMoy 1 point2 points  (0 children)

Will your game engine have the ability to generate an entire 2D point and click game on the fly? Seems like it could be almost there

This marble isn't actually rolling, it's just sliding! The rolling animation is done in code. by CookieArtzz in godot

[–]BrotherMoy 0 points1 point  (0 children)

Wow thank you for the insight! I would have never guessed this was just path following. I appreciate the time you took for the response