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Why don't major devs use it?
>>
>>738527374
Because it is not (((industry standard)))
You are not supposed to use it.
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>>738527374
I've seen people complain that it's a pain in the ass to protect, and your game will be practically open source by default if you don't jump through hoops.
I don't know jackshit though, I'm just parroting.
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>>738527660
It is. There's a genuine problem of itch.io games being decompiled, having touchscreen input added and then released on Android by jeets with ads and paid shit, by the time it gets removed they've made money and got a new game.

>>738527374
Too easy to decompile. Even if you compile the engine with a new key yourself or even use private modules.
Outside music and art contracts will often include clauses about taking reasonable steps to protect their assets and using Godot is debatably risking their IP.

Imagine if GTA gets made in Godot. It naturally gets decompiled and all the music station music is free range.
Now everyone who licensed their music to Rockstar are going to try suing them claiming that they used an engine known for this thing to happen.

It's an unproven legal risk.
>>
>>738527374
Being perpetually beta software doesn't help
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>>738527374
It has no port for the consoles.
Unity and UE are "just werks" on consoles.
Unity specially.
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>>738527374
Major devs are dumb programmers addicted to proprietary software. They are completely unable to build anything without wasting millions on software licenses before even starting.
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>>738527374
I tried making a game in it for about half a year, I hated everything about it, from the shit language, to the interface, to the node bullshit, to the name and the gay icon, there's literally nothing good about it, not even good performance.
I moved to monogame and I have a great time.
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>>738527374
It's open-source? I was wondering why it gets so memed lol.
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>>738528320
lmfao as if music piracy didn't exist since piracy started. gta songs get pirated the day they release on digital stores, so likely well ahead of gta.
>>
b4
>"It has no games!"
now
>"No MAJOR studio uses it"
What a cope.

Of course AAAs would use Unreal Engine because they are obsessed with realism slop. Yeah Godot is gonna under-perform in that area but at least I can run the program on my computer and get shit done.
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gamejam sloppa ahh game engine
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>>738527374
Because it's relatively new, and lacks heavy plugins for fancy shader magic sloppery.
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>>738529467
That isn't a legal defence.
It's a grey area because no one has tried to take someone to court yet, as far as I'm aware, for this so there's no precedence but if I sign a contract that I'll take reasonable measures to protect someone's IP, you'd have a decent argument that I signed that contract in bad faith and or I didn't fulfill it by using Godot.

The music industry is famous for defending it's IP aggressively, they're worse than Nintendo defends their IP.
Risking a legal battle with the industry is as retarded in game dev as it gets.
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the godot dev experience
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>>738527374
I'd rather use gdevelop
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>>738528320
just make porn games
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>>738529091
>from the shit language
literally python with custom functions
>to the interface
whatever that means
>to the node bullshit
yeah, so difficult to comprehend an object list. Not like literally all engines have that...
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>>738529704
you can extract assets from almost any game nowadays if you really want to, in no way is that a godot-exclusive issue
>>
>>738531287
>from the shit language
also EXTREMELY ironic since Godot offers c# which is the SAME language as monogame
>>
>>738527374
Because any game I want to make is a patent infringement nightmare. Beyond that i scrapped my card game years ago because I was friends with a konami rep that told me it would never take off after reading my design documents
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>>738531287
>>738531665
listen troonsexuals, all the resources for that lgtvbbq engine are using gdscript, and even the main developers said they don't care about c# support and it's more of a secondary thing, also python sucks.
you idiots are low iq and never made a game in your lives, but go on keep defending your gay engine on 4chan and waste your life like that.
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>>738527506
>Because it is not industry standard
This but unironically.
Slay the Spire 2 devs used it and their game got decompiled as soon as it came out.
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>>738532085
godot games being easily decompiled is one of the best features about the engine
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>>738531287
>literally python
NTA, python is a shit language for large projects
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>>738527374
It lacks a couple of features that are basically perequisites for decently sized games, like asset streaming, and there's also the issue of game exports being easy as fuck to decompile by default and having to pay for console versions.
>>738531665
Not just C#, you can use basically any programming languages through GDextension
>>738531870
>all the resources for that lgtvbbq engine are using gdscript
Then why is the source code of the editor (which is itself a godot app) written in cpp, you worthless pseud retard?
>>
>>738531645
Like I said, reasonable steps.
The contracts are never to do the impossible, it's to take reasonable steps to making it harder.

Using Godot is to use an engine where this is objectively the worst, there's a real legal risk that using Godot can be seen as a non reasonable step which is either signing a contract in bad faith or a breach of contract. The only defence you could use is that you somehow didn't know about it, which is a shit defence because if you have a license that you're contractually obligated to try and maintain protection of, you'd have had to look up how easy this shit happens with Godot and how nothing you do can make it anymore than a 30 minute job for a retard.
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>>738527374
Extremely easy to decompile, making piracy extremely easy.
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>>738532257
For the community, yeah. For the dev(s), it depends.
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>>738527374
What happened to Redot, btw
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>>738532085
you say that as if you can't do that with unity games too
>>
>>738532406
If you didn't use a scripting language then you'd be spending minutes recompiling your game to test it.
>>
>>738532257
>>738532085
If you use C# it becomes harder (though not impossible) to decompile
Unsure if you use C++ (since Godot does support it too)
>>
>>738532085
What's wrong with a game being decompiled?
>>
>>738527374
Juan and the godot devs are their own worst enemies. Absolute retards in charge of the project.

Also, things like Unreal include some amount of free Megascan assets(high res PBR textures, high resolution 3d scans of irl geometry, etc)
Unity... well idk why anyone would use Unity anymore, maybe better VR support and tools?
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>>738532768
a lot of the issues with godot can be summed up as it basically being in the same state as unity was circa 2013/2014 desu
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>>738532085
And why is that a problem?
>Ooohhh no, our game is easier to mod now!!!
>OOHH NO, people who already were going to pirate our game are going to PIRATE OUR GAME!
Thats really only an issue with indie games that aren't good enough to sell well.
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>>738527660
>>738528320
>>738532575
The root cause of this is that it's open source. Godot users are idiots who think "open source" is automatically a good thing and that it's somehow possible to have their cake and eat it too.

That said, decompilation has nothing to do with piracy. Piracy is just illegally sharing an executable. You don't need to be able to decompile the executable to do that.

>>738532257
>>738533181
Maybe it would have been if it came out in the 1990s when people made free mods. We don't live in that era anymore.
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>>738532883
>well idk why anyone would use Unity anymore
It's the objectively better option performance-wise if you're making anything that isn't pseudo-AAA hyperrealism giant open world game. The ability to use forward rendering massively helps make the game more snappy and smooth at the cost of being less graphically advanced. Not to mention the presence of deterministic physics instead of buggy ass PhysX.
Godot even moreso, it has much better frame pacing too (it can use Vsync without shitting its pants stuttering every 5 seconds), just at the cost of your shit being basically open source to anyone with an IQ above 105.
As with everything it depends on the use case. No, you don't need deferred rendering and level streaming for your linear PS1 style indie game. Blueprints are good for learning but are absolute shit to maintain once you've reached a certain level of competency
t. have used and developed for all 3
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I use Gamemaker.
Please clap.
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>>738534375
Can you teach me how to make video games?
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>>738534231
Godot users aren't idiots unless they think they'll have Rockstar level of protection, which is to say it's only safe for a couple of years at best.

