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Has anyone actually made a masterpiece in this piece of shit? This "engine" has been out for over 10 years now. Where are the great games?
>>
>>739389896
Cruelty Squad
>>
Unity released in 2005 and still doesn't have any masterpieces.
>>
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>>739389896
What engine is supposed to be used?
>>
>>739389896
>>739390009
>>739390015
>>739390051
https://www.youtube.com/watch?v=pcsthPsTxnA
Godot is woke btw
>>
>>739389896
Fapped to some of them recently.
>>
>>739390082
Which ones?
>>
>>739390151
None, trans "people" don't deserve rights
>>
>>739390015
Cuphead, Obra Dinn, Outer Wilds, what do you even consider a masterpiece?
>>
>>739390051
Range is a fork of blender
>>
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>>739390063
>lunduke
>>
>>739390063
yeah sorry it's free so I honestly do not give a flying fuck what some tranny says. taking something bad and making it good is based, the exact opposite of what jews always do.
>>
>>739390015
pooman’s Rust alone is better than all the dogshit in your performative 3x3, guaranteed
>>
>>739390279
>Cuphead
meh
>Obra Dinn,
meh
>Outer Wilds
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
get the fuck out of here
>>
>>739390015
You don't have to personally think any Unity games are masterpieces, but if you don't think there have been highly acclaimed hit games, you are wrong. Even Game Maker and RPG Maker have hit games. Godot has fucking nothing.
>>
>>739390375
>keeps seething even though he's already btfo by the first post
kek
>>
>>739390375
Even fucking Clickteam Fusion had Five Nights at Freddy's. Where is Godot's hit game?
>>
i maded a game on itch but nobody played it
>>
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>>739389896
>Where are the great ga-ACK!
STS2 says hello
>>
>>739390375
>>739390459
Unity 2005
Gamemaker 1999
RPG Maker 1992
Clickteam/K&P 1994
how long did it take each of these engines to get some great games?
Godot is still a very new engine, it takes multiple decades for a game engine to mature.
>>
>>739390452
Cruelty Squad couldn't sell as much as something like Omori, nor does it have a big fanbase. Godot's biggest game can't even hold a candle to an RPG Maker game?
>>
>>739390602
Godot's biggest game by far is Slay the Spire 2
>>
>>739390367
So no answer to the question then. "Hasn't produced a masterpiece" isn't much of a criticism if you believe a masterpiece hasn't been made with any engine.
>>
>>739390602
>sales
Doesn't matter, masterpieces are not judged on their contemporary popularity. Cruelty Squad does precisely what it set out to do, 100% perfectly. You can cope and seethe forever but it is a masterpiece, the will of the artist made manifest.
>>
>>739390703
Any upcoming Godot games that look like masterpieces?
>>
>>739390063
And how does this effect me?
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>>739390063
>lundook
>>
>>739390752
I have no idea, nor could anyone accurately judge something as a masterpiece before experiencing it. I personally thought Cruelty Squad looked like a shitty attempt at playstation era retro graphics born out of that "horror" game No Players Online until I played it and realized that I was wrong.
You should try being intellectually honest sometime, it's refreshing.
Kike.
>>
>>739391104
It was a genuine question if there were Godot games coming out that looked good to you, wtf
>>
>>739391232
It was a genuine answer I thought I was directing to the OP, sorry about that.
>>
>>739389896
No.
I wish all the video guides weren't both indian and didn't actually answer the question in the title of the video.
I mostly would like someone there who could tell me "You're going down a rabbithole that has nothing to do with the purpose of your code, use X feature!" but that'd be a fulltime job for that someone. It doesn't help that the official tutorials do not use normal features and are somewhat hacky. For example there's inconsistent usage of _init(), _ready() and generic character movement.

>>739390051
One you make yourself in assembly language, duh!

>>739390063
Every industry is woke, but thankfully you can choose not to be.

>>739390082
No you haven't
No-one has
You fapped to a html visual novel with AI art.

