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I mean I hear about it all the time, but when I check the actual user base, no one is practically using it.

Case in point is Godot. Indie devs talk about it like it's the second coming of Christ, how Unity is done and over, then you look at the stats and barely anyone relevant is using it.
Open source software seems to always just be used by the loud minority.
How so?
>>
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>>721198546
https://steamdb.info/stats/releases/?tech=Engine.Godot#:~:text=791%20Godot%20games%20have%20been,released%20in%202023%20on%20Steam.

There's a big spike in 2024, but still, 700 games a year is a drop in the ocean. With the amount of noise Godot users make, you'd think there'd be more.
It's literally behind Renpy and Pygame, huh?
>>
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>>721198546
>>721198580

https://gamedevreports.substack.com/p/video-game-insights-game-engines

>godot made up only 5% of games released in 2024
>units sold made up 1%

I thought indie devs hate Unity?
>>
>>721198546
>>721198580
>hurr durr it's not popular enough
that's actually a good thing
>>
>>721198546
because even with Gd script you actually need to know how to program and design software to make anything usable
>>
anyone who says this engine isn't a piece of absolute garbage has never used it seriously before and anyone who did knows it. if you did try to use it before, you would know the answer. it's shitty and the only redeeming quality is that it's open source.
>>
>>721198982
...Should I not use Redot and swap over to Torque3D? I only really care about forward rendering
>>
>>721198546
waiting for juan
>>
>>721198580
GODty untouchable
>>
>>721199139
you do what you want, mate, people have created good games with much worse tools. but it's not a good engine and there's no reason why you shouldn't use a better alternative.
the problem isn't with an area in specific like "it can't render AAA games", the whole engine is cheap and badly coded and you have to fix basically every aspect of it from the source code yourself if you wanna make a serious game. I used a local fork of the engine to make my game, that's the only way to make game development with it actually work and it's not worth the effort.
>>
>>721198704
Indie hate to jump a a train that is going into unknown
>>
>>721199517
Alright. I just need to like make game anyways I need to just go at it with Redot since I'm already in it and if it fails it fails
>>
>>721198546
Has their PR team stopped sucking troon dick?
And more importantly, have they made the engine actually usable to make real games rather than "proof of concept" games that get dumped on itch.io?
>>
>>721199826
it won't fail, it will just be somewhat frustrating and force you to either not do precisely what you want, spend some time reinventing the wheel a couple times and/or tweak the engine's source code a little bit (and ofc use your own compiled version). you're not gonna fail because of this.
>>
>>721199937
Sorry about being down about it, but you're right. Thank you
>>
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the engine literally doesn't matter. if the game works and sells for millions, why the fuck would you care?
>>
>>721200119
>the engine literally doesn't matter.
It matters sometimes. If you want to make an open world RPG or automation game or RTS or the like it starts to really matter.
>>
it's just eternally online larpers
same as people saying they will reprogram everything in C no matter what the topic
>>
>>721200119
Sure but Godot doesn't "work" outside of small game demos and experiments.
>>
>>721200104
Relax, you're not farming upvotes.
>>
>>721198546
>Python
Literally the limiting factor in making games with it.
>>
No multiplat and it isn't as polished.
>>
>>721200264
Buckshot Roulette sold over 6 million copies
>>
The "popularity" isn't the issue. Yeah, 1000s of slop games get pushed out with Unity and Unreal so there's no point in competing in "popularity". The problem is nothing of note at all is made with Godot besides Cruelty Squad. Other engines have a precedent set for the kind of games you can make in them. Godot has mainly gay shit on Itch.io and that's what it will always be known for.
>>
>>721200205
then work around the engine's limitations, you know, like when gaming was in its infancy and developers had to work around 1 mb of ram? if doom can do it, then you can make a massive open world game in godot. not with modern graphics of course, but who the fuck cares about modern graphics they only serve to bring gaming down as a whole.
>>
>>721198546
I waited too long for it
>>
>>721200395
1. It's GDScript, not Python
2. You can use C#/C/C++/Dart/Rust/Go/etc.
>>721200417
It is multiplat with third party publishing.

God you all retarded.
>>
>>721200395
Lol. What limits do you "think" python has?
>>
>>721198546
>Troondot
Use Redot instead bros
>>
>>721200568
https://docs.godotengine.org/en/stable/tutorials/platform/consoles.html
You literally can't just simply publish a switch 2 release with it. I'm not saying that's a deal breaker, but it depends what your publishing needs demand.
>>
>>721198704
>I thought indie devs hate Unity?
Indie devs. (i.e. those who actually do get games made) love unity, or at the very least, they use unity.
>>
>>721200737
What makes you think you can simply publish a switch 2 release with other engines, shit for brains?
>>
>>721200264
What do you mean?
>>
>>721200684
What's the difference? I was just looking this up but couldn't find any.
>>
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>>721200941
The logo. Seriously. It's some gay ideological thing.
>>
>>721200941
Redot stands for "reactionary Godot". It's when reactionaries do shit on impulse like roasties.
>>
>>721200684
isn't redot just a fork with the editor colors changed? Did redot add something new to godot?
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>>721198546
Godot got it's biggest push into the spotlight after Unity's pricing debacle not too long ago. People quickly forgot Unity used to be #1 with indies and the fallout has been the rise of Godot and Unreal being more widespread in the indie space, filling the void.

Godot was pushed as the open source replacement for Unity but it has nowhere near the same amount of features or stability Unity offered. Godot's major problem is that it bills itself as an entry level engine for beginners but is nowhere near ready for production and won't be for years. Part of why it has a small but loud online following is because you either make the choice of betting it all on Godot being the future, and choose to invest your time and grow along with the engine, or pick a much more mature and reliable engine to work with like Unity or Unreal.

My own issue with Godot is that while it's open source, it's future and entire direction for the engine is still in the hands of Juan and his group who have several times already ignored actual good updates to the engine by the community and instead went with their own solution, only to later backtrack and accept the community's input once theirs was shown to be shit. They've also ignored advice from industry developers about how to improve their engine, only to ego push whatever solution they personally wanted and will break things to make it work.
>>
lacks a lot of tools and assets
>>
>>721200941
Has a bunch of fixes godot didn't do for over a decade. It was released after Godot's PR person started bragging about being pro-woke (yes, it was a troon). Slowly people starting digging into Godot's past and found out many unaddressed issues. Redot fixed many of them.
>>
>>721198580
When you look at these numbers, keep in mind that 80% of Unity games are asset flips that Jim Sterling used to review on his channel, because of abundance of free assets and libraries for Unity.
>>
>>721201327
wait really? where's the changelog, i can't find it
>>
>>721198982
it's shitty BECAUSE it's open source, or more specifically yet another foss we-have-excel-at-home copy of actually useful software
>>
>>721198982
can confirm
god the c# integration is bastard child tier awful. it has even timing issues in specific usecases
>>
>>721201639
yeah, I don't know what's worse
using that retarded piece of shit that gdscript is or using c# and feeling like they don't even want to have an integration with it in the first place
nah, I know gdscript is worse, but godot's c# treatment is so bad it's not even funny
>>
>>721201615
Blender is open source
Chuds lost
>>
>>721198580
>behind renpy
Fucking kek
>>
>>721201639
>>721201840
>t. nodevs who "code" exclusively with Claude
>>
>>721198580
>With the amount of noise Godot users make, you'd think there'd be more.
freetardism is fundamentally an evangelical religious movement
>>
>>721201949
What exactly makes you kek about shitty VN slop? VNs are stupidly easy to make, no wonder there's thousands of them
>>
>>721198546
This thread gets made almost daily
>>
>>721201975
they're complaining about poor implementation of a more powerful language and your conclusion is that they don't know how to code? throwing stones out of a glass house, are you?
>>
>>721202006
Just like maga, huh
I guess freetardism is based then
>>
>>721201615
That comparison is actually perfect because there is an open-source Excel alternative that is identical to it aside from not having spyware.
>>
>>721200568
It's an in-house language that behaves identically to python. And while you can try using other languages it's pretty obvious you're going to be treated like a second-class citizen support-wise for not using the intended language.
>>
>>721202098
remember that you become what you pretend to be
>>
>>721202048
I wonder if it counts the games in version alpha 0.01
>>
>>721202071
>poor implementation of a more powerful language
How can implementation be poor when they use Microsoft's implementation you illiterate nigger
They literally use Microsoft's SDK

This isn't the hill for you to die on, chuddie, you re out of your depth
>>
>>721202245
>How can implementation be poor when they use Microsoft's implementation you illiterate nigger
you just made it clear you have no idea what you're talking about, you fucking retard
>>
>>721202245
you realize we recognize that as the complete gibberish it is, right?
>>
>>721201409
he's never going to reply to you lmao
>>
>>721202138
It's clear that you never tried to program in Godot, stop posting it's embarrassing
>>
>>721202350
yeah i figured as much
>>
>>721202345
Yeah because you don't know what SDK means you tech illiterate loincloth

Bye
>>
>>721198546
>>721198580
Loads of issues that stem from Juan + co's incompetence, including preventing industry standard functionality from being implemented because they are hipsters.
>>
>>721202362
I literally did try to use the c# version of godot at one point. Emphasis on try since it wouldn't work. Later I used it again and they had since fixed the problem I was having in the earlier version. But that was a pretty clear sign to me of the sort of roadblocks I could expect when not using the intended language.
>>
>>721202509
>including preventing industry standard functionality from being implemented because they are hipsters.
such is life with freetards
>>
>>721202245
Don't they funnel C# through a gdscript converter, which is why C# scripts are lower performance than they should be, among other things?
I still remember the debacle around them fucking up their raycasting implementation and denying it for months until they sorta fixed some of it.
>>
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>>721202509
GIMP is suffering from the same issue.
There's so many good features that PS has, that GIMP refuses to implement because they're more obsessed in "we're-not-photoshop" optics, than being an actually competent software.

Now Gimp is like 15 years behind the competition, and the dev team somehow thinks that's good because at least they're not another PS clone.
>>
>>721202870
i mean the thing is named The GIMP. if they don't take themselves seriously you shouldn't either.
>>
>>721198580
>>721198546
>"Lound minority"
>7th of ALL game engines
>Often compared to unity which is literally the 1st
>Only became more or less usable around a year ago.
>Compared to engines that are literally 2 decades old or more, with all the learning resources available to them.
>Free, lightweight, open source.
>Free.
This is why so much talk.