>Piracy
I wasn't referring to piracy being sharing an executable.
I was talking about making indie PC games into mobile games with in game ads, paid stuff and making a lot of money before Android remove it.
And how Godot might be a breach of contract for licensed IP that requires adequate protection of the IP.
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>>738535161
>I was talking about making indie PC games into mobile games with in game ads, paid stuff and making a lot of money before Android remove it.
My point was that's not "piracy." That's IP theft.
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>>738535348
I never mentioned piracy but you still replied to me. I only reiterated what I originally wrote because somehow I got lumped with in the piracy crowd.
>>
Most open source software is not production grade.
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>>738532740
Same thing that happens to any fork. It died and everyone quietly went back to using Godot.
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>>738528320
who cares. only a dumbass would mistake an android port of an actual game for the real thing. anyone that retarded doesn't deserve to play my game.
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>>738533181
Indian/ Chinese plagiarists reskinning your game to sell on mobile is one concern, being comically easy to pirate is another, and for the more insecure they might just not want people to look at their code and get the YandereDev/ Toby Fox treatment
>>
>>738535879
every indie game is a mobile game
you can't prove me wrong
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>>738536012
if your game is succesful/notable enough that people are trying to sell pirated copies of it you probably did something right already
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>>738527374
Decompilation.
Just use Raylib.
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>>738534437
I still use GameMaker 8.2
https://gm82.cherry-treehouse.com/
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>>738534868
What type of game? I've only done 3D
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>>738536012
>how easy a game is to pirate matters, acktchually
Okay Denuvo shill. Everyone that's being honest here knows that pirates would rather wait 10 years than buy a game. There is no unicorn market of people who will buy if they can't pirate on launch day.
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>>738536361
>just use a library that opens a window instead of a game engine that has optimized 3D rendering and lighting and physics and 3 dimensional audio localization out of the box
I've only ever seen absolute midwit nodevs recommend Raylib.
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>>738536524
It really doesn't matter what you think about piracy morally, the fact of the matter is that if we're wondering why major devs won't use Godot, the ease of reverse engineering and ability to pirate the game will absolutely be a major factor in their decision.
>>
Slay the spire 2 is on it
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>>738532740
The devs were "developing" an engine offshoot called rex engine where they would make breaking changes, and then they realized they hated the godot architecture and are now building yet another game engine from scratch.
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>>738527374
Because of the "dunno, just look at the source code" mentality of the community.
Tool support is a MAJOR point for big business, they are willing to pay a fuckton for it.
Godot somehow take pride in NOT providing anything beyond the most lowest level tutorial.

t. dev who tried to jump ship to Godot when the IronSource kikes pulled their little prank with Unity
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>>738527374
Insane woke developers went on a banning spree and now the engine keeps getting worse with each update.
>>
Idk if this is the right place to ask but I have to do a python project for uni. How retarded would I be if I tried to make a pokemon gen 1 battle simulator using pygame? How hard would it be? It has to be done in python since that's what the class is focused on
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>>738537059
>IronSource kikes pulled their little prank with Unity
qrd?
>>
>>738527374
It's a pretty shit engine, if it weren't open sores nobody would really pay it any mind. It's just fosstards trying to push it.
>b-but Slay the Spire...
StS is a simple 2D game, it could have been done in just about anything.

If you want to be a hipster use Unigine2 or something, it's a lot better than Godot.
>>738536541
Because it's pretty shit for anything but gamejam tier games and prototypes. Most retards shart out 20 fucking devlogs on Youtube about their process then abandon the game at 25% completion and start the cycle again.
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>>738537381
dude all of the calcs already exist for gen 1 and its one of the most well documented games of all time, it'd be piss easy to do unless you have to make all the assets from scratch. So basically, piss easy unless you're a fraud
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>>738537059
>>738534375
So what's a good open source engine to use for an action RPG with 6th gen graphics at the most and a bunch of systems relating to combat, magic and physics interactions?
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>>738537562
I'll just steal assets from the games. Surely they have been dumped by now. Thanks
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>>738537616
Why do you care about it being open source?
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>>738537675
Because I want to modify it to suit my needs and to iterate upon it for future use. I'm not trying to become a game dev and make AAA garbage. I'm just trying to make a basic project that will eventually become my dream game with more refined versions of the systems I put in place.
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>>738537769
Unity is good enough for you, you don't need to modify the engine
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>>738536541
skill issue
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>>738537464
Some israeli mobile ads company that wormed their way into being acquired by Unity via very, very dubious means. Part of the deal included making everyone from their company at least 2 hierarchy rank higher than the equivalent "local" Unity employee, and having a bunch of seat reserved for them at the director board.
They then got the bright idea to directly apply mobile ads business models and bullying practice to the whole industry, with retarded contract change like charging the devs per *install* - which would have instantly killed anything F2P or released for free. Then people realized the contract change allowed you to negate the new fee, but only if you changed your ads service to use Iron Source instead of their concurrents.
They kept going on with that retardation for nearly a month, 'causing a ton of studios to start looking into godot or unreal.
... then Microsoft, Sony and other big companies all posted on social media the same day that they had a LOT of Unity games in their catalogues, and would happily see Unity in court about those change.
Unity folded everything back in less than 48h, and even offered to remove the mandatory Unity logo at the start of game made with the engine. Iron Source retards also got shuffled to less public position, although afaik their are still lurking in the shadow, probably kvetching endlessly about how their utterly retarded plan failed due to nazism.
>>
>>738536541
I'd rather get anal probed than use GDscript python or half-baked C#
>>
>>738537675
Because he hasn't made a game, so he greatly underestimates how much work a game is and instead cares about retarded activism and virtue signalling.
>>738537769
Either make your own engine (so you actually learn and become confident) or use Unreal/Unity with tools that will actually make it feasible.

You're looking at 5+ years starting regardless. Using a shit tool (Godot) adds on top of that.
>>
>>738536541
You can use SDL3 with Raylib or whatever else renderer you need, and if you know how to code C++, you can just include Jolt physics out of the box
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>>738537895
Even though you don't have to use either language, your post makes sense, since you're a retarded raped faggot
>>
>>738537812
>>738537896
Thanks for the worthless advice. I'm going to take to the fags on /g/ about this. Something about this board always attracts the most presumptuous, retarded idiots.

Not only did you not actually answer my question, you unironically gave me an answer that I wasn't asking for. I seriously doubt you know what you're talking about.
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>>738537853
>*install*
not even purchase? Insane, no one in their right mind would use that shit. What did you swap to after that?
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>>738538019
Raylib is basically a toy, only useful for 2D games
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>>738538056
I've been a gamedev for 30 years, take it to /g/ and I'll tell you exactly the same thing
I don't know why the fuck you think you need to modify the game engine, you don't
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>>738532569
I've literally never heard of anything you're saying and I'm almost 100% convinced you're pulling it out your ass. A handful of jeets taking a few projects and porting them to android doesn't equal an epidemic of game devs losing revenue or having legal trouble over using Godot. People simply don't use it because it's ass for anything other than small indie games.
>>
>>738538019
>just use 2 libraries that are both for opening a window
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>>738538056
>I'm going to take to the fags on /g/ about this
Lol /g/ has been just as full of midwit as /v/ for years. And they have even more bots. No serious person browses that shithole board
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>>738538102
>30 years
Go to bed grandpa
>>
>>738532569
how don't those jeets get sued?
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>>738538204
harder to sue and get sued outside the US
>>
>>738538102
Why is it your business whether I want to modify the game engine or not? If I want to (which I do), I will. You told me to use two engines that won't allow me to modify the engine itself and didn't bring up any other possible candidate to Godot like the idTech 4 (which was used in a recent game Skin Deep with a lot of modifications), OGRE (which is used in Kenshi) or Godot (which was used in Sonic Generations I believe).

