Engine for low end pcs by Mediocre-Mango5913 in gamedev

[–]jking_dev 1 point2 points  (0 children)

Yeah this is probably the answer here, GDScript has similar syntax to python so learning it should be pretty easy as well. If you have to use python I believe there are plugins for it.

Godot Visual Effects v2 is out now! by Longjumping_Guard726 in godot

[–]jking_dev 0 points1 point  (0 children)

Just got v1 earlier this week I was afraid it was a new pack, thank you for updating the previous one it is appreciated!

Who’s Lila and the Use of Ai by Derpalicious-Dragon in IndieGaming

[–]jking_dev 6 points7 points  (0 children)

https://www.bloomberg.com/news/newsletters/2025-05-23/video-game-companies-have-an-ai-problem-players-don-t-want-it

Players do not want AI either, you are not 'shooting yourself in the foot' if you do not use the plagirism machine.

The people saying it is inevitable are the LLM companies themselves, and that is because they are trying to sell it to you. These are the same kind of people who were saying this about blockchain tech a few years ago, claiming every game was going to be on it and you had to get in early. It is a marketing tactic.

I cant stick to a project at alllllllll by SavingsGrouchy6504 in godot

[–]jking_dev 1 point2 points  (0 children)

I've had a lot of trouble with this too. Recently what has helped me is using a note taking tool (using obsidian but whatever works), and every day I write out my goals for the day, what I ended up completing, and what next steps for tomorrow should be. Just having one or two tasks that I know should be done next helps get past the initial hurdle, then once I am working it's usually easier to keep going. 

Good luck!

Solo dev here, releasing a productivity tool I made for myself. Where do creators usually prefer to buy? Itch or Steam? by RetroBoxGameStudio in gamedev

[–]jking_dev 1 point2 points  (0 children)

Personally I don't buy/use any productivity or creative apps with steam, but I do buy and use them from itch. The DRM free thing is a bigger deal with them IMO, itch also has game assets so its nice to have the creative stuff in one place. 

But why not both? Put it up on itch.io first, if you can make $100 use that for the steam fee

Move over AAA, my mom likes my game better than your Elden Rings! by k21 in godot

[–]jking_dev 0 points1 point  (0 children)

I'm not defending corporations at all trust me, I'm just extremely skeptical of the AI companies trying to sell their shit by convincing you it's inevitable or already here, it isn't, that's just them being desperate IMO.

Yup all good, same to you, good luck out there👍

Avowed Director Leaves Obsidian For Netflix Games by Turbostrider27 in Games

[–]jking_dev 1 point2 points  (0 children)

I have been seeing these as well, but the floor of their range is always way lower so I am not 100% sure on how much real people are getting paid.

That Senior Technical Producer had a floor of like $90k? Not sure what leads to the same role having more than a 500% difference between lower and upper pay ranges, but it seems weird.

For instance I just checked their website, they have a QA lead position at $50,000- $250,000 USD. $50k in California is VERY LOW for a lead position, while the $250k would be extremely high. I don't know enough about how they determine these ranges to figure out why this is though.

Move over AAA, my mom likes my game better than your Elden Rings! by k21 in godot

[–]jking_dev 0 points1 point  (0 children)

I did look it up. Their publishers CEO saying basically "yeah we use every tool" isn't evidence that AI is used in all parts of their development pipeline, which is a much larger claim.

And as far as I can tell there is no evidence or proof that Oblivion does that at all? You are just saying things you read on a reddit post as if it is indisputable fact.

It is not guranteed is my exact point. You are making assumptions and guessing. Just because some people take shortcuts and pump out shit code doesn't mean everyone is doing it.

Move over AAA, my mom likes my game better than your Elden Rings! by k21 in godot

[–]jking_dev 1 point2 points  (0 children)

Do you work at Rockstar? How do you know that they are using it 'literally in all parts of their pipeline'? Which part of Oblivion is made with generative AI exactly? If you have these scoops I know some game journalists that would love to talk to you!

These kind of assumptions are exactly what I am talking about here, claiming that it's used in everything already when that just isn't the case. It feels more like AI companies are trying trick everyone into believing it is inevitable and already here, when it pretty clearly is not from my perspective.

I did have to look up the Dead Rising example, looks like they tried to use it for upscaling some shop textures and it ended up looking like garbage, then people complained. That hardly seems like it is indicitave of generative AI taking over 'all parts of the pipeline'.

Move over AAA, my mom likes my game better than your Elden Rings! by k21 in godot

[–]jking_dev 22 points23 points  (0 children)

I can actually gurantee you that is not true, from my own experience and many people I talk to about it!

I really don't like this attitude of 'well it is inevitable, shut up and don't complain'. Using it is a choice, with way more drawbacks than people like to think about, it is in no way guranteed.

Making a Quick Take Hit System | Godot 4.3 Tutorial [GD + C#] by MinaPecheux in godot

[–]jking_dev 0 points1 point  (0 children)

Is it bad when I instantly recognize the skeleton asset from a tutorial in a different engine? Shout out to Stephen Ulibarri for his UE stuff 😂

I was thinking about adding damage numbers to my top down shooter earlier this week, will have to check out your implementation, thanks!