Granted, until it established itself as a good "high fidelity" slopa platform, it wouldn't get big, since the majority of the "where are the games at" question about it is ironically boils down to "where is the 3A slopa"?...so much for fucking standards..
Also, it doesn't have a official console support so big slopa factories wouldn't even look in its direction because of that, not to mention active development that is leads to uncertainty.
>>
Was very inspired programming my node administrator but then things happened and I've been too tired to continue.
Thanks for reading my blog
>>
>>721202934
The name really is egregious. Just fucking change it you god damn retarded spergs!
>>
When are we finally getting a Node.js engine so I can make games on Javascript?
>>
>>721198546
project nortubel
>>
>>721202679
>Don't they funnel C# through a gdscript converter, which is why C# scripts are lower performance than they should be, among other things?
Wouldn't that make C# as slow or slower than gdscript then? From what I know it's faster.
>>
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A game that uses a prebuilt engine will lack sovl unless the devs really give a lot of fucks. A game built from scratch is harder but much more soulful. Nothing is a bigger turn off than a game having that “unity/unreal feel” but it seems like most devs can’t shake it for some reason. An odd phenomenon, notch was right
>>
I like coding in Godot, I find the experience very enjoyable, as long as you know how to code and stay in 2D
>>
>>721198704
Unity objectivity is the best engine for indie devs to use, so no matter what you heard proof is in the pudding.
>>
>>721203601
I really hate control/ui nodes but I like everything else
>>
>>721198704
Indie devs love unity besides that shit they pulled in 2023. It's light and really fast to prototype with, and C# is extremely approachable.
Godot will pull ahead in eventually but devs hate hate hate switching engines, and there's too many resources for Unity
>>
Like I stopped for months, and then I was afraid I had forgotten everything, so one day I was kinda happy because some uh, yeah I was happy so I tried again and I hadn't forgotten a single thing and I was like "ok this isn't so bad, but it's late I can continue tomorrow" but that tomorrow never came, weird desu
>>
>>721203681
What does Unity have that sets it apart aside from the Israeli spyware?
>>
>>721202870
What pissed me off is some of the features are hidden behind contributers names in the menus, I can't remember the specific example but if you wanted a gaussian blur or something it was like image > filters > bigdick69 > Gaussian blur.
This is great for the OSS guys to wank each other off but if I'm a user I don't give a fuck about the authors.
>>
>>721204050
Its feature complete, "battle tested", there's 10000 tutorials, DOTS, shadergraph, all the built-in stuff means if you wanna make an fps game it's a couple of clicks and you've got a player with a gun and animated enemies pathfinding in 3d.
Its pretty good, it has problem and limitations like anything though.
>>
>>721198546
>Why is Godot so unpopular?
It's still relatively new and niche, and up until version 3 (we're now on 4.5), it was solely a 2D engine.

Also, FOSS software seldom has the marketing power behind them, like paid proprietary applications. Epic really keeps pushing the UE5 down people's throats in the gaming industry and at universities these days, and Unity still gets traction thanks to being the first "free" generic 3D game engine available to normies, years prior Unreal copied their style.

As an oldfag who has used all 3, I prefer Godot's design and performance over the rest.
>>
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>>721198546
I've recently been learning all the gamedev stuff with Godot so I don't know if it's just this engine that sucks dick, but making something as simple as a 2D platformer is really fucking complicated because there's no good simple way to do pathfinding that isn't top-down or grid-based. And the engine has virtually no out-of-the-box stuff like simple text boxes or GUI functionality so I have to waste hours looking up tutorials and shit for something that like 99% of games are going to need regardless
>>
>>721204581
>11 years
>i-i-i-it's still new guys
>>
>>721204050
>sets it apart
Apart from what? Unity is THE engine for indies.
>>
>>721202245
the c# godotbridge is assssssssss
its not an .net sdk issue. its a godot integration issue. try to write a godot ui editor plugin that uses their c# plugin api. you will see the issues immediately. the engine will refuse to work.
>>721202304
the problem is even deeper. sometimes the c# stuff runs ahead of godot shit (because its faster kek) all the async signals get fucked in the ass and everything desyncs.
>>
it's an engine that's more about being part of the "community", joining the discord, participating in weekly gamejams and telling everyone how super cool and great godot is, and less about making games
>>
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>>721204581
>prefer Godot
>for performance reasons
Literally the dumbest thing I've read all day.
>>
>>721203019
>Only became more or less usable around a year ago.
YOU FUCKERS SAY THIS EVERY YEAR
>>
>>721204848
I switched from Unity to Godot and there hasn't been a single thing I've missed about it.
>>
>>721204581
>Also, FOSS software seldom has the marketing power behind them,
lmao yeah except for all you fanatic faggots who can't shut the fuck up about how great it is (it isn't)
>>
>>721204589
Godot offers more GUI tools than a lot of engines, it's the one thing it's best at imo
a textbox is just a label node under a panel or container
increment visible_text in a script for a typewriter display effect, listen for input to switch to next message
functional textbox in like 5 minutes
>>
>>721204724
>it's still new guys
Yes.
Unity is literally 20 years old now, with v1 arriving in June 2005.

Meanwhile, Unreal Engine is soon turning 30 (thirty), with the first version shipping with the release of Unreal itself, 1998.

Those years really make a difference, with constant improvements + growth of their communities polishing and expanding their UIX and capabilities. And with two sizable competitors, a newcomer such as Godot has harder time convincing older industry vets to switch over and learn a whole new set of rules.
>>
>>721204983
Identical 3D scene in Godot literally runs like 100-200 fps faster in Godot than Unity for me. The compiling of the final game is also quicker, as is shader compilation.
The user interface itself is also much smoother, and small hot-fixes don't break the projects like Unity does.
>>
>>721205125
Dude, I've barely used the engine even for 6 months as I'm speaking. You are absolutely delusional if you think le ebinn Chinese comicbook forum website's posts to equal a "marketing campaign".
>>
>>721198546
Unity has its problems, mostly on the licensing/business side, but it's a mature engine, even if a bit bloated when it comes to render pipelines (haven't tried Unity 6 yet). Godot doesn't have the feature maturity yet to actually compete. Lord knows if it ever will.
>>
>>721205338
>Godot doesn't have the feature maturity yet to actually compete
You really need to explain this statement in more detail.
What is it that you believe Godot "lacks" as of now?
>>
>>721198546
this reminds me, did silksong end up being made in godot after all? or did they stick with unity?
>>
>>721205431
Stability.
4-5 different iterations of lighting engines, 3d looses features just to gain them back a few versions later, even 2D functionality gets altered with things like the recent tilemap collision changes just bricking previous code that needed exact tile location and information from the tilemap.
>>
>>721205694
it's unity
sorry, godotsister...
maybe next time
>>
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>godot
>gimp
>kdenlive
>audacity
>obs
>vlc
>libreoffice
>dust3d
>blender
>lmms
oh yeah, it's time to make some money for absolutely free
>>
>>721205326
the convert is always the most fervent
>>
Ok so I was doing a tutorial on blender but although the Transitions were smooth they took me too long to make manually and using geometry nodes seemed redundant when I could just use Godot, so I started programming an UI and then I got roadblocked by Godot's weird quirks but nothing that wasn't manageable, took me a while but I got the aesthetics the way I wanted, then what I thought would be the easiest part stalled me completely, I realized I didn't know shit about managing data so I gave it a few days to clear my mind. So the problem was that I had to spawn entities that could be updated...hmmm, now that I think about it it's like an RTS brb
>>
>>721202870
Man I fucking hate GIMP. I've used Photoshop before and paint.net as a light replacement in recent years, a bit of Krita too. Then I tried GIMP for the first time and the whole UI/UX feel like they came from some alternate universe with different conventions or like it was made by actual aliens. What an unusable piece of shit
>>
>>721198546
engine for wanna be devs
>>
>>721205073
This. I remember when the claim was that Godot wasn't worth using before but the latest version really sorted out all the problems and now it was a worth using

...except I remember back when it apparently WASN'T a worth using and still had all the problems you're now acknowledging it had. Godotfags were still pushing it.

I apparently couldn't trust them back then, why trust them now?
>>
>>721205158
unreal at three years old in 1998, was a much better engine than godot, 11, is today.
>>
>>721206443
>build a single scene
>500 MB
>>
>>721206230
>I remember when the claim was that Godot wasn't worth using before but the latest version really sorted out all the problems and now it was a worth using
same but it's gnome and it was 20 years ago and they're STILL doing that shit

freetardism never changes
>>
>>721205158
...yes anon barring some interstellar time dilation shit Unity will in fact always be older than Godot. It's not really saying anything.

The question to ask is what was Unity like at the age Godot is at now and at 11 years Unity was already in the throws of killing the "no good games" claim by being used to make a number of megahits. The best defence to make for Godot is to start arguing it's already "made it" with its own success stories. Not trying to argue its "still young".
>>
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>>721206712
>Memory 16 MB (32 recommended)
>>
No advantages vs unity. They had a golden torch with the whole unity fiasco and they blew it. Gdscript sucks and Godot is owned by trannies, which explains why it is a failure
>>
>>721205158
Unity at 11 years old (2016) was already more adapted than Godot is today lmao
Stop coping
>>
it's an alright engine for quickly prototyping stuff, plus it's lightweight so most people can run it on toasters. it's not popular cuz it's new and most people see unreal used on a game they grew up with and cling to it as a result. same with unity. that or they see all the assets that can speed up their workflow, although godot has some assets now. godot has the issue of not really being set in stone with how it wants to do things yet, it's still being modified so it's going through the blender phase where you shouldn't really build a large scale project yet with it. it's strictly an indie dev fucking around tool still.
>>
>>721205074
Wait until you try to make your game available on various platforms
Oh wait, you will NEVER get to that point anyway
LMAO
>>
>>721205694
Biggest Godot hits are niche games. Popular in their niche, but NOT "silksong-levels" of mainstream traction.

https://godotengine.org/showcase/

There's like, 4 actual games there that hit relative popularity.
>>
>>721207360
Releasing games is easy tho, you can just make something incomplete and then publish it, I mean that's what most indies do, all the platforms are plagued by games that are basically reskinned engine examples.
>>
>>721207678
>Releasing games is easy tho, you can just make something incomplete and then publish it
Oh sweet child
>>
Is this what the election tourists have been reduced to? Did the Epstein stuff mindbreak them?
>>
>>721207785
>you can't publish incomplete games
Huh
>>
>>721207360
Console thirdie or phone preteen?
>>
>>721207980
pyw
>>
>>721200119
Sorry, the XNA and MonoGame frameworks had less than 100 games total in 2024. Have to be shit. What's that, Stardew Valley used them? Ummm... Umm...
>>
>>721206023
Kek
>>
>>721198546
just learn SDL3 like a real programmer.
>>
>>721208323
Making games is as much about programming as astronomy is about telescopes
>>
>>721207617
Huh, I didn't know cruelty squad was made on it.
>>
>>721201189
Tell me if I'm wrong but, for one, development of the engine is in certain sense involve problem solving and developing new solutions, meaning avoiding the "old" paths and taking a risk with new directions. As much as Godot in no position to develop "new tech" I'm sure they are working in their own set of limitations and ambitions which makes the "obvious" solutions not so useful in particular cases.

