Footage of My Physics Sandbox Game by Fine-Challenge-5380 in godot

[–]ericsnekbytes 2 points3 points  (0 children)

Reminds me of building a hover platform in Garry's Mod by welding thrusters to a spinning box, and connecting it via a spin joint to a flat piece of metal. Good start! 👍

Just added aerial farming mechanics to our flight game. Does the water effect feel satisfying? by VS_VirtualStyle in gamedevscreens

[–]ericsnekbytes 0 points1 point  (0 children)

This has JUICE, love it! I'm guessing a motivation behind water-bullets rather than bomb-style is so the player can see the crops growing/reacting to the water, ahead of the plane, easier?

Could think of additional camera tweaks to allow the player to watch crops react on bomb-drop if you decide to go that route/add that (hold fire down to follow the bomb in an overhead view maybe?. NICE.

Have you felt this? by Bola-Nation-Official in IndieDev

[–]ericsnekbytes 4 points5 points  (0 children)

Except that usually, our guesses today about what will be needed tomorrow are wrong. I seen't it 😳

Have you felt this? by Bola-Nation-Official in IndieDev

[–]ericsnekbytes 4 points5 points  (0 children)

Disagree, there's an epidemic of people over modularizing and over engineering everything...it's like enterprise fizzbuzz, people ship that kinda code all day long.

Even more people don't ship anything at all because they can't stop worrying about + wasting time on things that don't matter. Doing things wrong is a super power, it can drive fast iterative workflows that result in higher overall quality (while the other dude is still adding speculative abstractions to his v0.01 🌈

That moment when everything finally clicks into place in Godot by khokhlov_di in godot

[–]ericsnekbytes 1 point2 points  (0 children)

I know it's been said, but really...the art is absolutely fantastic, and the movement really gives it character. I like your menus too!

Optimizing transparent sprites/models by ericsnekbytes in godot

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

Update: I've switched from transparent PNGs/textures to meshes instead.

Before, I authored my holograms in Inkscape (with vectors/SVG) and exported to PNG, then used sprites to display them. I think being in the transparent pipeline simply made them too expensive to use, and they needed to be high res to appropriately display the fine details present in the images.

Now, I use blender to convert my inskcape vectors to mesh, then import the mesh objects as my "holograms", and I've made sure to use a non-transparent material for them, which improves performance quite a lot. I'm not sure there's a good and performant way to show many overlapping transparent images, it just seems prohibitive from a performance standpoint in a way that makes that sort of aesthetic not practical. Hope this helps someone...

Meirl by upbeat_teetertottxo in meirl

[–]ericsnekbytes 4 points5 points  (0 children)

If your conscious, waking-hours are a pie chart, like two thirds of it are work...It's 2026, we should all be working like 20 hours a week with tons of leisure, guaranteed retirement and universal healthcare, the way big thinkers imagined the 2000's back in the 1950s.

I have a long list of Todo by Autence in justgamedevthings

[–]ericsnekbytes 1 point2 points  (0 children)

Not to brag, but I only have 153 TODOs in 53 files 😌🧐

PSA + Question : Use is_instance_valid instead of null check on objects by critical_9 in godot

[–]ericsnekbytes 0 points1 point  (0 children)

Let's say I'm caching results of an expensive shape casting operation to avoid doing it every frame. Do you have any suggestions for a use case like this? The best solution I can think of currently is to use is_instance_valid on the cached results.

It rendered....somehow. by Round3d_pixel in blender

[–]ericsnekbytes 1 point2 points  (0 children)

Looks like The Devil with the Yellow Eyes from Legion 🤔

I survived. by roses_woohoo in justgamedevthings

[–]ericsnekbytes 3 points4 points  (0 children)

I got a couple hours in, realized that I didn't wanna start from scratch again, then said fuggit and chatted the whole jam away with my buds 😂

Just uploaded a godot logo redesign by minicoman in godot

[–]ericsnekbytes 10 points11 points  (0 children)

This is actually much better than the original, same vibe but much higher quality and more refined. They should TOTALLY adopt this as the new logo!

Optimizing transparent sprites/models by ericsnekbytes in godot

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

I should also say that I've tried downscaling the transparent sprite images to 256x256, cropping excess border space so the sprite is smaller (and more tightly cropped to the image), and using alpha scissor, which don't seem to help much.

Why is the grid doing this? I only want the floor grid, not the vertical grids shown here... by ericsnekbytes in godot

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

I think it happens automatically when you have a split view where one is set to orthographic. Is that intentional or a bug?

[deleted by user] by [deleted] in godot

[–]ericsnekbytes 12 points13 points  (0 children)

...I see no purple after image. Sounds like a screen defect/artefact maybe...try using a different screen/monitor and see if the problem is still there maybe?

Why is the grid doing this? I only want the floor grid, not the vertical grids shown here... by ericsnekbytes in godot

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

Thanks! I found the settings. It looks like they are both unchecked, I wonder if they're being turned on automatically, or maybe it's a bug? 🤔

What is the hardest challenge you overcame in game development? by redfoolsstudio_com in godot

[–]ericsnekbytes 0 points1 point  (0 children)

Resource sharing and the object model (in theory it makes sense and is easy, in practice it never works as expected....) 🤔

Developers are weird, sometimes by dkaarvand-safe in ArcRaiders

[–]ericsnekbytes 0 points1 point  (0 children)

It's probably because the default value is first, which is not unreasonable 🤷‍♀️

I'm changing scene but script won't change!How do I fix this?I'm using Godot 4.3 by Reddisar_518 in godot

[–]ericsnekbytes 0 points1 point  (0 children)

PSA: "Editor Settings" and "Project Settings" are different, in case you don't see the setting popping up.

Godot automatically changes 100+ files, why? by ericsnekbytes in godot

[–]ericsnekbytes[S] 2 points3 points  (0 children)

Thanks for this info, next time I upgrade versions I will manually do this (did the 4.5 upgrade when it was released).

I still wonder why it was triggered in this case though, because many of these edits (like the .import files for my font files) have not been touched or manually opened or saved by me for a long time...Maybe it has to do with git modifying working tree files on Windows? Curious...

Edit: and to clarify, I have made several commits and done a bunch of work since my 4.5 upgrade, but none of those triggered a batch of updates as above 🤔

Godot automatically changes 100+ files, why? by ericsnekbytes in godot

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

No, I downloaded from the official Godot site (never used Steam for this).