You genuinely do not know what you are talking about and should just shut up. If you've been working in the industry for 30 years and actually are this ignorant, it just further supports my disregard for you and your viewpoints.
>>
>>738538274
why doesn't everyone do it if that's the case?
>>
>>738538376
Why do you want to modify the game engine?
idTech isn't really a good tool
OGRE isn't even an engine
In your situation Unity is the perfect tool
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>>738538409
They do
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>>738527374
nortubel will save godot
>>
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>>738529091
Hello, fellow MonoGame chad
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>>738538056
>/g/
If you're looking for an advice that isn't "make your own or use Unity/UE", you're not going to be happy.

/g/'s only gamedev thread is enginedev focused, retard.
>>
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>>738538449
>Why do you want to modify the game engine?
That's not your business or your problem, mister "veteran" game developer. Either point me in the direction of such an engine or don't


>idTech isn't really a good tool
Then why has it been used with MULTIPLE games, some of which aren't even made by id themselves? The Blendo Games guy that made Skin Deep, Brendon Cheung and a whole host of Doom sourceport maintainers have been doing so for decades at this point and that's just for idTech4.

>OGRE isn't even an engine
It literally is an engine, otherwise OpenMW and Kenshi wouldn't have been made using that tool.


>In your situation Unity is the perfect tool
Like I said, I'm not interested in that advice. If you're actively going to ignore what I'm asking, then there's no use talking to someone as useless as you when you are giving me advice I'm not interested in. You can just keep your retarded spiel to yourself and actually listen to what someone is saying before saying something retarded like you and your buddy are doing right now.


>>738538795
Then, I'll find better resources than the mongoloid faggots on this website, nigger. It's not like this is a good source of information. Idk, it's not a big deal. It's only a Google search away.
>>
>>738539131
I have no idea why you're being cagey while asking for advice, that's just retarded. There is literally no practical reason that you would need to modify the engine, but you do you, clearly you're the expert
Using an engine does not mean it's good. Some people have preferences. IdTech is old and has poor tooling. OGRE is a rendering engine, which is a component of a game engine, not the same thing
I'm listening to what you're saying - what you're saying is retarded. If you want to make a PS2 RPG, you do not need an open source engine that you can modify. Literally everything you want to do can be done comfortably in Unity
>>
>>738539131
>I'll find better resources than the mongoloid faggots on this website
Yeah you go do that, good luck with modifying an engine when you quite clearly have zero experience in gamedev.

Why does gamedev attract all the low IQ Dunning-Kruger retards anyway? You wouldn't see someone who's in highschool arguing about how he's going to improve the design of a production car engine.
>>
>>738537616
Still Godot - not like there is that many decent choices.
Just because it's less well suited than Unity for most studios' needs doesn't mean it's *bad*.

>>738538068
> Insane, no one in their right mind would use that shit
Yep. A ton of studios would have gotten charged several magnitudes more than what their games ever made, the plan was clearly the result of someone who never got their nose out of anything but the ads business (if only because the only explanation for how those changes were worded was that someone never understood that "install" in ads-speak is NOT the same fucking thing than "install" in software-speak).
If bigger businesses hadn't reminded them their place, that plan would have killed the company on the spot.

>What did you swap to after that?
Tried both Unreal and Godot.
Unreal has the same UI problem than Gimp or Blender (nothing is in a sensible place) and is notoriously a pain for anything that divert from FPS/TPS. Didn't like it, not that I was expecting to.
I had major hopes for Godot, especially since navigating it coming from Unity was a relative breeze. However to was fucking impossible to get any help nor even bare-bone documentation on a specific functionality that was non-negotiable for the current project.
So when IronSource got bitch-slapped and they gave up on all their retardation, I just got back to Unity (like most studios who claim they were leaving Unity FOR EVAR at the start of the shitshow - LOTS of people got disappointed with Godot). Might give it another try for next project in case they fixed their shit a little bit since then, dunno.
>>
>>738539131
>It literally is an engine, otherwise OpenMW and Kenshi wouldn't have been made using that tool.
When people think in "engines" it's always a clear sign they don't know what the fuck they're on about.

Especially when they can't distinguish them from a renderer.
>>
>>738528320
good to know, i will port a few core classes then to c++ custom engine build layer, so the jeets get cockblocked by trying to decompile it and recompiling on android
>>
>>738539245
>I have no idea why you're being cagey while asking for advice
It's like telling a sales rep I want this particular wrench and they are telling you why you don't need that and you should use this one instead. I don't fucking care, you dumb cunt. Either direct me to what I want (i.e. an open source engine for game dev and future modification on my end) or don't. I'm not interested in Unreal or Unity or any of these fucking "professional grade" engines. I have my needs and my desires. If you can't actually give men an answer that satisfies that, just be humble enough to shut the fuck up, maybe say you don't know and fuck off.

I don't know you or care about your opinions. I just know what I want and the fact that you can't actually answer my question and are intent on wasting my time with bullshit just speaks to your inability to convey you are a professional in any sense of the word.
>>738539279
I've been making mods for 25 years now and I've been writing physics simulations for 15 years now. The skillset isn't new to me and I really don't need a retarded faggot like you telling me what I can and can't do. If I want to do it a certain way, give me pointers or don't waste my fucking time like the useless doucebag you are.

>>738539432
You know what. Since you actually gave an answer to my inquiry, I'll go with that. Thank you for not being a worthless cunt and actually answering my question.


>>738539546
What the fuck ever. I'm not using it either way since its not even fully featured in a basic sense.
>>
>>738532569
By that logic all games with an ingame music player including radio stations a la GTA is in violation because I can trivially install OBS and record the tracks from my PC audio, this is retarded.
>>
>>738539707
Holy mental illness lmao
>>
>>738537059
may I ask what did you switch to?
Unreal is too heavy, and despite being the best engine for me, I am afraid of getting rug pulled again by unity.
I was considering godot, but I am kinda afraid of the the decompilation, less due to priracy, but due to fear of getting ripped off before I can properly establish myself and losing control of project one way or another, there are many bullshit those kind of fucker can pull just for momentary gains
>>
>>738539707
If you say you need a particular wrench and you're trying to hammer in a nail I'm going to recommend you a hammer instead
You sound seriously disturbed
>>
>>738539131
NTA but I tried to use OGRE once and it couldn't make a window
>>
>>738539432
>Blender
the few hours I spent fucking around in blender made me want to pull my hair out. How do people remember where all of that random shit is?
>>
>>738539707
>I've been writing physics simulations for 15 years now
I bet you think this is much more impressive than it actually is. "Physics simulation" must sound really big and serious in your mind.

In reality a basic physics sim is what, 10 lines of code?
>>
>>738540107
He probably just made it up
>>
>>738539853
nta but if you need a wrench and some retard at home depot is drooling and insisting you must be trying to hammer in a nail, then you're not the retard
>>
>>738540138
In this case the retard is him, he has no gamedev experience and thinks he needs something he actually doesn't
>>
>>738540107
>In reality a basic physics sim is what, 10 lines of code?
Without an engine, in what world is physics simulation ten lines?
>>
>>738540163
>the home depot employee hallucinates the skillset of the customer
wow you sure showed him
>>
>>738540275
He already said he has no experience
>>
>>738540134
Damn near guaranteed, who the fuck spends 15 years writing "physics simulations" without knowing the basics? He should be a staff engineer at Havok or something at this point if it were true.
>>738540216
A simple falling sand sim in 2D is about that.
>without an engine
Didn't say that, but the physics sim itself is the same size regardless (mostly).
>>
>>738540107
>In reality a basic physics sim is what, 10 lines of code?
good morning sir i download the unity physics demo and it works, please to giving me big paycheck
>>
>>738539762
Yeah I know. Only a mentally ill retard would recommend an engine like Unreal and when I explicitly said an open source engine.