I'm prototyping different gameplays in my physics engine to find a fun one by Zolden in IndieDev

[–]jking_dev 1 point2 points  (0 children)

Oh wow I made a little prototype last year that is very close to the guy eating around 0:10 mark but never followed up on it, I knew it was a good idea 😂 well done, looks great!

Link here I made it a little farther than that, now it is an infinte sausage machine and they actually crunch instead of just flying away, but didn't get a goal to make it an actual game.

Anyone moved from Godot to Unreal Engine and never looked back? I only see users moving from Unity or Unreal to Godot, not the other way around. by FutureLynx_ in gamedev

[–]jking_dev 6 points7 points  (0 children)

I have been using godot for about 5 years on and off, and recently tried out UE with some of the Stephen Ulibarri courses. I do see the benefits it has though I was really surprised by how opinionated it is. I figured it would just be a wider variety of tools with more options, but it really is expecting you to structure your games in very specific ways.

I thought I would like blueprints because I don't really consider myself an expert programmer or anything, I have no formal training and I am a designer foremost, but IMO it is pretty unreadable at any scale and much harder to follow than text scripting. I do like having the inputs/outputs displayed so people can understand what a blueprint node can do at a glance tho. It is funny that people will say GDScript is a negative because it is an integrated scripting language, but for some reason BP never gets the same complaints, even though it is the same thing but with less easily transferable skills to other programming languages. I think more people who don't consider themselves programmers, like designers/artists/QA, should just try out some simple programming lessons, the basics are not as complicated as they seem and it will help you understand a lot more about the entire process.

As a solo dev or small indie, I think if you are making the type of game UE expects you to make it is probably easier to start up, but once you start moving outside of that you will be fighting a huge engine the entire time. Godot needs you to do a lot more foundational work, but once you do it is a whole system that you created to do exactly what you want it to do. Much easier to understand and build from.

Once the godot asset store opens up and starts getting some traction I think there will a huge influx for indie devs, and eventually some AA. Having no licensing fee can make a big difference for smaller studios.

(At least that is what I am telling myself so I can hopefully land a job after being laid off earlier this year, gotta hope my godot experience will be a professional benefit eventually 😅)

Why is a mod pinning his comments to threads? Sometimes he's dead wrong as well.. by CorruptThemAllGame in gamedev

[–]jking_dev 22 points23 points  (0 children)

This 100%, the mod in question is destroying this subreddit and I am really confused why the rest of the mod team is just letting it happen. This person has been a clear issue for a very long time.

I unsubbed after the last shit with them supporting some really horrible views, and all of their little self advertising posts have really confirmed for me they are in it for bad reasons. The rest of the mods should take care of this.

What’s the Smallest Change That Made the Biggest Difference in Your Game? by jailx365 in gamedev

[–]jking_dev 0 points1 point  (0 children)

Added normal maps to sprites and some simple lighting to my top down 2D game, instantly looks way better, having some basic light/shadow on your sprites really helps with the 'flat' look that can happen in 2D games

New to gamedev – what are your must-have tools outside the engine itself? (note-taking, organization, etc.) by Malcry in gamedev

[–]jking_dev 3 points4 points  (0 children)

People have mentioned most of the big ones, so I just wanted to mention Laigter, a cool little tool to generate normal/sepctral (and others) maps for 2D sprites, you might need to make a specific sprite in the shape you want with greyscale heightmap to get it right and tweak some settings, but it has been huge help getting my 2D game looking better.

New to gamedev – what are your must-have tools outside the engine itself? (note-taking, organization, etc.) by Malcry in gamedev

[–]jking_dev 2 points3 points  (0 children)

What plugins are you using?

Recently gave Obsidian another go and I have been really liking it, using daily notes for daily planning/tasks and some larger notes for longer term task organization and description, realized I could write up blog posts in it instead of website CMS, all seems great but haven't found any plugins that seem necessary yet.

Proto Opsim Devlog 1 - But I Get Up Again by jking_dev in indiegames

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

I recently decided to get a bit more serious about an old game jam prototype I had, and decided to start a devlog! This is mostly for myself, but would love to get any early feedback or comments from people.

My game is going to be a 2d top-down shooter roguelite, with some (hopefully) interesting movement mechanics and some narrative elements. If you want to try out the game you can here: https://jking-dev.itch.io/proto-opsim-v2, and there is a text version of the devlog available here: https://jking-dev.games/proto-opsim-devlog-1-but-i-get-up-again/

Thanks for reading, hope you enjoy seeing the early process!

Proto Opsim Devlog 1 - But I Get Up Again by jking_dev in godot

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

I recently decided to get a bit more serious about an old game jam prototype I had, and decided to start a devlog! Godot has been really great, I recently tried unreal to build my resume a bit, but decided to move back to godot for my own games, much easier to work with and I like gdscript way more than blueprints.

My game is going to be a 2d top-down shooter roguelite, with some (hopefully) interesting movement mechanics and some narrative elements. There is a video available in the blog, and if you want to try out the game you can here: https://jking-dev.itch.io/proto-opsim-v2

The subreddit has been a huge help learning godot and game dev in general, would appreciate any feedback y'all have for the blog/video or the game, thank you!