For the other, major contributions begs royalties, this is why those "community suggestions" don't fly much. Say someone in community developed a solution to a problem, even if he doesn't ask for anything initially, this might change in the future, and going through legal procedures to ensure that won't happen or to guard against it is an unnecessary time sink. Not to mention comparability with engine it self and ensuring that it won't be a bottle neck now, or in near future. This might also be the reason why updates as so slow to come, considering all the testing and stability considerations all while having an obligation to improve the performance even further in future releases, so situation like UE won't happen.
>>
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troon-coded engine
>>
>>721207903
>election tourists
>t. 2014 newfag
>>
>>721208323
Programming is nothing more than a means to an end. Trying to reinvent the wheel is strongly autistic behaviour.
>>
>>721208836
Programming is a strongly autistic activity.
>>
>>721198982
Honestly, for being a free project, it's amazing. The amount of built in features and tools is incredible.
The c# integration is fine, it pretty much just works (with some occasional bugs and quirks).
For any kind of 2d game, it should be more than enough. For most indie-level 3d, it's fine too. Like, you could recreate minecraft in it without a problem, you can make a boomer shooter with 2000s graphics, or a stylized jrpg, or something with LOL-level graphics
For cutting edge high-end 3d, you'll probably have some pain, but why would you not use Unreal if that's what you want?

>>721200684
imo redot always was and always will be a joke. The most they can do is cherry pick some fixes by godot contributors and give you a slightly less stable version of godot with minor fixes/features earlier.
All of the dev effort is in the godot community, redot is a goofy sideshow which only exists to make a political statement
>>
>>721198546
I waited TM for litteral years for godot 4.5 to now have stencils. Does godot have working ik yet? No? It's ok, I can wait
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>>721208960
you mean schizophrenic?
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>>721208713
Amd what is wrong with that
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>>721208960
Yes. That's why the best indie games are made by people with different primary skills who learned to do it out of necessity, and not by professional programmers.
>>
>>721209667
anon the most successful indie games were all made by solo software engineers whose profession was being a software engineer.
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>>721209134
There are demo projects showing how to write a quick and simple FABRIK implementation. It's a very simple algorithm, the paper is very readable too.
Performance is fine for a few characters even using gdscript
It's a bit embarrassing that they still haven't solved ik properly, but at least there are now jigglebones so, thanks Juan, interesting priorities
>>
>>721198546
At the moment the only advantage is offers devs is the license. Otherwise its worse on all fronts, so if you don't care about the license you have no reason to use it.
That might change in another decade but that day is not today.
>>
>>721210096
Yeah I was looked into FABRIK. I couldn't find much yet on using FABRIK with constraints, mainly ik pole targets
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>>721210345
The editor is also much more performant and less bloated than Unity.
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>>721198704
the units sold chart is basically useless for gauging indie games, that's dominated by large studios that routinely ship 1mil+ units.
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>>721198580
Damn I didn't know Unity was that popular compared to Unreal
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>>721210821
this is the most representative of actual indie devs, because indie devs typically sell less than 1000 copies.
unity is of course the most popular because it's just got the most resources for making shit, you can make a decent looking asset flip in a few hours using unity. unreal is the next best thing, but it has higher requirements and less free learning resources. making it less popular.
and then you have everything else, like gamemaker and godot that are only useful for making 2d games really.
>>
>>721198580
If Unity is this popular why are all the AAA devs using UE5? Genuine question.
>>
>>721209887
a source for your claims?
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>>721206023
i'm used to gimp now, but god is it shit.
a lot of FOSS suffers from engineers not understanding why UI/UX is important to software. and of course, having good ui and ux would fundamentally make it more like photoshop which they would hate because what photoshop did was see what their users were saying they needed and then implementing it so they can have smoother workflows.
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>>721198546
Apparently its assbackwards as fuck to use. Also the main developer wants to fuck the Karen working in their PR management, so she gets to ban people for wrongthink like using wrong pronouns.
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>>721204050
It has everything. Game engines are just parts.
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>>721198546
Godot makes it extremely easy to create basic prototypes, which attracts nodevs who will parade around their halfassed tech demo as if it qualifies them as actual gamedevs. However, it is extremely difficult to actually move past the prototype phase because any nontrivial features (and also a lot of borderline trivial ones) need to be coded from scratch yourself in a proprietary language. The result is a grossly inflated population of nodevs that are stuck in an engine that makes them even less likely to actually finish a marketable game.
>>
>>721214092
so the engine lets you see progress fast but then actually requires you to learn what you are doing to finish?
sounds ideal
also you dont have to use gdscript
>>
>>721198546
It had 5 mins of fame when the Unity thing happened and 12 year olds that love linux and pretend to be a gamedev need something that isnt something they'd need to actually make to rally behind

I actually like Godot a lot but the main thing it doesn't have for me is a robust event system. Having to wire signals through a singleton signalbus is so retarded and I really don't get why it's not a built in feature
>>
ninja gaiden ragebound was made in godot.
>>
>>721201615
>t. retard
There are tons of instances where a FOSS is just the best option. Debian/Ubuntu servers, FileZilla, etc...not to mention almost every programming language, file format, and thousands of libraries relied on by proprietary software.
>>
>>721201615
>t. retard
There are tons of instances where a FOSS is just the best option. Debian/Ubuntu servers, FileZilla, etc...not to mention almost every programming language, file format, and thousands of libraries relied on by proprietary software.
>>
>>721214329
OP was asking why "no one is practically using it", which my post answered. Nodevs are the bulk of "nobodies" using godot. They post a bunch of noisy incoherent shit on plebbit or wherever and don't release games, which tracks with the stats OP and others mentioned.
Also, nodevs aren't going to learn C#, obviously. I'm pretty sure most wouldn't be able to figure out how to compile Godot from source.
>>
>>721209113
>Like, you could recreate minecraft in it without a problem
No, you absolutely can't. You could make a game that *looks* like minecraft, but cloning it would make your computer explode. You'd know there if you ever used Godot to any extent.
>>
>>721212149
The Stardew Valley guy had a CS degree. That's the only example I can think of.
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I'll finish my geometric horror game one day.
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>>721214329
>also you dont have to use gdscript
But you need to if you want to use Godot properly because every other language implementation is half-assed and haphazardly brigded with GDScript anyway.
>>
>>721200465
>work around the engine limitations anon
nigger i ain't gonna make a fucking open world rpg on the fucking goldsrc engine. yeah someone did an mmo on it, but at that point you might as well make your own engine
>>
>>721198546
isn't it lacking really important AAA features? also Unity is probably a light year ahead of it
>>
So, what was that Godot thing on the BF6 trailer, is it to make and program maps?
>>
>>721219768
Yes.
>>
>>721198546
>Juan's liquid dogshit engine
>GDscript
>inb4 muh GDextention
Just use SDL+OpenGL
>>
>>721207254
>>721206872
>Unity at 11 years old (2016) was already more adapted than Godot is today lmao
Since reading comprehension is tuff for Amerimutts, I will repeat myself once more:

With two (2) sizable competitors, that have become industry standards the past 15 years, a newcomer game-engine such as the Godot has much harder time convincing older industry vets to switch over and learn a whole new set of rules. It's similar case with 3D modeling software; big corpos don't really use Blender, and may demand 3DS / Maya / Softimage experience instead, just because the studio's workflow depends on it.

>The question to ask is what was Unity like at the age Godot is at now and at 11 years
Niche as fuck, and notorious for poorly made indie shit. It wasn't until games like Subnautica, that it started getting some traction ... but not on the AAA side of the industry.

>>721205823
>4-5 different iterations of lighting engines
Are you referring to the IDL / GI solutions, or something else?
Because even Unity and Unreal have 3 distinct "rendering modes" for different usecases.
>>
>>721198546
I think the engine got hella gay and caused a schism with annoyed engine developers forking it, I thought 4chan would be sticking with Redot.
>>
>>721214092
>Godot makes it extremely easy to create basic prototypes
Ditto in case of Unreal, which is even more normie codelett friendly, with its asset store implementation being already notorious for the countless "NINTENDO! HIRE THIS MAN!!" tech demos running on hideous Blueprint "code".
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I was pretty deadset on learning godot this past week but now I'm reading this thread and it's convincing me that it's shit and getting experienced with it would be a waste of time
so what do i do then if i want to do gamedev but I have no skills at all in the slightest? everyones giving conflicting answers. im not trying to make the next minecraft or half life 2 or anything but i don't want to make like rpgmaker cookie cutter games either
>>
even when i choose forward+ the internal bit depth of texture map processing in shaders is 8-bit and causes color banding because FUCKING MOBILE GAME COMPATIBILITY
>>
>>721220269
Just go Unity and ditch it once you’re better at development and more comfortable using more niche/homebrewed engines.
Godot will always be there.
>>
>>721220269
>I have no skills at all in the slightest
then fix this first, niger
>>
Been wanting to get into gamedev now that I don't have to do 50+ hour work weeks soon. So what I've heard is once you've commited to working on an engine you are soft-stuck into unless you want to go back to square one on another. Is this correct? I've heard of the Unity debacle a while back and it'd be soul crushing to spend a few years learning how to work it only for them to steal everything.
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>>721220269
>everyones giving conflicting answers!
1. You're a moron for letting people on a fucking anonymous animu website shake your resolve.

2. First, learn some skills. Find the stuff you like (art, coding, general design...), and polish those skillz.

Next, there's two paths to take:

A) Find a team-mate or two, that compensate for your weaknesses, and allows your own skills to shine, OR

B) Start honing the shit you suck at instead. Doing good art, but suck at programming? Start learning basics of coding, et cetera.

The oldass instruction is to make something SUPER SIMPLE first. A literal PONG clone, maybe yet another Super Mario Bros 1 knockoff with only one level, Flappy Birds-like #76521...
Yeah, it sounds soul-wretching, but just do it. You will learn a lot.

Look into how to write a-OK game design document for your game idea.
Describe EVERYTHING with as much detail as you can muster on the pages, and split every single element and detail into smaller and smaller sub-pieces, smaller sub-goals that are easy to grasp.

This doc will be both a "script" and list of requirements + mile stones for your project... which you should follow.

Show your unfinished shit to the world to get into the nonstop-testing mindset, and to learn how to take and utilize feedback.

Godot is a GREAT engine, with superb community that keeps pushing out add-ons and extensions on a daily basis, helping especially lone-wolf fags like (You).
But it might be still 2much4U, if you have never even opened a coding or design book before.

Look into something even simpler, like the Gdevelop 5 (no, not Godot), and do some fun, quick prototypes and demos with it. It's drag & drop as fuck, free, yet it's damn capable. Still easy enough for a literal 10yo to wrap their head around within a week; just watch some of the official YT channel's newbie tutorials.

