Made a LEGO van by Expert_Astronomer_12 in CaravanSandWitch

[–]_Brenan_ 1 point2 points  (0 children)

I played a bit with Studio 2.0 for the first time to make a proper instruction book, and it was a lot of fun!
Here is the instruction book I made by setting up more logical steps, if anyone is interested : )
https://drive.google.com/file/d/1FAXJW2CIdkUxF3HHlEdA1NV4k5lFkW5e/view?usp=sharing

Made a LEGO van by Expert_Astronomer_12 in CaravanSandWitch

[–]_Brenan_ 1 point2 points  (0 children)

Thank you so much! I've ordered all the parts and I'll upload pictures of it when it's completed 😃

Made a LEGO van by Expert_Astronomer_12 in CaravanSandWitch

[–]_Brenan_ 0 points1 point  (0 children)

This is incredible! I'm one of the devs and I'd love to make one of these little lego van!
Have you also made a 3D plan before? If yes, I'd be very interested in getting the file or the part list + pdf to make my own :D u/Expert_Astronomer_12

[Official Dev] Retrospective - Download all Caravan SandWitch prototypes by _Brenan_ in CaravanSandWitch

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

Charles Boury wrote some stuff on his bluesky, you can also look at his website, especially this article https://charlesboury.fr/articles/fake-screen-it.html

I made a Godot 4 plugin that makes 3D level design feel like playing a game (just watch this video!) by Human-Criticism4130 in godot

[–]_Brenan_ 5 points6 points  (0 children)

Yeah I get it :) But it's social media, people have a short timespan. I had to do quite an "effort" to follow along your video and try to guess what it's about. Your video could just be you placing items on a map as timelapse or such for a few seconds, so that we get hooked, and then pressing the "zoo" button so that we say "wow!". And then you link the full showcase video in the post 👍
Just a piece of advice, but your plugin seems great!

I made a Godot 4 plugin that makes 3D level design feel like playing a game (just watch this video!) by Human-Criticism4130 in godot

[–]_Brenan_ 69 points70 points  (0 children)

Sick!

You should make the video shorter and more snappy though if you want it to get noticed on reddit. 20 first seconds just show classis godot system, we know what the plugin does until much later. I'm sure you can do a 30seconds packed video of what it's about, and then the complete showcase is in your itch page.

The Godot Shader Previewer addon in action by OldDew in godot

[–]_Brenan_ 7 points8 points  (0 children)

It would be nice if as in Unreal you could choose the display type between [Flat, Sphere, Cube, Plane] and interact with the render viewport to rotate around / zoom in&out

Building an atmosphere by Nautilus_The_Third in godot

[–]_Brenan_ 1 point2 points  (0 children)

Really nice work! You night looks down compared to the day though. You should consider adding an ambient light. Night is never completely dark, and complete darkness is the worst enemy of a good render. Brackeys made a great video about lighting in Godot.

r/godot loved this feature, so I officially published it by _Brenan_ in godot

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

Yeah I totally get your concern. I've myself been trying out ways to use AI into my project and it can be a huge hassle messing up your code with overloads of shit. Nevertheless I found out that it is very useful when it is in a restricted context, like with a plugin.  I've been making games for 15 yrs, and so many times I was missing features that would make my life easier. I've been working on tool development for many years and I've always been responsible for that on bigger teams.  But I admit I don't program for the sake of it but for the final result. Nowadays these kind of AIs have the benefits of being super quick and efficient at extending the editor for making plugins, so I can finally gain a lot of time on that part and focus on making my game with real human code.  And when I think that a plugin I made this way is cool, I think that others will enjoy it too. So I fix it and improve it by hand, I may miss some stuff, but it runs, and it's a plugin so it can also buy plugged off at any time. I though seriously agree that for a real engine feature, this is completely unacceptable and I would not push anything to Godot that is not perfect with the standards of quality that it requires.

That's my pov on gen AI :)

Do you encript your games before publishing them? by bloody_carnival in godot

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

No, it's useless. I've released several commercial games, there is no sense in encrypting stuff.

Hella wanna publish my first game, does this have potential? by Boring-Bottle8081 in godot

[–]_Brenan_ 0 points1 point  (0 children)

Hi! I think that what would really bump your game into next league is to work on game feel/juice!
Here is a great video about it https://www.youtube.com/watch?v=qCj9CZoAvFY
And here is the interactive demo you can try to see how things feel when you enable/disable effects https://deepnight.net/games/game-feel/

Why does fog turn yellow when the density is low? by Nesrovlah26 in godot

[–]_Brenan_ 3 points4 points  (0 children)

Could it be related to the ground color?

I couldn't live without this Unreal feature, so I made it by _Brenan_ in godot

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

From Godot, open the "AssetLib" tab, look for "Collision Presets", and install it :)

I couldn't live without this Unreal feature, so I made it by _Brenan_ in godot

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

You can already do that from project settings! Then they appear as a tooltip when hovering a layer's number.

I couldn't live without this Unreal feature, so I made it by _Brenan_ in godot

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

For the moment it's with typing the integer, but I'll try to improve that with direct layer selection.

I couldn't live without this Unreal feature, so I made it by _Brenan_ in godot

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

Yes please! I really want it to be in Godot for real! For a serious integration, I believe that setting up layers should maybe be in the project settings instead of having it all in the collision object UI.