>>738539853
They're all hammers retard. They difference is how much they cost and how modular they are. God, you faggots are so up your own ass it's insane. I don't want to have to use Unity after this shit >>738537853 and Unreal is just way too bloated. I'd rather just use something lightweight and modular on my personal machine than pretend I have to follow industry standards for a personal project.


>>738539880
That's what I mean. OGRE isn't even really a game engine so much as a scencegraph renderer. It's basically useless to me since I want a base engine to modify, not just a component of it. You're adding more work to what already is going to be a lot of work.

>>738540306
I never said that and in fact I said I've been programming (in C++ mind you) for 15+ years and modding games for nearly 25. Again, you should fuck off and shut up.
>>
>>738540379
>I don't want to have to use Unity after this shit >>738537853
An understandable position but still an impractical one
Unity is still the best engine for indie 3D projects, people kicked up a stink and tried to move to Godot but Godot actually sucks ass. Sure Unity is run by idiots but at the end of the day that doesn't affect you, the user
Modding doesn't make you a gamedev
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Encrypt your fucking game files retards.
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Holy shit, godot fanboys are nuts
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>>738527374
Honestly, after 2 years of making small games for a gamejams, I can tell you that scalability is the biggest weakness. It's amazing for a small, $5 game, or a phone game, but something $20 Indie friend slop is already start tweaking. For 2D it's kinda OK.
>>
>>738540534
I really don't care. I don't intend on using Unity or Unreal. I'm not going to bend on that front at all.
The ultimatium is give me a good non-Godot open source engine for my use case or just shut up I'm not looking for your advice and I'm not married to Godot, but the fact that you cannot suggest any engine within the boundaries of my inquiry just tells me you have nothing useful to say. You can ask for a general description of what I want to really hammer it down, but don't waste my time if you're just going to suggest something I don't intend on using.

>Modding doesn't make you a gamedev
Mods do count as a form of game development. It may not be engine work, but it's still game dev, otherwise Total Conversions like Gunman Chonicles, that one Doom 3 thief mod and other TCs shouldn't be counted as separate games.
>>
>>738540883
>ive me a good non-Godot open source engine
There isn't one
There isn't a good open source game engine
There's plenty of mediocre ones though
Making mods doesn't mean you know shit about game engines, as evidenced by the fact that you think you need to modify one to make a PS2 RPG
>>
>>738540949
The hallucination continue
>>
>>738541045
Do you know a good open source game engine?
>>
>>738540883
I got no experience with it, but maybe consider looking at GZDoom/UZDoom. that's the only other kinda alternative that can do 3D games
>>
>>738540348
sorry saar I don't use pre-packaged engines so I'm not familiar with your jeet practices.
>>
>>738540949
Okay. So I'm not listening to you because you're full of shit and have nothing useful to say. Please kill yourself, you retarded autistic worthless piece of shit.

>Making mods doesn't mean you know shit about game engines, as evidenced by the fact that you think you need to modify one to make a PS2 RPG
I don't. I literally explained it in my orignal question: I want to iterate upon the engine to make my dream game (which I didn't say, but will be a lot more ambitious than something that can be made today with ease on Godot, idTech4 or any engine) years (probably a decade) down the line. I just want a good engine for a foundation so that I can modify so that I can build towards my dream game.


You're a fucking retard of the highest proportions.


>>738541136
Thank you. I'm sick of arguing with autistics that can't actually answer your goddamn question. I'll look into that lead. I know there are some UZDoom games that are 3D in nature and some that aren't even FPSes, so that's a reasonable starting point. I'll also take a look at the idTech engines in general just to get a good feel for them and see which one will be the best for my usecase.
>>
>>738541281
Can you tell me why you think you need to modify the engine?
>>
>>738541348
I'm an adult. I don't need to justify shit, especially to anonymous retards over the Internet.
>>
>>738541406
Yes you don't need to, but I'm curious why you think that
>>
>>738541446
Because I like building my own toolset for my own personal projects. It's fun. That's how I got into modding in the first place as a kid.
>>
>>738527374
no games, no console support, everything that comes from it looks like babbies first coding project despite it supposedly being a game engine ie you don't need to reinvent the wheel. anything else?
>>
>>738541549
Well an engine is that toolset so it sounds like you don't actually want an engine at all
You want to make your own engine
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>>738540883
>give me a good non-Godot open source engine
write one from scratch
except you don't know how which is why game engine downloads exist in the first place else you'd be writing it already.
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Since we are on the topic of game engines, please tell me I didn't make a stupid choice by going into Unreal despite planning to make a 2d game? I'm in too deep already and will be too much of a bother to change.

I know it's not that sort of game engine but aren't game engines supposed to be customizable? Isn't that what programming is for? So I don't really understand why people complain about certain game engines unless it's a topic that has more to do with the company itself like with Unity and the Iron situation a while back.

My level of programming is Fizzbuzz btw.
>>
it requires technical skill which is too hard for jeets and trannies, so they stick to drag and drop ides
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>>738541751
Unreal is a massive overkill for 2D
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>>738541751
>I'm in too deep already and will be too much of a bother to change.
The nice thing about Unreal is that being C++ you can move to a lot of things. If you just want to do 2D you can use a lower level framework than a full fledged engine and it's near guaranteed it will have a C++ version.
>>
>>738541751
>I know it's not that sort of game engine but aren't game engines supposed to be customizable? Isn't that what programming is for? So I don't really understand why people complain about certain game engines unless it's a topic that has more to do with the company itself like with Unity and the Iron situation a while back.
Not all engines let you get access to the source code and if they do it tends to cost a lot more money than a normal license.
And diving into the engine itself/compiler toolchains/etc is a much heavier task than working on a game.

Using Unreal won't necessarily doom your game, but chances are you aren't going to actually get much out of it vs unity 2d or game maker or godot.
>>
Is pygame viable for a 2d game?
>>
>>738541751
>I just finished my first fizzbuzz
>I can just modify Unreal Engine 5 so it's ok that I picked the worst possible engine for my game
>>
>>738536423
I didn't know this was a thing. Neat.
>>
Because most major studios are already packed with people who are experts in whatever engine the studio's been using for the past ten years

If they suddenly switched to godot it'd mean they'd have to retrain everyone which would be costly or lay people off to replace them with new hires, which can also backfire
>>
>>738528512
Do they still have the scam running where you have to pay a different company, cohencidentally owned by the Godot founders, to port games to consoles?
>>
>>738527374
Godot is pretty alright the reason for it being so unpopular is anyone with the means to build a custom engine does so.
Anyone not funded enough or too retarded for a custom engine will have to pick between godot, unreal, unity and because they are likely very retarded godot loses out because it doesn't have any drag and drop fps-game project or drag and drop inventory system etc. Also no asset flip store tied in for dragging photoscan rocks in your scene.

If you want to build your game from scratch but don't feel like writing an engine or framework godot is the way to go currently
>>
Road to vostok uses godot and looks preety good.

https://youtu.be/4iBcSER_C6c?si=0iaOZ4kDaTViz4R7
>>
>>738539759
t. retard who doesnt understand anything about the music industry
>>
>>738528320
I think godot at some point will implement bytecode compilation. yeah. is a very important thing to protect your game so a retard can't get all your source with 2 clicks (as it is now)

this is one of the reasons this thing is seen as a toy instead of a proper engine.

while you can obfuscate things. all of them are just superficial patches. no protection is perfect but at is right now. is a joke.