>>721220723
This is a terrible suggestion.
As someone with 16 years of Unity experience, I would recommend avoiding that shit now.
>>
>>721220514
Enable dithering.
Use material / asset specific temporal solutions to smooth any noise out.
>>
>>721220989
you think i don't know about that? i work with cutting edge realism and post process effects do not cover up the artifacts created by information destruction. this isn't a noise issue. i literally can't give you more specific information either because its proprietary but suffice to say godot doesn't cut it and it really sucks because unreal's licensure regime is fucking odious.
>>
>>721221459
>suffice to say godot doesn't cut it
you got the literal fucking source code at your disposal. Just tweak it to your liking.
>>
>>721202870
i've been using gimp regularly for 10+ years now. Never touched photoshop and never will
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>>721198546
>Godot
but isn't that a tranny engine? i remember them pushing leftist propaganda.
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>>721220269
do like a kid would and copy paste as many scripts as possible like you were making a roblox game. making assets is waaaaay easier than programming it's like play dough, but you can just copy paste free assets too to get a proof of concept. once every system that you want in your game work, voila you just have to refine over and over and you just made a game with zero skill or talent, because it's a myth that you need raw skill for gamedev
>>
>>721198546
There is literally nothing wrong with GODOT if you keep your expectations in check, and are making a more simplistic game.
It's really intuitive and one of the easiest engines to use, and works really well for 2D games especially (i've barely used 3D so i can't really speak for that)

The reason a lot of people don't use it, is because the skills and muscle memory you learn in GODOT don't transfer well and it's not an industry standard engine so it won't look as good on a resume; while also not being completely braindead like RPGmaker or Renpy that require no coding knowledge to use effectively

a lot of the retards are just "it doesnt perform well in this specific aspect so its trash" or "it cant make my AAA 3D grand strategy game so its bad", and other people who have wild expectations for what the engine SHOULD be used for, instead of what its designed for
>>
>>721222097
>>721207227
>>721208713
>>721199916
>>721200684
Reminder that you are able to freely create, publish, and sell any kind of game with Godot, as long as you include the MIT license crediting the engine's developers.

That means you can make the most chudcore games imaginable with it, and there is nothing they can do about it. Kind of disappointed people didn't do that following the controversy, would have been fun seeing the godot folx seethe about chuds using their engine that way.
>>
>>721223794
Right wingers can't create art. Simple as
>>
>>721223794
Because it turns out you can't really make a game with Godot, once you try to do anything beside a very barebone and generic game, you're immediately hit by various limitations with no real workaround.
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>>721224163
sure, but a game doesn't need to be complex to be offensive or controversial
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>>721198546
Started messing with this recently and it seems cool. Can I make a game that looks like reboot with this engine?
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>>721198546
>want to make a 2d game?
>is it simple?
>no? Use GameMaker
>yes? Use RPGMaker
>want to make a 3d game?
>use unity
>>
>>721220269
Godot is a deadend if you want to expand beyond being a Godot developer.
Gdscript isn't useful anywhere else.

If you learn (or already know) C++, then that's a useful skill for Unreal, or any other software development jobs/projects.
Same with C#, good for Unity, and other things beyond gamedev.
They give you flexibility to pivot to another engine or even another tech related field.

Learning GDscript is a waste of time, unless you really want to commit and double down as a Godot developer for your "career's" forseable future (bad idea).
>>
>>721224681
>that's a useful skill for Unreal
DO NOT USE UNREAL AS A DEVELOPER, PERIOD
It's barely an engine for big companies, let alone for a regular indie dev.
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>>721198546
It has gathered solid momentum due to Unity drama and being free, but between engine's own problems and WTF HOW DO I SHOT WEB WHERE ARE THE ASSETS complaints that represent asset-flippers, it isn't too widespread. People were laughing at Unity for being the dedicated horror walking sim with zero mechanics generator, but it still got its share of the pie, so Godot might go the same way. I mean, what player gives a shit about the engine used, provided the game is actually fun?
Godot's real problems lie in the worst excesses of foss projects, and the underlying legacy design principles that lead guys are too proud to abandon. Godot is most useful for smaller 2D games, but nobody will admit it because it shows weakness or some shit. Which is fine, RPGMaker has its own niche after all, but Godot doesn't position itself like RPGM nor like RenPy. It's a big fancy general purpose engine, a solution seeking a problem. Custom scripting language lies at the core, so all the read/write accesses are based on string-keyed hashmaps, so there are mutexes and copy-on-write structures everywhere etc. etc. It all results in dynamism of python without its wide support, and the verbose C++ codebase without its compile-time optimizations.
>tl;dr
Tools don't make the craftsman, nothing stops anybody from making a fun game in Godot. But it is prudent to know its shortcomings.
>>
>>721222097
Yeah and your toaster spies on you for the feds, what's your point? Godot is open-source, based under MIT, no telemetry, no DRM, no fees, and gives you full source code access. You could turn around and make the most unhinged game known to man and no woke committee is gonna stop you. If your biggest concern is someone on Mastodon getting mad, maybe game dev ain't for you.
>>
>>721225304
They will ban you from their community channels like Discord, and that's already like half of Godot's support infrastructure.
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>>721198580
Godotfags are an extension of linuxfags

Linuxfags, they spend about 20x more time posting about how great linux is than they do actually using their distro.

Godotfags are the same. None of the people praising it are actual gamedevs. They're larping, fiddling with it as a way to use up their spare time.

They have no deadlines. No commitments. No team members or marketing.
>>
>>721225416
>mute and refuse to engage with any channel except the support one(s)
>ask politely for help or search the logs to see if anyone else asked
Wow so hard
>>
>>721202870
What's the best pirated version of photoshop right now? I'm not sure if random stuff I grab from 1337 will give my PC super aids.
>>
>>721225094
I feel like Godot just doesn't have any value at this point. A competent dev can write the 2D games people claim it supports by using some lower libraries or from scratch. One of the insidious things about the state of Godot is conveying the illusion of being a workable engine, up until the point you've spent some time on a project and then get slapped in the face by the classic open source memes of "what's the use case for bloom in a 2D game?" "Yes, this issue has been opened, closed, merged, mentioned, and now is still an open issue for 6 years." "No, you can't open a file dialogue in web export because it wouldn't match the Godot theming to use the native web file dialogue; yes, that means there's no way for you to let the user choose a file to load into your application." "Tilemaps are broken and you will have to write your own implementation if you want something good" "Yeah! we support C# ;)"
>>
>>721209113
>cherry pick some fixes
nigga, 99% of their commits are just syncs to the original Godot. Redot is a fucking joke.
>>
>>721225682
CC 2018. It's the last version of Photoshop that used the old amtlib.dll crack. It doesn't have generative AI and Webp support, in case you really need those.
>>
>>721223794
that stuff exists btw, a slay the spire ripoff about a loli escaping a lewd dungeon:
https://www.dlsite.com/maniax/work/=/product_id/RJ01128479.html
>>
>>721225843
Generative AI is totally worthless, but webp is actually pretty useful. If you care about optimizing your game's file size you should use it.
>>
>>721198546
3d performance is shit and the devs are woke and won't fix it
godot is garbage
>>
Okay but what's the WORST possible game engine you could use?
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>>721198769
why?
>>
so are there any substantial downsides to godot for 2d projects
>>
>>721226126
Unreal Engine 5. Not joking.
>>
>>721225760
I mean it's a tale as old as time: you pick another's tools and so you pick their problems as well. Lower level libraries require your own boilerplate features and/or need third-party tools. Even if you are a competent dev, shit takes time and payoff of bespoke input handling is questionable at best. You do shit the long way and become an enginedev along the way, or you jury-rig a solution while grinding your teeth at how shit the tools you are using are.
>>
>>721226227
Then that's the one I shall be using
>>
>>721224681
>learning languages
Learning another lang is a non-issue. idk why you non-devs think it's some major obstacle. The moment you learn one, you know 90% of every other language. Just catch up with some googling.
The only language that I formally "learned" was C. At my job I needed to use dozens of languages/scripts, and not once did my manager ask me if I learned some random language.
>>
>>721226126
Unreal 1.
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>>721226126
Source 1. Not joking.
>>
Whatever happened to those conservative alphabet free forks of Godot ?
>>
>>721198580
What has been made with GameGuru?
>>
>>721225921
>webp for game assets
just use pinga
https://css-ig.net/pinga
>>
>>721224390
>Can I make a game that X
https://en.wikipedia.org/wiki/Turing_completeness
>>
Swapped to Godot because Unity refused to send in my login verification codes and I was locked out of even opening my project with 0 support response for weeks which was both baffling and enraging that I would be required to do so/ the system was broken.

I want to make mechanics-intensive games with richness and depth to world interactions/ enemy behaviors, with something like a Half Life 2 era source engine visual style/ level of model and environment detail. I have not seen any games from Godot that are very ambitious or intensive (open world rpgs, mmos, whatever) so I am a bit wary if this sort of thing is possible. It should be in almost any engine, right? Or is there something inherently limiting about Godot that makes these sorts of things impossible? I am willing to code my own solutions and figure things out if that is what is required of me.

Thanks in advance to anyone who replies to this with serious answers.
>>
>>721225921
Godot does webp for you already. Don't need the image editor for it.
>>
>>721227346
Godot only breaks down if you use advanced features. The basic functions are fine. You'll have to code your own advanced solutions, which you're already intending to do.
>>
>>721227346
>open world rpgs
Only a matter of optimization. If you try to render the entire map at once, any engine would shit its pants.
>mmos
Godot supports online multiplayer, up to a hard cap of 4095 players per server I believe.
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>>721198546
i'm not touching this pozzed troonie piece of shit
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>>721220269
>everyones giving conflicting answers
Everyone has their own preferences and requirements. There isn't a generally "the best" engine.
Godot has it's strengths with smaller projects and 2D. You also get full source and complete freedom. It's easy to distribute and quick to create something. It is therefore becoming very popular with smaller games.
>>
>>721227906
Why 4095? Can't you modify it?
>>
>>721198546
Because a lot of projects take a shitload of time to develop, so many devs were still forced to stick with Unity during the debacle.

Godot is MUCH newer and far less polished than Unity so its a scarier prospect for some people to start using it especially if they have a salary on the line.
I'm not saying Godot is bad, I'm using it right now to make a game but there are a lot of factors that hold people back from moving is all I'm saying.

Unity burned a SHITLOAD of good will and Unreal is pot luck in whether the next version is dogshit or not, Godot meanwhile will always have every version available and the license agreement lets you do basically whatever the fuck you want without paying a penny.

Godot 4.5 was just released last week and its pretty nice, if development continues at this pace in a few years Godot will be a hard thing for any developer to resist. It's not perfect right now though thats for sure, fucking add structs to gdscript already!
>>
>>721230631
It's a limitation of a networking library they use. But keep in mind that this is a per SERVER limitation. MMOs have hundreds of servers (sharding) hosting several hundred players at most. 4095 is more than enough, unless you're doing something completely retarded.
>>
>>721198546
It's only unpopular to retards. Godot is amazing.
>>
>>721198546
I don't even know what it is.
>>
>Godot is still new!
11 years is not new. People think it's going to be an industry standard like Blender, but the more realistic outcome is GIMP. It will never be competitive because the leadership is incompetent.
>>
>>721228006
Why not 4chan supports your mental illness.
>>
>>721231408
Godot spent most of its life being vastly overshadowed by Unity in terms of funding and dev engagement.
After Unity shit the bed, a ton of devs and funding came into Godot so its going to take a while to catch up.
It's 11 years old technically yes, but you can't seriously compare 11 years of FOSS dev work to 11 years of Unity dev work with hundreds of salaried employees and huge companies lending talent and insight to make the engine better.

Unreal comparisons are even worse, its comparing FOSS dev work to literal multi-billion dollar dev production environments that are also closely linked to shit like CPU and GPU manufacturers themselves.
>>
>>721226519
This, I learnt assembly and C in school and the rest were just simply doing my own research.
>>
>>721227346
Since you're directly comparing to Source 1, I assume you're mostly focused on physics related things

Godot doesn't have physics interactions on the level of Unity, don't use default physics system, use Jolt (officially integrated).

