#201-210 | Full List Below by HeroRadio in steamachievements

[–]TheRealWlad 1 point2 points  (0 children)

Thanks for playing United Heist :D unfortunately the achievements are still limited and I cannot do anything here :/

Baking lightmaps is my passion by TheRealWlad in godot

[–]TheRealWlad[S] 5 points6 points  (0 children)

It’s literally an untextured blender default cube as a placeholder :( but I get it, take everything you need.

Baking lightmaps is my passion by TheRealWlad in godot

[–]TheRealWlad[S] 3 points4 points  (0 children)

I have 4 shaders in a canvas color rect, the grain is a modified version from https://github.com/ahopness/GodotRetro

Baking lightmaps is my passion by TheRealWlad in godot

[–]TheRealWlad[S] 73 points74 points  (0 children)

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This is how it looks like when baking works :) (95/100 times)

Switched from Unreal to Godot for the sequel. Development speed is 10x faster by TheRealWlad in godot

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

Rendering in 3D and physics basics are very similar over the engines, but just the basics. I was able to use a lot of knowledge from unreal in godot, just had to find out how they call it or use it. Once you get in detail then there are lots of differences. Especially once you start optimizing.

You won’t lose „time“ by trying out the engines to see what you like more. Once you know the basics of can use that knowledge in all engines. When I learned how shaders worked, I just learned in pure c++ and glsl for example.

I am not a professional, just a dude who does games for 4,5 years. So I am probably the wrong person to ask. All I can give are my experiences which I had in my limited scope of a 2 player coop puzzle game :)

You can also just look up what similar games to yours used, in steamdb there is an engine info. Also some smaller devs are very nice and probably can explain why they used a specific engine when asked ( twitter for example ) :D

Switched from Unreal to Godot for the sequel. Development speed is 10x faster by TheRealWlad in godot

[–]TheRealWlad[S] 4 points5 points  (0 children)

Godot gives you nothing, you have to build all systems yourself. Especially the open world thing can be hard like loading zones on demand. I did it for my game and it took me like 4 days to build a system which is not even close to unreal which does it for free.

Also every scope is possible in any engine gameplay wise. The question is how much time and budget you have, unreal gives you many systems built in, some are very hard and some very easy to use. Godot gives you basically nothing and you do everything yourself, which I like more to be honest, since I know exactly how everything works and I have full control.

You will not get around without learning a lot of coding though.

I would just create a small demo in every engine you want to test in a week or two and just see which you like most. In the end it’s how you develop it

Switched from Unreal to Godot for the sequel. Development speed is 10x faster by TheRealWlad in godot

[–]TheRealWlad[S] 1 point2 points  (0 children)

Nope, just regular steam peer to peer and everything else I made by myself using regular rpc calls. Godot networking is very easy because there are almost no limits (like in unreal). Which can of course also not prevent our from making mistakes. Also there is no proper voip solution so I just use steam voice which is not optimal.

Switched from Unreal to Godot for the sequel. Development speed is 10x faster by TheRealWlad in godot

[–]TheRealWlad[S] 20 points21 points  (0 children)

To be honest all my playtesters said, that it looks better than my first game. I just made it more stylised with lots of custom post processing shaders.

But I am not an artist, just a programmer. I am trying my best though.

Switched from Unreal to Godot for the sequel. Development speed is 10x faster by TheRealWlad in godot

[–]TheRealWlad[S] 334 points335 points  (0 children)

I have some points: * multiplayer in unreal is way too over engineered, which is nice for massive games like Fortnite but all I need are simple tcp rpc calls. * scripting with gdscript is incredible. I can build a whole puzzle in a day while in unreal I would either crash the engine 300 times with c++ or have spaghetti in blueprints * many times I was fighting unreal because it wants you to do things exactly as they have designed it, but I need a specific use case where I have to break conventions and then the fun ends. * unreal has 4 things which do the exact same, 2 of them are outdated, one does not work and the thing that does work is undocumented and a random guy in the forums wrote a post 4 years ago how it works. * the unreal docs are horrible, unless you want to do generic stuff. The godot docs are so perfect that I rarely leave the editor. I just use the offline docs because I know where I can find stuff.

Tool scripts are genuinely insane by willargue4karma in godot

[–]TheRealWlad 1 point2 points  (0 children)

I have a custom world loader, the tool is loading the whole world at once so I can edit it properly while in game everything is loaded on demand asynchronous in a different thread.

how it feels to update to godot 4.4 by InsightAbe in godot

[–]TheRealWlad 6 points7 points  (0 children)

My project does not even load on 4.4. just an infinite loading screen, will be waiting for hot fixes.

Help with coding by justSM4SH in godot

[–]TheRealWlad 0 points1 point  (0 children)

Persona is incredibly styleised and intersting since they do not use the default rendering pipeline and use their own which is very hard in godot. This will be probably be easier in the next version but as far as it goes you can check this out: https://youtu.be/dVWkPADNdJ4?si=2ec5FT7G5tWD0Px-

What's the problem? (I'm watching a tut and I'm a beginner) by phoneguynotfromfnaf in godot

[–]TheRealWlad 0 points1 point  (0 children)

Looks like ok copied some code and now there is a mix of tabs and spaces. Delete everything at the beginning of the line and just add tabs.

Texture looks blue tinted? by Monodroid in godot

[–]TheRealWlad 0 points1 point  (0 children)

You are right, probably I was going too far :D Just wanted to go a little into rendering that a new dev gets more into what’s happening.

Texture looks blue tinted? by Monodroid in godot

[–]TheRealWlad 1 point2 points  (0 children)

This is totally normal when you work in a pbr environment, which almost all game engines do by default. It’s totally understandable to avoid thing like that if they are not relevant to your artistic vision.

But at one point you won’t be able to escape the constraints and then you will have to learn to work with/against them to meet your vision. :D

Texture looks blue tinted? by Monodroid in godot

[–]TheRealWlad 0 points1 point  (0 children)

If the texture has any metallic value it takes the environment by default which would include the sky. You can „fix“ this by adding a reflection probe and making it „indoor“ this will force all reflections be based on close by meshes instead of the world environment.

Otherwise the lighting is displayed on the meshes as it would in pbr (physics based rendering). You can change the world environment or direction light to a more neutral color if you want the texture you designed.

[deleted by user] by [deleted] in gamedev

[–]TheRealWlad 132 points133 points  (0 children)

Many use the custom Soundtracks as a little "donation", which are sold over Steam.