>>738544059
blame game companies. the don't allow yo to export to them from an open source engine because everyone may now their secrets.

.
>>
>>738540752
What exactly do you mean by "scalability"?
>>
>>738544059
You can do it yourself if you know enough C++ and have access to the dev kits (or just hire a different company to do that for you)

>>738544838
And you can also easily decompile Unity games and yet it is still used by devs (though they prefer to use in house engines exactly for this reason, and why it is mainly indies that use Unity in the first place, so the situation is the same for Godot)
>>
>>738545273
nah. is not the same. that's why I said no protection is perfect. I know other engines can be decompliled but godot is literally this:

- get tool from github
- look for encryption key in hex (optional)
- open game.
- get entire game project with comments.
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>>738545601
Unity has a tool that literally does the same thing though, I've decompiled many games with it just because I wanted to see how they programmed stuff
Just not with comments of course because it is C# compiled code (as compiled as C# can be)
If you use C# in Godot you can prevent people from seeing the scripts as raw as GDscript does even if they can get all the assets, it just takes a bit longer to go through the C# assembly to get the codes from it
>>
>>738545735
getting assembly or other not so easy code is a deterrent for 99% of people that just want to re-export your game and sell it. fucking scammers everywhere. piracy is not an issue. is jeets having it so easy is unacceptable.

idk. having to use something else kinda defeats the purpose of godot to me. If i wanted to use other code language. I would just use raylib and so I can export for old consoles later.

Iirc godot3 had the option to export bytecode or other forms of executable. dunno. they should make a transpiler or something else instead of adding new bs every month. it would even improve performance.
>>
>>738546152
Why not just keep using Godot 3 then? It is still getting updates to this day
>>
>>738546312
I'm talking about godot in general. not just me. I'm pretty sure I'm not the only one that complain about the joke of security godot has. telling people to use an old version of a project that's is trying to get popular seems counterproductive

godot is always presented for beginners I just don't think that justifies its lack of security.
>>
>>738546815
Can you name at least a couple instances of Godot's "lack of security" being enough of a problem that you need to avoid it as an engine? I'm sure I've seen one or two devs complaining about a stolen project appearing on Android, but is it endemic enough to say using Godot is a risk over using something like Unity, which has also suffered similar breaches?
>>
because it's not that artist friendly compared to other options. i'd say unreal for all its faults still has the crown for being super easy to use if you're an artist first and a programmer second, and you want a lot of control for how things look visually and want to rapidly prototype. if you're a programmer godot is the best for prototyping different shader types though. i've messed with FFT ocean systems with bouyancy in it and i can't think of how i would have done it in unreal. same with surface embedded sprites, flow fields for crowd pathfinding, silhouette clipping parallax occlusion, multimesh fur shell texturing, fake interiors, diffuse proxima + specular shlicl-ggx, verlet ropes, snow-sand displacement upon collision, simple foliage subsurface scattering for leaves to bleed some light through them, various forms of inverted hull, concave mesh slicers, voronoi fracturing with octal trees variance instead of a fixed voronoi map to get different fracture types based on collision material/velocity/angle/, matcaps, and many more that i can't bother to spam in this post.

i'm sure i could do it in ue if i tried to adapt them, but for some reason it feels way easier to do in godot. i wish there was a halfway point where an engine was easy for coding, and for importing/exporting artist asset workflows. maybe unity but idk.
>>
>>738548074
when I see people get their stuff stolen or some youtube video on how to stole entire games. is just bad press. and people always come up with this as a reason to not use it.