Godot doesn't have many basic engine features that you'll find in Unity so you'll have to commit more time reinventing the wheel and adding things that you otherwise wouldn't have to in Unity/UE, and that's before you can actually get to making your custom solutions for mechanics.

In terms of fixing things, as Godot's FOSS and most of its userbase are ex-Unity users, asset usage is the same
Godot users are very reliant on using assets to fix many problems in the engine since the built in solutions are terrible much like with Unity
However, Godot doesn't have a centralized place for them like the asset store, closest thing Godot has is the asset library page on the official site but otherwise you're hunting on github or one of the other asset sites (godotshaders.com for shader assets for example)

If there's a basic feature you're surprised isn't there, check github pull requests to see if someone's already done it or not. If nothing, check for an asset tool. If nothing again then you're on your own.

Online in Godot isn't that great, Blazium is doing much better in that regard. If online is what you care for the most then Blazium is more ahead right now

Godot's built-in CC is much better than Unity's since for one Godot's actually has collide and slide and proper collision detection. It's not hard to create things like surfing, rocket jumping, and other arena FPS mechanics that are relevant in Source 1.
You can also do portal logic just fine in godot.

You won't get as much optimization for large numbers of actors as you can in UE (lol) or Unity with DOTS, something like L4D (the detailed tech) will be harder to make in Godot than the other two

Docs are nice and detailed, better than UE and Unity
>>
>>721231875
Well, it's certainly a good thing that Godot nuked its funding by going full woke then, right? You also seem to forget the other engines are improving over time instead of remaining static.
>>
>>721231408
>but the more realistic outcome is GIMP
At the moment, Godot is definitely looking to head down the GIMP road than Blender but I think the position for the engine overall is much better because of the forks
There will be more forks than Redot and Blazium in the future without a doubt

Godot right now is like early Unity vs UE. Everyone laughed at early Unity because its features were awful and it didn't make sense to use it when you could use UE, but Unity started getting some very good talent that made the engine surge and become very usable very quickly.

Currently, Unity is continually bleeding out its talent since they're all leaving and are horribly mismanaged, UE is double downing on being retarded and when UE6 finally comes, that will determine whether people will jump ship to Unity/Godot if it's worse than UE5.

Godot team right now are retarded with how they don't do the obvious things to improve the engine and let all of the good will and eager talent waste away. They should be in the surge state right now, but the momentum is fading

The forks are a nice shining light in that regard since it's one thing Godot has over Blender as there's no other decent FOSS 3D modelling programs aside from Blender which's why it's popular with indies
>>
>any game made with godot is giving away its source code and assets because even paco can turn a finished godot game into base components
and this is why no company uses godot
>>
>>721232853
Do you have any links on how to do such a thing?
>>
>>721232853
Unity games can usually be decompiled easily with DNSpy and similar tools.
>>
>>721202870
Baby duck cope. Every other image software has dogshit terrible and inefficient UX. If you can't do what you want in Gimp, it's a skill issue.
>>
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>>721198546
why are game engines so fucking bloated?
>>
>>721232124
>shaders
>assets

I'm learning how to game dev and still struggle with the balance between using assets vs coming up with my own shit. I'm doing a tiny concept game in 3d right now and have been studying how to write shaders for terrain/sky. While it's really interesting, it's also very complex for me and this game's gonna take a long time to get done
>>
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>>721198546
Godot is pretty great! Not as feature heavy as Unity, but it gets the job done. It has the MIT loicence and you can fork it at any time without some CEO changing his mind and retroactivly charing you money.

Just like make your dream game. Simple as.
>>
>>721233663
>baby duck spammer
/g/'s resident mentally ill poster is here
>>
>>721201615
Krita and Blender are both superior to their paid industry counterparts.
>>
Godot does not work at scale. You're stuck having to compartmentalize and keep your scenes limited. Which is 'fine' for an indie keeping the scope small.
>>
>>721235327
>Godot does not work at scale.
And it shouldn't. If you want to make a AAA bloated cancer, use UE. You realized that the cult clasics were made to fit on 700 MB CDs, right?
>>
>>721234063
>puts sage in the name field
>doesn't even have a game
lmao
>>
>>721227346
>I want to make
>Thanks in advance to anyone who replies to this with serious answers.
lmao
>>
>>721203787
C# is one of the worst pieces of software ever and it shouldnt exist. I hate the syntax so much, so so so fucking much, its miserable to use
>>
>>721235692
As opposed to what? C++?
>>
>>721235860
Yes.
>>
>>721229551
>There isn't a generally "the best" engine.
Why though. There should be. It's the same thing as with screen panels, "this one does this better but sucks at this, which this other one is good at but blah blah blah". Those fags have been working on video game engines for 40 years, just combine all the good parts already for fucks sake.
>>
>>721235452
Back when PCs had 16mb of RAM, sure.
>>
wait
can i use c++ instead of their garbo language?
>>
>>721236105
Yes. When video games were actually good and weren't made by tranny devs.
>>
>>721224390
damn, that brings back memories
>>
>>721236161
Only using the meme that is GDExtension.
>>
>>721236240
GDExtension
If you can't search for that though you're not gonna make it
>>
>>721236240
Someone's clearly never been do the dollar-floppy demo bargain bin to see what all kinds of trash were released that gen.
>>
>>721236280
I don't care about your tranny extensions, faggot.
>>
>>721220269
>taking agenda comments seriously
Retarded newfag
>>
>>721236332
>shareware disks full of viruses
the good ol' days
>>
>>721236354
oh okay, nigger
>>
>>721236332
No shit, sherlock. I'd still live in those times than to have to deal with modern nigger infested garbage.
>>
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>>721198580
Wow I haven't heard of
>visual novel engine
Oh that's why

>>721198704
>10% other
>41% other
When a graph is nearly half unexplained, that makes it a bad graph.
>article
>calling games "small" because they sold like shit and not because it relates to their filesize, length or company size (for example Concord would be a "Small game" and Stardew Valley would be a "Super Large Mega Game")
>number of games released and sold per year by engine
>>>%
>>>not number
Grrrr!
>>
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>>721198546
>I mean I hear about it all the time, but when I check the actual user base, no one is practically using it.
A game engine can get popular but for people to actually use it and produce a game it takes years.
There are way more resources on unity/unreal
>>
>>721198546
Idk, it was more fun to dick around in it than in Unity, but I never really made a full game in either one.
>>
>>721198546
Because Godot is incredibly underbaked product. For 'all-purpose' engine it lacks many features, but what's even worse is the fact that the features they release rarely get bugfixed and improved upon. They are fast-tracking releasing features and not polishing previously released ones, meaning you are bound to stumble upon issues with things released years ago and no one will fix it for you.

Besides, community is something that many people would genuinely hate, tons of tranny faggots and far-left activists frankly speaking. I would stay away from this community even if I would ever work on Godot's game. At some point they literally called Godot a woke game engine - "Wokot", the community manager who did this is still there and they are unwilling to do anything about it. In fact all they did was grifting and calling "nazi" some fork of FOSS engine (which is Godot apparently) that aimed to fix the issues (what i mentioned earlier - fixing old features, etc.) about Godot, removing branding, as they wanted to stay neutral and stay away from politics. Funny thing though they aimed to push these fixes to main Godot repo as well, so they fucking went full scorching earth here.

Also - since the engine is funded by donations, they focus on releasing features that top donators demand for the most part, meaning ultimately it's not that free if you want shit done.

And lastly, porting games from Godot to other consoles require additional work, which you don't have good documentation for and for a good reasons. Because people behind Godot (core devs, etc.) have their own companies on the side that port these games, i.e. they likely have everything set in place, this incentivizes them NOT TO seek solutions and deals with companies like Sony to be able to release publicly the code that will let them port it to the consoles.

Bonus: devs are already used to using UE/Unity and unwilling to do change to inferior product as early backer with so many cons.
>>
>>721201898
>>721235183
>muh Blender
the fact that there's only one example, one that took 20 years to get to that point, is why FOSS is laughable
>>
>>721208713
>ugh, fine, I guess we can have intersex representation too
I like how the totem pole order is
>trans
>lesbian
>asexual
>bi
and that there's no actual gay flag in any of it.
>>
>>721200205
>If you want to make an open world RPG or automation game or RTS
You better be in the top 1% of competent devs or have millions for a team
>>
>>721231408
>11 years is not new.
It is for game engines where the completion of a game takes five years or so and one doesn't just randomly switch the engine. It also took a couple years for it to reach a level where it became a good alternative.
>>
>>721224649
This but instead of simple it should be "is walking simulator or topdown 4 niggas in a row rpg"
>>
>>721232853
>companies don't use godot because someone could extract their stuff
Meanwhile I'm sitting here watching videos of some random youtuber analyzing topology quality of 3D models he extracts from AAA games.
>>
I'm gonna let you in on a secret, OP.
It's because... Godot is garbage.
>>
>>721212149
>>721215897
he's talking about minecraft i believe
>>
>>721232853
Unity, Unreal, and GameMaker have a bunch of dedicated tools for decompiling and modifying the code and assets.
>>
>>721238496
Android
>>
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>>721240695
cool
>>
Summary of the thread:
Nobody could name anything wrong with Godot, but /pol/ nodevs hate it because they are uncomfortable with the fact that all programmers are trannies or soon-to-be trannies.
>>
>>721241028
>they are uncomfortable with the fact that all programmers are trannies or soon-to-be trannies
As they should be.
>>
>>721241028
Well it's been out for 10 years and not a single high-quality game has been made in it so...
>>
>>721198546
It needs its Blender 2.8 moment
Maybe a native C# support instead of pushing its gay ass gdscript would do, just like how Blender stopped being stubborn about many stuff going from 2.79 to 2.8
>>
>>721241028
The developers are what's wrong with it.
The project is kept in maintenance limbo because the project leads are bias towards their friends, people that worship Godot and people that are politically aligned.

If you take a Godot game and run it in Redot, the gay "anti woke" engine, the game will run objectively faster because they've been rewriting the core of the engine.
The problem is, Godot is adamant to tie itself to "woke" politics and don't allow contributions if your politics don't follow.

Personally I think it's an ego think so that they don't have to put your name in the contributors page and immortalise someone that's politically different or has criticised Godot.
>>
>>721226126
Dagor
>>
>>721225561
You better not be in other no-no servers
>>
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Are there even any big hits made in Godot to put it on the map?
Its games also may not have the gay splash on start up to advertise the engine like Unity and Unreal Engine do. Like, I wasn't even aware one of the games I've played recently has been made in Godot until I looked into the game's folder to grab the music.
>>
>>721243001
Wasn't that just the twitter handler? Pretty sure the main reason it is not widely used is that the other two engines have way more resources, for instance the unity page has several lessons that walk you through the base of a game, some are quite robust and I know of at least one dev that used it to build a game, Bonelab uses a reskinned Unity example as the main hub and pretty sure they even used a slightly modified gun model for one of their gadgets.
>>
>>721245269

See
>>721207617
>>
>>721241028
>they are uncomfortable with the fact that all programmers are trannies or soon-to-be trannies.
You aren't?
>>
>>721220141
>With two (2) sizable competitors, that have become industry standards the past 15 years, a newcomer game-engine such as the Godot has much harder time convincing older industry vets to switch over and learn a whole new set of rules.
Doesn't change the fact that saying godot is still young is shortsighted regarding what other engines was doing at that age.

