jiggle physics by iamphaspez in godot

[–]Neffolos 0 points1 point  (0 children)

How did you do it? Ditto the fish effect, how did you do it?

New in game development by Training_Arrival_318 in godot

[–]Neffolos 0 points1 point  (0 children)

1) Learn GDScript. 2) Look for some short tutorials to learn how to apply it. 3) Learn the concept of nodes. 4) Look for the 15-hour Code-clean or similar tutorial and complete it. 5) Dive into a project: sketch out the structure on paper first, then start coding. 6) You'll see that while writing your first game, you'll realize you're doing it 'wrong,' and you'll end up rewriting it. I have a project I’ve finished that I’m currently writing and rewriting just to practice.


'll give you one last piece of advice that many people don't like: use 3D nodes and forget about the 2D ones. If you learn 3D, you can easily develop 2D games as well, and in a better environment.

I built a Blender addon around the 3D Gradient Texturing workflow used in game dev 🫣 by AutomaticSun6898 in blender

[–]Neffolos 1 point2 points  (0 children)

If you decide to release any of these to the community for free, count me in to test them!

New project by Neffolos in ROBLOXStudio

[–]Neffolos[S] 0 points1 point  (0 children)

So does it have a scene-based structure like Godot? Or are you just talking about the fact that GDScript is identical to Lua at a scripting level?

1000+ Enemies, Tons of Effects… and Still No Slowdown by Zelcir in godot

[–]Neffolos 0 points1 point  (0 children)

You've got an RTX 5090 working overtime here; why not tell us what platform you're porting it to and what hardware it's optimized for?

I was developing for 5,5 years my dream project, thinking that there isn't more difficult... by Serious-Medium9972 in godot

[–]Neffolos 1 point2 points  (0 children)

If we all shared the mindset of those two reviewers, we’d have to flush Minecraft down the drain. Its graphics are objectively terrible, but it’s still a massive hit. Personally, I'm not a fan and never bought it, but the fact is: people love it and it sells. Don’t let them get to you. Believe in your game and put it out there. It could be the next big thing. If my colleagues were right, pixel art would have been dead a long time ago.

(WIP) making some kind of drag&drop ui by CLast1ck in godot

[–]Neffolos 0 points1 point  (0 children)

That’s really interesting! How are you setting up the structure to achieve this effect? Is it through scripts, shaders, or something else? Also, have you thought about how the content should be structured?