idk you seem a lil focused on make "me" personally not leave godot, I'm talking in general.
>>
>>738540564
How do you do that? The docs aren't clear.
>>
>>738540564
Doesn't do shit because the decryption key is part of the download.
>>
>>738540564
obfuscation is a better deterrent
>>
>>738527374
Because Godot is developed and supported by a bunch of cultish Discord trannies (but I repeat myself) who treat a fucking game engine like part of their personality. No respectable dev wants to be associated with any of that shit. Unity and Unreal may be run by bloodsucking kikes but they still have a paper thin veneer of professionalism.
>>
>>738549983
Real talk why are unreal games encrypted if you need to decrypt them in order to fucking play the game, thus the client has to know the key, so it's a complete theatre that doesn't do anything in practice.
>>
>>738538069
>Raylib is basically a toy, only useful for 2D games
Its actually meant to educate college students on C, rendering and game development by having low friction and being barebones.
>>
>>738527660
yeah it take like 60 seconds max to get the project files out of a godot game unless they;ve done some doohicky encryption
>>
>>738550241
The same reason your front door has a lock despite someone being able to lockpick
Any extra deterrent is good cuz it filters out scammers as they want to put in the least amount of effort possible
>>
>>738531287
python is one of the worst languages i have every used
lua is probably the best of both worlds
>>
>>738540564
Using Godot's built in encryption stops only the most retarded hackers, since the decryption key is sent as part of the download. It's like closing the door to your house but not locking it. Not using the built in encryption is like leaving the door wide open. It's something at least, but not enough. Most hackers trying to get access to your source code are script kiddies and most scripts include automated ways to search through your game download to sniff out the key. There are other ways to block this further, like by obfuscating the key sequence in your files, but it's not included in Godot by default and some services that offer even more encryption are paid services.
>>
>>738550241
Yeah I don't get people complaining about Godot specifically. Doesn't every engine have to provide some kind of client side decryption keys? (Outside of server based games where you can store that sort of thing server side) Why is Godot getting singled out?
>>
>>738550550
Just like how every time people that attack Godot ignores that Unity games ara just as easily decrypted into a project ready for editing, because they want to hate on it
It is up to the dev to protect their source code if they don't want people digging it to make mobile ports (this is also valid for any engine)
And besides, you could just make a game that is really hard to play in mobile format or with very complex systems and no one will bother touching it but the most autistic of the autists
>>
>>738540707
>Holy shit, godot fanboys are nuts
retards are retards, godot is just the latest thing targeting them, people really don't understand a engine is just the sum of a bunch of libraries cobbled together to go with tools and godot is incredibly poorly done for a nu era general purpose engine which is only supposed to save you time at the cost of everything else
>>
>>738550550
It's cope by dogshit indie devs about why their dogshit games aren't selling. Yesterday it's the steam's fault for not promoting them, today it's the engine's fault, tomorrow it's something else. Crosscode is made in fucking javascript and html canvas, that's as unencryptable as it gets and it didn't stop it from selling well somehow.
>>
>>738527374
same reason most people use microsoft shit in businesses over good options
Unity is 'free' for educational use and seen as 'the main one' for game dev so colleges push it and get money for it
>>
>>738550941
Unity at least is adequately performant, every time I touch a godot game its normally fucked up looking to go with sluggish.
It kind of reminds me of trying to play flash games in the 90s except somehow 500x worse.
>>
>>738551032
Revisionism, Unity has just as many badly optimized games because low barrier of entry means devs that don't know how to optimize their shit
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>>738551159
The nu era general purpose game engine is meant to have a low barrier of entry and also help keep retards within the lines in regards to performance.
Under that criteria godot is actually a failed engine at this moment in time.
>>
>>738527374
It's a really lacking engine with a lot of missing features considered standard by now. Shit like lacking console support, bad global illumination, no native light cookies, subpar 3D, no audio occlusion without plugins, no scalable performance tools, animation retargeting, bad UI, bad asset managing... lots of minor and major things that make in dogshit for large software projects.
>>
>>738551308
And so did Unity then by that criteria
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>>738551159
we all know games barely run and is just brute forced average performance.
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>>738527374
Godot's primary use is to make shitty video gambling games like vidrel. There's some regulations in the US that says they have to use open source software. I don't know all the details. But those companies are Godot's biggest clients. They don't publicize this fun little fact.
>>
>>738551316
>why is it not like shitreal engine
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>>738552315
>Godot scams dusty old boomers out of their money
You guys didn't tell me Godot was BASED
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>>738527506
Just like how they still expect you to use fucking adobe in graphic design jobs kek
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>>738552476
Big companies all still use Adobe.
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>>738552315
>Godot's primary use is to make shitty video gambling games like vidrel. There's some regulations in the US that says they have to use open source software. I don't know all the details. But those companies are Godot's biggest clients. They don't publicize this fun little fact.
source?
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>>738531287
>literally python
Yea, that's what he said.
>>
>>738527374
Wasn't a Sonic port done with this?
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>>738529091
>I moved to monogame and I have a great time.
Based.
Real games were actually shipped with Monogame.
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>>738552315
Are you sure that's the reason? Our company has started using Godot as well, but I didn't think that could be related.
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>>738552315
Oh so godot isn't some indie game engine studio it's used to funnel money into Casinos by having an open source software wow that's news to me
>>
>>738552526
I know
Which is so fucking insane
Everyone I know swore of adobe since like 2018 and there’s alternatives that do everything adobe can
But these companies still expect you to fucking use adobe
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>>738552315
Lol
https://godotengine.org/article/godot-doing-well-gdc-2018/
>The gambling industry is largely moving to Godot.
>This is not an overstatement. A large part of the meetings I had with were with companies in the gambling industry (slot machines, casino, etc). Many of them were pretty large (some of the biggest in the industry, I would dare to say).
>In that industry, it seems Godot got a head start. Many are already using it and many more are already developing with it.
>The reason for this is, as I was told, that other commercial engines have a pretty expensive gambling license and their source code is pretty difficult to deal with.
>As a result, Godot is the next logical choice for them.
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>>738552315
huh?
this logo used to be on the splash screen every single time you started godot (they were an early platinum sponsor)
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>>738527374
it is the blender of game engines, viewed as nothing more than a toy for hobbyists by professionals.
>>
i am working on a srpg in godot as a hobby
it's ok
it's early days so i'm considering switching to unity but i don't really know if there's a point to preferring one engine over the other for such a simple project
>>
>>738527506
Jews are controlling the master race saar. They are omnipresent saaar. Save Evrope . - Anon location: Delhi
>>
>>738555064
>wake up
>browse for godot games on itch io to steal, put ads into then put on phone marketplaces
>walk outside
>shit on the street
>stretch
>go back in and code remotely to make godot gambling games to scam boomers out of their money
godot is a good engine saar
>>
>>738529091
>I moved to monogame and I have a great time.
Holy fucking based. Monogame is kino.
No idea why the majority of the indie scene sucks this engine off. I think it's just bandwagon effect.
>>
>>738530705
The godot engine experience.
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>>738555938
You can just not interact with the community
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>>738555938
The indie game experience.
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>>738552315
>go to slot machine for the first time
>insert $20
>press a few buttons
>money gone in less than two minutes
How the hell is this supposed to be fun?
>>
>>738555938
i'm sure there's a redot server if you absolutely want to be on discord
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>>738555938
Every dev who made a game with godot looks like this
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>>738527374
They do
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>>738555938
Every single Discord server
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>>738556461
Every single godot fanboy
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>>738539759
They are. Specifcally, they are trying to make using stuff like obs studios a federal crime for being able to do that.

https://dmca.rants.fyi/
>>
>>738527374
Only reason to really use Godot over Unity is if you're a pseudo-moralist hipster who gave a fuck about that whole "We're literally going to make our engine unusable and you can't do anything about it" debacle. And those people have no reason to use godot because it's overtaken by faggots and trannies who interfere with the contributing process and blacklist good contributors for not saying trans rights loud enough.
It's an engine without a purpose or an advantage.
>>
>>738533181
Piracy isn't an issue in general. Please stop acting gay and dim by perpetuating the myth that quality = success.
>>
>>738557142
I mean. On its surface the advantage is easy to understand. It's an open source engine that doesn't leave you vulnerable to the whims of a random corporation.
>>
>>738558727
Leaves you vulnerable to the whims of a tranny that doesn't even have the money to act as an incentive, just pure spite. Well done. Congrats, even.
>>
>>738558896
What do you mean? The engine being open sourced means no one involved in the development of the engine can pull a fast one on you. You can just download the last known good version of the engine and get back to business as usual. Or use one of the multiple forks that would surely pop up.
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I don't really understand half of what posters ITT are saying but it's still somehow entertaining
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>>738541751
Godot is unironically the best available option if you're looking to make a simple 2D game.
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>>738536012
That's argument for lawsuits, not tamper-protection.
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>>738557142
>download Unity
>pls create an account
>pls verify your account by signing in your email
>this is actually just a "hub" lmao. You still have to install the actual engine (10gb)
>ok finally- ACTUALLY lol I just remembered you need C# and an IDE. Go install those separately LOL
>I'm now gonna take all your ram and fry your computer lmao
>ok you are now ready to use- wait don't use that it's deprecated- no that's also deprecated, here just watch 50 hours of tutorials okay?

>download Godot (200MB)
>no hard install? I can just run it?
>no account needed?
>immediately start making games
>ez
How every engine should be done
>>
>>738529091
RPGMaker is for you then, brainlet.
>>
>>738557142
I use Godot, because spending 2 minutes on reloading domains on every code change I make does not entertain me.
>>
>>738527374
The only really big downside I can think of is that, because of its open-source nature, porting to consoles is a nightmare. The hate for it is otherwise overblown.
>>
>>738560216
You make fun of those tutorials but documentation is exactly why people gave up on Godot.
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>>738560425
the folx that run godot run a private company in parallel that has all the tools needed to export your game to console, those tools are not open source however
>>
>>738560425
it's not a problem unless you need a turn-key solution, and godot's system actually makes it surprisingly easy to port to strange hardware
for switch specifically there's a community driven export template, but you need to be an approved nintendo developer to gain access
>>
>>738557142
>It's an engine without a purpose or an advantage.
the advantage is its very easy to open up and get started in and there are plenty of trannies who will be happy to teach/groom you if you are retarded and don't want to just study for a few days on alternatives/on how to use anything else.
also you can build and run very fast too