>Niche as fuck, and notorious for poorly made indie shit. It wasn't until games like Subnautica, that it started getting some traction
Which is literally around the time Unity was as old as Godot is now. Subtautica is a 2018 game but easily could be argued to be even younger than that due to it being early access. And no, Subnautica was not the first big game Unity used for either.

You're trying to argue Unity wasn't up to much at 11 years while citing Unity's big breakthrough moment as being around the time it was 11 years old.
>>
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>>721245269
It has a couple.
I had fun with pic related which was quite successful.
>>
>>721247041
>go into it expecting more of a diabloey game
>its outright all into vampire survivors clone slop with zero area/level design except with a diablo skin
yeah no thank u
>>
>>721220919
>As someone with 16 years of Unity experience, I would recommend avoiding that shit now.
substantiate your claims, reddit spacing gaylord
>>721220269
the actual answer: It doesnt matter

Youre not going to start with immediatelly trying to make your big hit commercial game. You start with basic shapes moving around, basic one-level platformers, basic anything, and gradually scale up as you learn how stuff works. You can try out multiple different engines in the process. It literally doesnt matter which engine you choose for this as long as its remotely matching, it could be unity, it could be gaydot, it could be love2d, it could be anything
Once youre actually ready to start considering making your first 'real' game, the decision makes a lot more sense
>>
Godot is terrible. Their insistence on object oriented design makes it a no-go for complex projects.
>>
>>721248072
What's your preferred programming language?
Assembly?
>>
>>721248072
And why is Godot particularly bad for that, considering the big two engines also have an OO core design?
>>
>>721200419
buckshot is godot? interesting
>>
>>721248549
Typical Godot cultist response.
You've got a mountain of engines available to use, from Love2D to Haxeflixel to Bevy.
>>721248591
Godot is bad because it not only forces you to design things in an object-oriented way, it also lacks features that larger engines have.
Meaning there is no reason to user it over either Unreal Engine or Unity.
>>
>>721248819
>no reason
I click on it and it opens.
>>
>>721248909
A sad fact of life: you cannot combat willful stupidity.
>>
>>721200419
>literally a small game demo
>>
>>721248956
I dunno what you mean desu
>>
ok lets solve this debate once and for all!
name engines you have used and list pros and cons of each ignoring politics
>>
>>721249326
He means that he has no specific arguments and that all he's capable of saying is "Godot bad"
>>
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>>721249326
That's self-evident.
>>
>>721249430
Unreal was too heavy and took a lot to build games so testing was slow, Unity is quite neat, never really had a problem with it, had a lot of resources but kinda disliked the whole account stuff, when I tried Godot it fit my need to tinker and it was fast and lightweight but it lacks a lot of stuff the other two have.
>>
>>721249430
>Unity
+ it just works
- some of the parts don't actually work properly

>GameMaker
+ surprisingly fun to use, everything that it has is really easy to use
- 3D only

>Godot
+ Unity with potential
- Unity with unrealized potential

>RPG Maker
+ very easy to start with, and results of breaking outside of the box can be very impressive
- breaking outside of the box is so fucking bad you have no idea, just don't listen to the community and learn to code ASAP
>>
>>721198546
it's missing half the features.
>>
>>721249812
>GameMaker
>3D only
I think you got the wrong number there
>>
>>721249465
>he has no specific arguments
What about my argument was unclear to you?
Large engine suck, but they're feature-complete. Godot sucks and lacks many features.
The biggest thing Godot sucks at is lighting, and that is exactly one of the most important components needed to create 3D games.
>>
>>721248819
>Typical Godot cultist response.
You said you don't like object orientation. I ask do you computer.
>>
Anyone remember Redot kek
>>
>>721250067
yeah mb
>>
>>721249812
>RPG Maker
>it's great when you do things outside the engine
It's stuff like this that make me wonder why people chain themselves to an RPG engine or a Visual Novel engine.
>>
>>721251073
Same reason people use pico-8, it's radical. Demo scene and whatnot. It's kind of like putting Doom or Bad Apple on everything, but in reverse.
Problem is, 99% of people using RPG Maker don't care for that and just want to make games. I think the 1% should keep on keeping on, but everyone else shouldn't be gaslit into thinking that programming is really hard and struggling with RPGM is just skill issue.
>>
>>721251073
It gets you going quickly. You basically skip any systems programming and go straight to making content.
The problem is when you never go beyond it because the fundamentals feel so tedious compared to the comfort you've grown accustomed to. It's like learning German by reciting Goethe and then you're confused about all these new words when try to figure out how to ask where the toilet is.
>>
>>721251901
what if you wanna make changes to the UI
do you still skip system programming?
>>
>>721252273
I'm not that deep into RPGmaker, so I don't know UI in particular. I hear the new versions are JS based so by all means it should be possible to work within the framework.
If it supports it. That's the whole problem. Not just with RPGmaker, but with any sort of no-code tool, platform or framework. They give you a lot of things, but when your requirements go beyond what they offer you're on your own and might even be disadvantaged by the preexisting structure. You need to ask what's easier: building an entire house, or buying one, tearing half of it down and build a different house in place.
>>
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>>721204935
lol this really is the best description of this entire farcical project. it's everything that was wrong with the last 15 years

>Godot Engine was awarded an Epic MegaGrant
>>With great excitement, today we want to officially announce the great honor of having been awarded an Epic MegaGrant!
>>This is a huge honor for us and greatly helps to keep on improving Godot development at an even greater pace. We want to personally thank Tim Sweeney for the encouragement and support, and for sharing the belief that open source software makes the world a better place.
>>
>>721198546
what happened to the unity above 1 million dollar games paying royalties or something like that? I remember there was a huge drama about it
>>
>>721204935
>>721253965
of course brian crecente is part of this entire scam

>Godot Engine now available on Epic Games Store
>>3.17.2023
>>By Brian Crecente
>>The open-source, cross-platform Godot Engine hit the Epic Games Store this week.
https://store.epicgames.com/en-US/news/godot-engine-now-available-on-epic-games-store
>>
i was thinking of using renpy for a puzzle game
what is your guys' experience with renpy?
>>
>>721198546
what "actual user base" are you looking at? how do you even define that? how do people come up with these utterly nonsensical posts and think they're making a point?
>>
>>721203587
That feels mainly comes from primarily using open source assets, so like if menus, enemies and the like took too generic
>>
>>721212149
Wasn't balatro made by a dude who worked a tech job prior?
At least that's what I assume, it's a pretty autistic number go up game
>>
>>721255357
none of the math or numbergoup in balatro is particulary complex or autistic, you should check it out
its relatively basic with how it works, it just takes a lot of dilligence to make all these simple effects work and trigger in the right order in different contexts (and of course the creativity)
when i think 'autistic number go up game' it would be more like on the level of lategame Cookie Clicker where someone would really need to get autistic about numbers and making sure everything is well balanced and that its scaling properly
>>
>>721254839
RenPy is mostly used for visual novels.
Either try SDL3 if you can program or Unity if you can't.
>>
>>721247832
>why is it not diablo?
But that's the good part. Don't need another diablo clone doing the exact same just with lower budget.
>>
>>721248591
Godot is particularly bad for being really rigid with its dependencies. I remember an anon complaining on here that he changed one thing low down on his hierarchy tree and it completely broke his project. All the godotfags just responded with "git gud" which isn't an argument you should be using when the engine is allegedly supposed to be easy to use.
>>
>>721198580
Uh, where's raylib?
>>
>>721198546
it still doesn't have custom GPU render targets.
which are a thing even ps1 and N64 games had.
>>
>>721200851
Ue and unity does it so, huh
>>
>>721255705
The engine lets you fix that easily now since 4.4 or 4.3
don't post about things you don't know about
>>
>>721255705
>>721256753
Both of these posts are ridiculously vague
what was changed? A node? What part of it, its type? Its name? It was reparented? What was fixed?
>>
>>721226126
RPG Maker 95
>>
>>721255593
i made primitive programs in python and i heard renpy uses python which is why i wanted to use renpy
why is unity for ppl who cannot code?
also i never heard of sdl3 tell me about it? why do u reccomend that? is it better for puzzle games?
>>
>>721256753
>only godotfags completely up to date with the engine should post about it
You do that and you only get positive things said about the engine due to the bias they evidentially have. Basically like how everyone was singing its praises back when it first started out despite everything NOW acknowledging the engine was not worth using back then.
>>
>>721258294
>why is unity for ppl who cannot code?
Most of the work is simply clicking on Untiy's UI and dragging and dropping components.
If you need logic, you can either copy and paste existing scripts or ask ChatGPT.
>also i never heard of sdl3 tell me about it? why do u reccomend that? is it better for puzzle games?
You can literally do anything with SDL3, as it provides an easy way to manipulate and read video, audio and input.
https://www.libsdl.org/
Raylib is also pretty good.
https://www.raylib.com/

Also, you type like a 14 year old. Please mind your spelling and grammar. It's only respectful.
>>
>>721258143
>95
It probably runs better than the modern ones.
>>
>>721198580
>actually making games in Adobe AIR
Why do these people hate themselves this much? Why do they do they deliberately choose to live in hell?
>>
Been making a 3D game in Godot for like 8 months and so far so good, don't get the complaints. It even runs great on the Deck while consuming not too much battery.
>>
>>721260367
Good luck fixing your lighting lmao
>>
>>721260989
It looks fine? I bake the lightmaps, put some light probed here and there and it looks cool. What's the issue?
>>
>>721261253
>What's the issue?
You not daring to show it because you know it looks bad lmao
>>
>>721261361
You don't seem to be able to answer my question either, so I'll assume you are just making shit up and move on
>>
>>721261486
>You don't seem to be able to answer my question
Correct, because it depends on you showcasing your project (and its horrible lighting).
Unless you do that, your question cannot be answered.
Does this make sense or is your third-world brain not capable of parsing it?
>>
>>721261604
>it depends on you showcasing your project
it doesn't. You, without sering my game, made the claim that lighting is broken, so ot's not up to me to prove otherwise but up to you to explain to what led you to believe that in the first place.
>>721261604
>Does this make sense or is your third-world brain not capable of parsing it?
You are seething
>>
>>721261785
Could have just answered "yes".
>>
>>721261871
>no arguments left
bye retard
>>
>>721261948
I'm legitimately curious, do you actually believe you don't look like a gigantic retard or is this just some form of cope you use to protect your ego?
>>
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>>721245269
>Are there even any big hits made in Godot to put it on the map?
View what's most popular here and compare to the other two main engines. You can see every game made and how popular it is, then pick the top games and use the calculators to get an estimate of how much money the top games made
>Godot
https://steamdb.info/tech/Engine/Godot/?displayOnly=Game
>GameMaker
https://steamdb.info/tech/Engine/GameMaker/?displayOnly=Game
>RPG Maker
https://steamdb.info/tech/Engine/RPGMaker/?displayOnly=Game
>RenPy
https://steamdb.info/tech/Engine/RenPy/?displayOnly=Game
>Unreal
https://steamdb.info/tech/Engine/Unreal/?displayOnly=Game
>Unity
https://steamdb.info/tech/Engine/Unity/?displayOnly=Game
>>
Is making a 2D game in these engines that much more quick and painless to seriously consider them over code only solutions like monogame? From the looks of if you still have to implement a ton of stuff by hand.
>>
>>721198546
it's the linux of game engines, basically only usable to any smooth degree if you're a tech nerd (linear algebra nerd specifically among other things in godot's case)
>>
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>>721262457
nice games godot
>>
>>721255683
Now youre just being silly
This vampire survivors clone thing literally 100% matches the worst and most creatively bankrupt, braindead aspect of gameplay in diablo-inspired games, except amplified to the extreme. Like its literally an evolution of the dumb part of Diablo
braindead autoshooters are a plague now
>>
>>721263418
>linear algebra nerd specifically
I thought that was one of the main points of game engines, so you don't have to implement the well-established algorithms for the 345923765th time instead of working on the actual game.
>>
>>721254839
It's worse the further your game is from a generic VN. It runs like absolute shit, so doing anything computationally complex is ill-advised.
>>
>>721263609
>I thought that was one of the main points of game engines
It still is, hence why no one uses Godot.
It's actually funny how so many devs made a stink about leaving Unity for Godot, but most of them very quietly crawled back quite quickly.
>>
>>721263430
>The Roottrees are POOP
>>
>>721263609
godot has a decent amount of things implemented for you, they're just implemented in such an obtuse way that you need really high-level knowledge to use them with any degree of proficiency. You need similar knowledge to coding shit from scratch but without the benefit of being able to design things in a way that actually feels intuitive
>>
>>721259674
>Please mind your spelling and grammar. It's only respectful.
we are not typing essays resumes or cover letters we are on internet forums it is not that serious get over it
>>
>>721226152
because popularity bring mediocrity
>>
>>721263635
so if i wanna make a puzzle game with:
>town to explore
>2d hand drawn art/sprites

gameplay:
>go around town collecting clues to piece together a description
>when you have enough clues, you then need to pick the guy out of the crowd and pursue him
>>
>>721264594
RPGMaker.
>>
>>721261948
ignore this guy, this dude has been rage baiting the thread acting like a pretentious dick head the past hour
>>721259674
>>721260989 and the rest of the reply chain
>>
>>721264682
>recommending rpg maker
>ever
Dick move
>>
>>721232150
I'm so sorry chudie but neet incels don't provide "funding" to godot.
>>
>>721264682
rpgmaker? i heard that shit is ass? are people being too harsh? i doubt that its that bad, i saw someone make platformers/fighters in rpgmaker
i got rpgmaker xp and vx ace for free, are those good? or is there a better version that i should buy?
>>
>>721245269
I can usually identify indie godot games by the aliased mixel bullshit the devs tend to do at least; in terms of big godot releases I guess there's cruelty squad and dome keeper?
>>
>>721264802
Plenty of successfully mechanically-complex games were made in RPGMaker. It's a good choice for beginners who want to skip learning systems and get straight into design.
>>
>>721264802
what is wrong with rpgmaker? why do people hate it so much? i see a lot of jp devs using it and their games get lots of love
>>
>>721264942
i also would like to add, i have a bit of coding knowledge so i am not afraid to dust off the old coding muscles
>>
>>721264942
it's very restrictive but the best for art devs that can work within the restrictions by far
>>721265003
you're trolling if you think it's good for mechanically involved games, the moment you try to work outside of the framework the engine has laid out you've made your dev time at minimum 1.5x longer than it would be in a more robust engine
>>
>>721264341
In the case of the what game engine to use. Not being popular means less support available. You want to be using something others are using.
>>
>>721264942
RPG Maker is for very basic RPG Maker games
The moment your project grows too large in scope it will become an unmanageable mess
Your best bet is Unity as it's easy to learn and there are countless tutorials for it online
>>721265003
>Plenty of successfully mechanically-complex games were made in RPGMaker.
Yes, and there's a reason all of them took many years to come out
>>721265026
>i see a lot of jp devs using it
The Japanese are autistic to a fault
I have played and looked into the internal workings of my fair share of hentai RPG Maker games and believe me: you do NOT want to deal with those horrors
>>
>>721265245
You didnt even mention how terrible the UI for rpg maker is lol
>>
>>721265245
gamemaker is also a good beginner friendly option and it has a lot of room to grow from, although you need a license to release games with it (I think they brought the permanent ones back though?)
>>
>>721265469
It's beginner-friendly but there is absolutely no growth possible.
You know what people who outgrow RPG Maker use? Unity (or Unreal Engine).
>>
>>721243001
>they've been rewriting the core of the engine.
HAHAHAHAHAHAHAHAHAHGA
>>
If RPGMaker is not good enough for your 2D game, use Godot. It actually is the best 2D engine on the market (yes, it's better than Gamemaker).
>>
>>721264942
RPGMaker is fine as long as you know what you want to make is possible with it. Ideally you're going in knowing your strength is in your art and music and you'll be using that to stand out.

The reason it could be a dick move is there will be gameplay limitations. The anon in >>721264594 mentions pursuing people and I have no idea if what he has in mind would be possible to do in RPGmaker.
>>
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>>721264682
>RPGMaker.
Use the Wolf RPG Editor.
>>
>>721265714
>>go around town collecting clues to piece together a description
Like a Phoenix Wright/Danganronpa detective game? That's absolutely possible in the Wolf RPG editor or RPGMaker.
>>
>>721265568
ehh, you can totally get good results out of gamemmaker if you know what you're doing and plan to stay 2d
>>
>>721266121
>if you know what you're doing
Yes, I agree.
>>
>>721264682
even fear & hunger, the most successful rpg maker game i can think of, is filled to the brim with bugs despite the dev's best effort. art style and the uniqueness of the gameplay and story is what hard carries it
>>
what do you guys think of bakin?
>>
lol not paying for your shitty engine.
>but GODOT ISNT OPTIMIZED IN THIS AREA
dont care. not paying.
>>
>>721267420
SDL3 and Raylib are literally free as in beer.
>>
>Nodevs engaging in engine tribalism and identity politics
Can't wait for one of you fags to recommend OGRE 3D or SDL over Godot. Not that it matters, none of you make games, and anyone dumb enough to take your advice seriously deserve the upcoming years of not finishing anything.
>>
>>721267420
godot is free tho
>>
>>721267621
I will recommend UE4.
>>
>>721267621
I would recommend nearly anything over the self-masturbatory trashheap that is Godot.
>>
>>721267621
people who finish games largely don't use godot and there's a reason for that
>>
>>721267621
It's all empty us vs them talk, "this engine sucks you should program in assembly like me lolol" zzz I sleep
>>
>>721198546
>I mean I hear about it all the time, but when I check the actual user base, no one is practically using it.
>Case in point is Godot. Indie devs talk about it like it's the second coming of Christ, how Unity is done and over, then you look at the stats and barely anyone relevant is using it.
These sentences are saying the same thing. What do you mean "case in point is Godot"? You were already talking about Godot
>>
>>721268682
I'm not fully ruling out them being paid shills. But most likely it's just your typical /v/ mental degradation being applied to game development.
>>
>>721267621
>SDL
someone already did lol
but dont you think you are being a bit harsh? reading through this thread, i have read a lot of contradictory claims and am wondering what is fact or fiction
>>
>>721268574
what is the reason?
>>
Given how good AI is, why don't you just make your own engine? Or just fork godot and add the features you want without the trannies?
>>
>>721268956
NTA, but it's missing heaps of features making it nigh-unusable for 3D games.
>>
>>721269068
>Given how good AI is
Good evening saaar
>>
>>721268878
This exact thread pops up every once and a while. Maybe I'm being too harsh, but skimming the thread I can see a lot of common talking points that either have nothing to do with the game engine itself, read: identity politics, and or hollow statements such as: Godot is incapable of doing this broad thing, like 3D. There are proper breakdowns of what Godot is and isn't good at on the internet, but you're unlikely to find them here.
>>
ok so lets say i want to make something similar to silksong, should i just go for godot or use unreal?
>>
>>721269527
Talk about having an overblown ego, good lord.
>>
>>721198546
>>
>>721262457
Wow, the only thing I recognize is Cruelty Squad.
>>
>>721269137
what features?
>>
>>721272364
Inverse kinematics.
>>
>>721272364
No proper post-processing effects, nearly no complex physics support, UI isn't modular, no input management...
Hell, even simple decals support is pretty lacking (though at least it works now in 4.5).
Importing blendshapes from Blender also still hasn't been fixed, I believe.
>>
>>721198546
if youve ever used godot you would know how miserable it is to develop on it
this isnt even considering if you have a moderately complex rig setup, youre praying at that point that godot correct can import it
>>
>>721224681
gdscripts sucks but this is wrong you can code in any language and move between languages if you're smart enough
>>
>>721269068
Post your engine, AItranny
>>
>>721273005
I'm just using Unreal Engine, tranny. I'm not trying to make an engine, but AI could definitely do 80% of the work since you retards keep fighting over engines. Game engines aren't some magic black box, there are entire books about them. It's just a matter of doing a ton of monotonous, meticulous work which is exactly what AI is good at. Even cutting edge shit like nanite has examples to get you 80% there. Nvidia and Microsoft have libraries and/or examples on how to process your assets into meshlets, and the task and mesh shaders you need to pick, cull, and stitch them. The rest is a shit ton of workarounds for buggy graphics drivers and Windows problems and wiring it into the rest of your RHI.
>>
>>721208713
Why won't they pull the plug on discord already
>>
>>721269857
Doing 2D in Unreal is like using a V8 car engine to power a microwave, Godot and Unity would be easier, faster, and more performant options.
>>
>>721261253
>I bake the lightmaps
Good dev
>>
>>721232969
just google godot decompiler, you would have to jump through a lot of hoops to actually make your code safe from a script kiddie. this does have the advantage that you can take apart other games to see how to manage larger projects, unfortunately some eastern european will likely steal your game and port it to mobile and the consoles to make a quick buck if you don't do it first.
>>
>>721273885
got it. thanks.
are there any tutorials you recommend for godot?
>>
>>721269857
For your information, TC uses Unity instead of Godot.
>>
>>721277234
do we have good unit toturials? the only one i used was super old even though it was official
>>
>>721269527
>There are proper breakdowns of what Godot is and isn't good at on the internet, but you're unlikely to find them here.
i assume i should look into youtube then right?
>>
>>721277318
Unity is the second most popular game engine.
Yes, there are plenty of tutorials.
https://www.youtube.com/watch?v=XtQMytORBmM
>>
>>721263584
No it isn't. In Diablo the focus is finding the best items for your build. You have unlimited time to do so and can proceed as slowly as you want. Thus you are in full control of the difficulty at close to all times.
In this game on the other hand you have no control as the difficulty constantly ramps up and you need to progress enough while taking risks but not dying doing so to keep up. You also can't just run away or pull only a few enemies or just buy some more potions and so on like in Diablo.
Not sure why you suggest it's basically like diablo.
>>
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>>721277748
the key here is that diablo-clones and vampire survivor clones have one key thing in common
Their combat and action is a braindead mess. You are literally just screen-nuking and walking in circles, its completely undeliberate spammy screen-nuking shit.
But diablo-style games at least have like, actual level and area design, actual well made progression, at least some period where the game isnt completely brainless screen nuking, and theres room for it to actually do something different and interesting in the combat. With a VS clone the braindead autoshooter gameplay is inescapable, you will be walking in circles in a dumb flat space, and everything that could possibly take braincells and commitment in diablo has been distilled into a short term 10-30 minute session
>>
>>721277748
>>721279536
post scriptum, i have to clarify something in case it wasnt intuitive
the reason i expected game structure closer to disablo is because the UI and a lot of the visuals is blatantly copying the style of diablo, a lot of people recognized that in halls of torment. not that there is anything wrong with that at all, it just gave me the idea that it would be a little less towards 100% silly VS autoshooter territory
>>
>>721265962
Ah so do you me pursuing them in the ace attorney sense then? In other words picking the right dialogue? Yeah that would totally be within RPGmakers capabilities.
>>
>>721248061
>substantiate your claims
I was a game studio intern when version 3 dropped and brought the Deferred Rendering to Unity. It was a massive upgrade.