I think its easy to take for granted the fact we used to wait like 10 minutes just to compile and test things normally.
>>
>>738560476
There are plenty of tutorials on Youtube for Godot though and there's nothing wrong with the official docs?
>>
>>738560860
>godot's system actually makes it surprisingly easy to port to strange hardware
that sounds like its a advantage but godot has a lot of nasty compatibility issues that spring up and it is up to you to solve them all
>>
>>738560476
Normies also want visual noodle scripting, so their input is not needed. When they say "lack of tutorials" they mean "where are videos and repositories with codes I can steal to make my 2d platformer?" Because Godot has had decent start up guides and every function documented for ages. These people have never touched a library or engine where you are left to literally discover everything for yourself by digging in the source code.
>>
>>738560959
also corporations have gotten raped because of this which is why they aren't interested anymore btw
>>
>>738558896
There's Redot (ReX or whatever) which is the "based" version of Godot. That being said, most troons who complain about Godot have never actually used it as far as I know.
>>
>>738558896
you can just not update after getting a version that works? or pull the changes you want and compile it yourself?
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>>738556176
boomers favorite hobby is throwing money away.
>>
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>there are anons here who unironically gaslit themselves into using godot for years instead of just taking the Unreal pill and realizing on the retarded twitter and youtube comments don't know anything about optimization and all the meme shit about UE5 can be turned off to the point where you can literally just have UE4 level performance with extra QoL features and not not deal with all the outdated shit UE4 actually has
>>
>>738537381
Remaking the Pokemon combat system from scratch sounds like way overkill for a school project unless it's like a super simple, super scaled down version of the real thing
>>
>>738561905
The thing is its already done in several languages and completely documented, he doesn't have to analyze it for reproduction which would take time and be actual overkill
>>
>>738532085
devs already banked millions so I don't think they care
>>
Is there any actual reason to use godotscript over c#?
>>
>>738564862
it probably has better integration but fuck no lol
>>
>>738564862
Supposedly C# has some overhead due to converting the function calls to godot calls but C# has so much more shit over GDScript like all the built in functions from libraries like Linq and shit, structs, interfaces, ability to add nugets, etc that it isn't even close. Still don't know why they even bothered with adding GDscript when it doesn't even have structs yet and the dictionaries are all string based.
>>
>>738564862
It's nice when you're just doing simple scripting. I write anything complex as a gdextension dynamic library, and gdscript does fine as a glue lang. Especially now when you don't even have to think about the syntax really. the sloppa bots writing the actual code don't care, so neither do I.
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>>738561362
>use unreal instead and spend more time fucking with it so it's like godot
So why not just use Godot?
>>
>>738527374
Sdk for consoles are closed sources, it doesn't support any
>>
>>738564862
There's no reason not to use it, unless you're a pathetic C#fag.
The performance gains from C# are super specific and in some cases worse.
So if you opt to use a more verbose language instead then you're priorities are not about making something, you're priorities are wasting time.
>>
>>738527374
EA used it. Sega used it. It's getting noticed.

the real trouble is Microsoft, 24 hour contract binding for directx and "co-contractor" nvidia with exclusive formatting for both exports and in-game renders. Then each utility has obligations in client use or It's considered breach of contract.

>inb4 projected speculation
my co-workers signed the contract and breached it. I signed it and didn't. He opened a small studio in Birmingham and their demo got more player retention than our company's marketed release.
Tangent; I also passionately Microsoft and DirectX, the state of the world and international trade systems has convinced me never to betray myself again, I have started learning godot in my off time and I get it. I'm considering moving to Linux with Wayland just to see what the hype is but my comfort zone is something I don't want to disrupt yet
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>>738571569
I passionately hate*
phone posting
>>
you can shit out a game super quick with unity, obviously the code will be shit but thats fine
unreal engine 4 or 5 offer a ton of utility and high level abstract at the cost of a steeper learning curve

the issue with godot is that its a low level engine with none of the benefits of an easier engine
there is so much shit to redo by hand, shit that other engines just give you for free up front
my biggest gripe is the animation system being intolerable to work with unless you have incredibly simplistic requirements
if you have ANY moderately complicated animations then you cannot use this engine for a full game, its fbx importer is still half cooked on top of it
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wait, so are Godot games more easily modable than other engines or are they all equally modable, just turn off the encryption option?

I love when games let you easily tweak things.
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>>738571758
can you actually elaborate on anything you complained about?
also
>using fbx
you don't know what you're doing. use gltf.
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>>738527374
Because you need dev skills to use it unlike UE5 which any jeet can use and make slop out of.
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>>738527374
Really shit UX desu.
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>>738561324
(On everything but their kids)
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>>738560314
NTA but I remember the one time I tried RPGMaker and I fucking hated everything about it
RPGMaker the one time I tried it made me feel like I was being told how to make my game
I never felt that way with game maker or Godot or unity
Fuck you are better off using scratch, RPGMaker is for one genre only. You are basically fighting it on everything if you aren't using it for said genre.
>>
>>738572484
It is like MUGEN where it feels like it is made for spriting types who don't care too much about the gameplay dynamic. That it feels like you're punching a statue PNG with the one interesting thing being which arms you destroy first? Don't worry. The most popular and profilic RPGMaker games seem to be those able to compensate for this gamefeel problem through sheer style and quantity. Fear and Hunger plays into the idea you are dismembering statues in its combat basically. But I can't get over how you can see the generic tile click highlight or that same generic RPGMaker interface in even the bigger projects that have come out of it
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>>738571971
It's not my job to educate (you).
>>
>>738536436
Sorry for the late reply. I want to make a small scale 3D CRPG in the same vein as the Shadowrun games.
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>>738532085
oh nooo it got decompiled? it's over for them
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>>738571841
they are usually easily decompiled
doesn't necessarily mean they're easily moddable
if the code is a mess and it's all hardcoded it won't be easy to mod
but a closed source engine game with nice transparent data and scripting systems and dev tools included could be very moddable
>>
>>738531870
Lol how much of a jeet iq are you, how much hand holding do you need?
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>>738556415
Every console maker and large engine maker is like that you tard.
>>
>>738529091
based
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>>738532884
It makes more progress than unity does in half the time. It's def not 2013 tier fag.
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>>738537314
banned from what? making games with the engine. how is it worse, do you actually use it you iqlet?
>>
It's way easier to get user data with unity and unreal. Why would I use something I can't force you into a eula and actually harvest with?
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>>738575690
I think he means that the community manager made a questionable x*tter post that caused anal meltdowns in chuds so now the engine is Le Bad
>>
>>738544059
You don't "have to", and either way how is that different from paying Unity to have the right to port your game?
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>>738536263
The """people""" will steal and resell anything they can easily get their hands on, it being successful/notable is irrelevant
>>
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Wished that Valve could at least make the old Source engine to be Open Source in order to have a better engine so nobody who makes vidya should be dealing with either shitty engines or kikefaggotry greed like Unity tried to do.

Its the only ones I see that could be saving games, as usual from Gabe and Valve. They can keep Source 2 all for themselves, but at least having the older version of Source available would be neat, but as for now, no dev truly "owns" their games.
>>
>>738532085
Yeah good luck getting the same marketing pull like the STS2 devs even if you decompiled their game.
>>
>>738577436
Same. I genuinely do not know why Valve insists on keeping Source proprietary at this point when they an not major company uses it but a lot of smaller projects and hobbyists use it and still play games based of of it.
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>>738577436
Source is too clunky to use by nu-devs
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>>738561001
>Normies also want visual noodle scripting, so their input is not needed.
>he says while using fucking Godotscript instead of a real language
You're not better than visual scripters retard.
>>
>>738577436
You have never made a game or worked on making a game and it shows because you cannot distinguish between the results of a company of several hundred people and the tool itself.

Source's tools are ass, even worse than Godot and CryEngine. Why do you think Valve doesn't release Source 2? Because they'd need to put as much effort if not more than the engine itself took into tool development and UX.
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>>738557142
I think I would like to have a usable game engine.
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>>738579714
I've heard FROM's engine(s) are also a nightmare to work with
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>>738535879
>Who cares?
You should because that's money some jeet is making from your work for doing nothing other than applying some AI generated touch screen controls and uploading your game. All your effort is used to make a jeet money.

>>738539668
Check out the decompilation tools repo and check your builds against it.
https://github.com/GDRETools/gdsdecomp
I've managed to get games that are harder to decompile by changing some data in a hex editor before using that tool.