After that, while we got more and more features and better stability, upgrading to new version always breaks the project and requires fixing 600+ error messages.
Not only that, but the UIX is far from user-friendly, and many of the features people might consider typical, basic stuff, are locked behind a paywall (asset store).

The 2023's full-on Jew mode monetization plan was the final nail, that made tons of people, myself included, ditch the darn thing for good and switch to alternatives, such as Godot and Unreal.

>reddit spacing gaylord
Go back, troonigger.
>>
>>721280683
>autistically screeching iPhone fag with zero arguments
And you still need to go back.
>>
>>721280472
the 2023 full on jew mode monetization is a red flag but also an immense nothingburger. it was obviously completely out of this world and never actually going to go through. In fact it hasnt gone through, and never will
anyway its already clear to me that none of these 16 years ammounted to a single paid game with a couple thousand steam reviews lmao
>>
>>721280971
>i-it's OBVIOUS that a scammy testing of the people's limits wasn't going to seriously pass, n-no??
Fuck off.
And you still didn't address most of the other statements whatsoever.

>muh steam reviews
Believe it or not, not all games are on Steam. Or even PC.
>>
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>>721281286
im not sure if you noticed but practically every dev that put out a great unity game in recent years just kept making their game. Literally nobody that pulled the "IM PORTING MY WHOLE GAME TO GODOT BECAUSE OF UNITY NEW MONETIZATION" has put out anything of value, with like two exceptions that are also visually and mechanically very basic games that dont have to worry as much about the engine
this whole thing and engine debate is a perfect litmus test for whether someone spends too much time worrying about unimportant shit and who actually makes great games. so your posts made it clear that you spent 15 years and none of your games are even remotely noteworthy enough

>not all games are on steam
If youre at all above being exclusively itchio then your only remaining options are basically admitting mediocrity (ex: EGS deal)
>>
>>721281737
>vtuber meme image
>he still thinks all games are released on some e-store front... or even a PC for that matter
Oh you summer faggot...
>>
>>721281787
>vtuber meme image
what
take meds
>>
i wish there was a game engine dedicated to making coomerge, nobetalikes if you will.
>>
>>721281846
It's called renpy.
>>
>>721279536
It's as brainless as shmups so what? If it's fun why not?
You need much more evasion skill than with Diablo. The progression in Diablo is to a higher degree brainless. With Diablo many just get online a build and do runs to find the items for it. Here at least you have to decide every run what build is best suited after getting the first upgrades and your character can have a different build every 30 minutes. On top of that you will switch the character much more often and they have different strengths. Meanwhile with Diablo you are bound to one character and your skill decision for a very very long time.
>>
>>721281286
Putting stuttering in a greentext isn't an argument and just makes you look immature. The anon's right, that payment plan was retarded, but it was also too retarded. You could reasonably predict they weren't going to stick with it because of how dumb an idea it was.

The majority of the complaints about that shit now defaults to "we can't trust them anymore" instead of anything they've actually done. A lot of people just don't want to admit they fell for the "Unity is dead now" meme.
>>
>>721282110
>Meanwhile with Diablo you are bound to one character and your skill decision for a very very long time.
this is unironically part of why i think VS games are sort of an evolution of diablo style games
its pretty much condensing the entire progression and building into something more dynamic and into 30 minutes, its just a quicker shortcut to fun and thats actually a pretty great merit
i just find it too brainless to enjoy though. With diablo clones im disappointed just the same but at least i have the unfiltered copium that they will do something different and make some more deliberate combat

and i guess its just whiny from my part but id really prefer my game to have some cool world, level design, areas, memorable encounters etc instead of literally just taking the laziest approach with VS style gameplay
>>
>>721212110
UE5 uses C++ which is the de facto language for gamedev, Unity doesn't
>>
>>721268723
I originally posted this on /g/. and I just copy pasted and forgot to edit.
The original topic was FOSS

>>>/g/106649225
>>
>>721249304
And? Still sold? Still sold.
Dev lives in a mansion now? Lives in a mansion.
What other metric do you need?
>>
>>721273461
>Never tried something but speaks with as much confidence as if he had done it.
You're as retarded as AI in that regard.
>>
>>721282931
C# is a runner up in general
Also a lot of frameworks/engines from [Other] in graphs above are C# frameworks
>>
> Unity can't hi-def 3D
Plenty of 3D games out there, Tarkov, GTFO, etc.
There are some walking sim on HDRP that look no worse than UE memes

> Unity can't do good stylized 3D a-la Ratchet&Clank, it looks like averga plastic Unity!
See Knightling

> Okay Unity can 3D but its 2D suffers!

Funny thin, Unity is the only "free" market engine that not just versatile in both 3D and 2D but also fairly feature rich for both, compared to competition.

Cons: EULA/TOS can change anytime to make you pay 30%, we have a few precedents
>>
>>721287408
Does Unity still have jittery default camera movement, as seen in Freedom Planet
>>
>>721286924
Nobody said Godot doesn't work for selling games though?
Just that it doesn't work for anything more than a small project.
>>
>>721287585
I'm not sure what do you mean by jittery camera movement.
In case of Unity it simply depends how and where do you process your camera in your logic.
if you are down to go balls deep and architect your onw PlayerLoop (exposed since 2021 I believe) you can literally have fullest control of the frame.

-------------------------------
On this slightly related topic, there is another effect all engines share/suffer from - it is a slight jitter/float of the textures/2dsprites in 2D games during specific camere pan/movement.

UE - recent example I saw was Sandfox
Godot - recent example I saw was FOUNTAINS/Mira

Bllaphemous tried to fix it with render to texture I believe but it still happens there.

This is something you have to do R&D to fix, it is possible, but it is not out of box feature
>>
>>721288026
Can you explain why size of a project matters if it still sells like hot cakes?
Why do you care *what* makes you niggajillionaire, one big porcelain toilet or 5 small?
>>
>>721286924
>What other metric do you need?
Making a good game? Pretty a lot of people got into game dev because they actually want to make something more ambitious than a demo. Even if making something that sells shitloads was a goal they don't want to be relying on what's ultimately survivorship bias in thinking they'll have the buckshot roulette dev's luck.
>>
>>721198546
I miss when developers used in-house tech and everything was optimized and could run on potatoes.

If it's made in Godot / Unity / Unreal, it's not a real game. It's a cheap little hobby project.
>>
>>721288368
What? Nigger, read the fuckign reply chain, we are not talking about hypothetical scenario you paint in your rainbow dreams, we are talking specifically about BR postfactum.
It's godot
It sold niggalions.
That's the facts.

You "le soul" has nothing to do with original argument and statement
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>>721282602
>id really prefer my game to have some cool world, level design, areas, memorable encounters
Well it has one or two memorable encounters like one level has ghost walls who are close to impossible to kill and march from booth sides towards the center. Triggered to early they can easily crush you if you don't know what you are doing. There is also a quest related to figuring out how to handle them.
It has also some simple quests to unlock hidden bosses and simple mechanics to figure out in most levels.
But yeah level areas with more unique and cool stuff would be nice.
>>
>>721288623
Wake me when Godot reaches more than <1% marketplace presence.
>>
>>721273885
>>721277050
2D is more then possible in Unreal. The Ender Lilies metriodvania series was made in Unreal and if you look up the PC requirements it's on par with Hollow Knight and actually takes up less memory then base game HK which was made in Unity.

Also if you ever looked at the development process of these games they're still working in a 3D space. Hollow Knight uses 3D space to overlay different parts of the scenery on top of each other.

2D devs tend to use lightweight engines because often they themselves don't have the best PCs to work with. In the end it comes down to how you program it.
>>
>>721198546
>Case in point is Godot
That's not how you use case in point
>>
>>721265148
Skill issue
>>
>>721198982
>>721201615
>>721201840
good stay out
>>
>>721288623
>You "le soul" has nothing to do with original argument and statement
It does when it's being brought up specifically to disagree with the original argument and statement.

"Who cares if you made something bad if it sold shit loads" is sound until you factor in the serious survivorship bias you're engaging in by thinking you'll necessarily find the same success BR did. Taking into account the likelihood you won't have that kind of success you're left with the other reason to get into game dev, to actually make a good game.
>>
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>>721200941
something something mismanagement
supposedly redot has vastly better performance but I couldn't tell you what the full list of differences are
>>
>>721289243
In which case you would not be using godot to begin with.
>>
>>721289464
yep you win the argument bro, keep doing what you're doing and stay out
>>
>>721289378
Again, you are talking in the context of someone who is aiming at BR success. You can drive the same retarded argument about Unity and: Slay the Spire, Hollow Knight, etc

The original statement was JUST about BR postfactum.
>>
>>721289676
>. You can drive the same retarded argument about Unity and: Slay the Spire, Hollow Knight, etc
Which is the other thing to consider. Unity has had more success stories so if it was about that then that would be the one to go for.
>>
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>Godot is still young
>Indie devs needs 15 years and 60 billions dollars to make a game
>>
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>>721288583
Only nodevs says shit like this.
Anyone who tried to make their own engine knows the fucking hassle that is making your own engine.
I spent 5 years working with my own engine, and 90% of my dev time was neither coding my game or my engine but fighting various bullshit tied to dependencies.
>whoops sorry, NiggerDick 9.3.3 is not compatible with Faggotry 2.3.89, which need DickSucking 10.45.7 to run, which doesn't accept NiggerDick versions above 8.2
>>
>>721291018
If you are using 3rd party dependencies you did not code your OWN engine
>>
>>721291597
Tell that to IDEs developers.
>>
>>721291597
Use a trip John Blow, make an ama
>>
>>721292052
> he does not develop in his own IDE
ngmi



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