Godot is actually useful for learning about reverse engineering because of how easy it is to do. You can setup your own challenges by building the game and then tackle them.

>>738544838
>obfuscate things
This is mostly gone now thanks to AI. It wouldn't take long for AI to make it readable and human friendly. It's another barrier to entry but it's really just a time waster that can be automated now.
>>
>>738579897
Their games are likely done on purpose because the Japanese hate modders thanks to their shitty copyright laws.
The engine is likely easy to use, they most likely have a translation layer that takes nice and easy code into the fucking mess that the game uses so that modders can only ever read their ugly shit.

Search up Morrowind in Elden Ring if you're interested, the guy making it went over how awful writing code in it is.
It's also a cool project that's actually making progress.
>>
It lacks a lot of features. Some things are easier to do in Unity or Unreal or hell or even in Maya
>>
>>738580045
>Maya
Schooled retard alert.
Time to sit down and learn Blender or be left behind.
>>
>>738579897
ALL internal game engines are a "nightmare" to deal with if you're not at the level of a professional programmer. You usually get an editor window but it's all very rough because it's meant to be used by professionals that know what they're doing. Honestly this whole division between "engine" and "not engine" doesn't even make much sense outside of the big ones like Unreal, Unity, Godot, etc.

Epic and Unity probably put more money into tools and UX than some/most of these internal engines cost to develop.

t. work in gamedev and know a few people who also do
>>
>>738580012
https://youtu.be/U57Px9REH98?si=dhEWduEn593lQxW7

>>738580173
Watch around 6 minutes in, their code is purposely hard to understand and use.
>>
>>738554291
Blender is occasionally used in the game industry despite what /v/ tells you.
>>
>>738537534
>StS is a simple 2D game, it could have been done in just about anything.
Godot is a great engine for indie games. Yeah if you want to make the next GTA I wouldn't recommend Godot but you can still easily make pretty much any successful indie game that you can think of with Godot. And unlike game engines like unity you don't have to worry about paying an extra tax if you're game turns out to be successful.
>>
>>738579932
>This is mostly gone now thanks to AI...
is just like "all of them are just superficial patches. no protection is perfect but at it is right now. is a joke."
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>>738580389
>purposely hard to understand and use.
I watched but I don't see anything other than normal in-house engine jank. This is how in-house stuff works, and this example is not even that bad,
>>
>>738550158
>Unity and Unreal may be run by bloodsucking kikes
Unreal Engine isn't that jewish. If you stay on an older version you already installed, you can continue following the old EULA and pricing terms, even if Epic changes the EULA for newer versions.
>>
>>738581410
gross
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>>738581350
>in-house engine jank
Having a goto programming system where you have to manually count actual lines instead of using anything else is normal jank?
Come on anon. The example isn't bad because, if you actually watched it, you had it explained to you by someone that had already written a translation layer from normal code to jank.

Their code isn't normal. Pretending it is, is just showing that you don't know much about this topic as much as you're putting on with this "I'm in the industry" act.
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>>738564862
The integration of C# into the engine sucks and was done just to tick off a point from a list.
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>>738582638
It's just a stupid and obtuse method but it doesn't cause much pain for the developer since he can just set the count once and, unless he adds lines, never need to worry about it again.

There's plenty of things that are much worse, like an editor that loses all your progress if you don't follow an exact 5 step procedure to save your changes, and those steps may fail if at any one of them someone else checked out your shit from Perforce (it was 50/50 if it would properly check files out, or fail and allow others to check them out from under you). Enjoy redoing all the changes you did in the last 30 minutes, hope you didn't test your way to values and forget to write them down because you're not even getting a right click menu let alone a fucking undo/history.
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>>738555938
>Discord
found the problem
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>>738582935
Okay you've just showcased how little you know anon.

The game industry isn't some primitive bullshit without undo/redo, an intern could implement that in an afternoon.
The game industry makes their in house engines very easy to use, and have for years now, because artists and non programmers are using it more and more.
You're larping anonymously. Lol
>>
>>738583067
You have NO idea how actual in house stuff works. That may have been an extreme example from a small company (50 people), but if you think having to count lines is horrible you have no idea of how bad it gets, the goto you posted looks bad but causes relatively little pain for developers.

Go work in the industry then come back, thanks.
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>>738564862
Gdscript is faster at making API calls and C# is faster at math heavy stuff and using all the libraries built for it.
However you can use both if you really wanted to.
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>>738540752
Then your choices are just Unity or Unreal then?
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>>738583192
>larping that the industry jank is along the lines of reading lines
This might be worse than Elon Musk trying to measure productivity through lines of code.
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>>738552315
They do adverstise this though.
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>>738561905
It is, but I want to do something that looks good on my resume. One of the recommendations was a snake game
>>
>>738540752
Picrel is pratfall a friendslop game similar to Peak but instead of going up you're going down caves with networked terrain manipulation.
Their developers posted in the Godot Reddit a few times and said it only took them a few months to make and that a lot of their systems could be reused for other games.

Friendslop is the perfect genre for Godot. Being easy to decompile you can't ever trust the client so any multiplayer game that's competitive will either have cheating or be server authoritative. With friendslop you just assume no one will play with anyone who tries to cheat in a fun game and if they do, they're agreeing with the cheating so who cares? Plus it's easy to mod.

There's also a project someone made, entirely with AI, setting up an open world system with Godot. They tested it with Morrowind and it works. This is on the Reddit somewhere too.
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>>738583809
Do something similar to snake. Sokoban, asteroids, tetris or something. Your resume will be padded out through the years. You've been recommended simpler games for a reason, the odds are your professor has seen kids get over excited and burn themselves out on projects too out of scope for themselves.

You're asking about it on 4chan, which is enough to say you're not confident and or capable enough of what you're asking, yet.
Don't get yourself into the habit of overscoping early on.
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>>738584272
Before this I made a blackjack game in C++ using SFML. I wanted to push the envelope a bit further and this sounds fun to me. We just started python so I have 0 idea how would something like this turn out, that's why I'm asking
>>
>>738584520
If you have the experience for it like you said it doesn't actually sound too hard and is doable. Could be a weekend job but remember that you was recommended snake so the scope you're expected to bring for this project isn't too expansive.

If it was me, I'd go for it.
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>>738584696
Thanks anon, I'll do it. If it turns out to be a bit too much I'll just cut some pokemons and moves
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>>738527374
>open source engine
>straight up impossible to make fan translations for games
yeah they can get fucked
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>>738584804
i'm adding mod support to my game, and that includes a custom translation loader
i can't decide what format to go with though
i like gettext, but a csv or json based format would probably be more userfriendly
what would you like?
>>
Because it's an incredibly shit engine, at best you could fuck around with it as an amateur and make some prototypes. But as far as professional work you'd be better off just making your own engine if Godot was your only option.
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>>738575813
contributors were banned from contributing from the engine for expressing dissatisfaction with Godot's community manager making political posts on the official account and shit

but you already knew this
>>
>poke all toads was made in godot
FUCKING SOLD.
That's literally the first game I heard that was made in godot, and what a good one too.
Anyway, fuck niggers and mentally ill commies.
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>>738527374
why would they? they've been taught how to use unity or unreal engine at school
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>>738536051
>All your effort is used to make a jeet money
Don't care.
>>
Godot doesnt have commercial support. Thats why. Its a tinkerer's engine.
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>>738532804
No you'd just hotload it
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>>738532804
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>>738538056
Install Gentoo.



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