>>739390594
Gamemaker... sort of never did. I remember seeing their website boasting about Gunpoint and a bunch of literally who titles, I think this was before Undertale existed or maybe they didn't want to say their engine was used for Undertale.
Of their current list of games I only recognise 3. 2 because anons shilled those games and not because I know anyone who played them, I definitely didn't, and 1 because an influencer made it (Starstruck Vagabond) and it was soulless.
There's no reason this one shouldn't have a string of major games, unlike RPGMaker, but no-one makes anything with it.
For some reason Monogame has had a lot more artistic success (I don't know why, it's not an engine) but I've never heard of anyone shilling that.
>>
>>739390594
>Godot is still a very new engine
nigger, this shits been around since 1999, it was released as open source around 2014 because nobody wanted to pay for it anymore and juan wanted to wring money out of it.
its absolutely a piece of shit
>>
>>739390452
Cruelty squad worked because the developer figured out how to work with Godot by making an intentionally grotesquely fucking ugly janky shitty game and presenting it as stylistic choice. Unfortunately this one works one time per medium and the developer is a retarded faggot and his second game is already garbage.
>>
>>739391621
Godot has absolutely nothing to do with graphics you fucking idiot. Engine does not mean graphics engine in this case.
>>
>>739389896
This one is pretty recent, but it ticked all the boxes for me, even though it had the usual PSX artstyle, which was actually done right here.

Vultures - Scavengers of Death
>>
>>739391456
>For some reason Monogame [...] I've never heard of anyone shilling that.
probably because it's free and open source, but at the same time it's a framework and not an engine so it will rarely come up in discussions about full-featured game engines.
>>739391572
you're being incredibly disingenuous. Godot engine didn't release until 2014, period. The engine didn't even exist in 1999, the earliest engine they build was the closed-source Larvotor engine which they didn't push much as they were a tiny company at the time.
>>
I would but I have nor the time neither the resources. Fund my games you fuckers.
>>
>>739389896
Arctic eggs. A game with one of the best soundtracks ever.

https://youtu.be/t82BN8zXfyE
>>
>>739391732
There’s no way this is a complete thought, what an unbelievably fucking retarded statement. What is even the play here? Godot’s strength is it’s fucking physics engine?
>>
>>739392150
godot's strength is being like the most common easily accessible creative endeavor a majority of the human populace does, which is produce poop sir
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>>739389896
>Dome Keeper
>Halls of Torment
>Slay the Sire 2
There are some pretty Kino games there. Dome Keeper is one of my favorites, even though it is a bit basic like a Flash game.
>>
>>739392150
>doesn't even know what the fuck Godot does but complains about it online
kekkkkkkkkk what a fucking moron
>>
>>739391732
>>739392150
Godot rendering engine is fine for 2D, but needs improvement for 3D IMHO. Its main strength as an engine is that it's basically an free open-source alternative to Unity, since Godot borrows heavily from the Unity editor UI and has very similar design tools to Unity as well (some of them are arguably better than Unity's)
>>
>>739392319
>Dome Keeper
Was this one astroturfed?
It was baby's first roguelike, had nothing going for it past the first 5 minutes, and felt stressful to play even if the art was nice
>>
>>739392508
>since Godot borrows heavily from the Unity editor UI
I should clarify that I did not mean this literally, just that it's heavily inspired by Unity's editor
>>
People should just stick to UE5 desu, why would you use anything else?
>>
>>739392586
UE5 is inconvenient and often bloated for smaller projects
>>
>>739389896
My game would've been a kino masterpiece, but alas I'm too retarded to work a game engine.
>>
>>739392471
>game engine being have nothing to do with graphics saar
Average godotjeet competency
>>
>>739392748
it's weird that you jews always call everyone jeets when you two are identical
>both worship cows
>both scam constantly
>both rape kids
>both eat shit
honestly I think the only actual difference between you two is the genes each of you have stolen via rape
>>
>>739392963
I don’t call everyone jeet only retards who unironically say completely braindead retard shit like game engines have nothing to do with graphics
>>
>>739392721
Same with mine. I gave up because I realized it was too hard to make an RPG game in Godot, but also it's too clunky to make an action RPG in RPG Maker. Maybe I should just make a turn based game with simpler sprites.
>>
>>739390063
Cool
>>
>>739393081
most people don't even know what a game engine even is bwo
>>
>>739393081
Okay idiot feel free to describe the functionality of Godot or Unity or even Unreal, I'll wait for you to look it up via chatNGR because you're a fucking moon cricket.
>>
>>739389896
game of the decade Parking Garage Rally Circuit
>>
>>739393336
I’ll start with the fact that Godot has something called a renderer which is something you didn’t know.
>>
>>739392319
why isn't MY game on there? it released in 2024
>>
>>739393426
And, what does Godot force you to do with it?
Oh right, nothing.
Absolute fucking idiot.
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>>739392571
I thought it was great. The stress was the point.
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>>739393663
You’re right, you couldn’t force me to use that garbage if my life depended on it.
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>>739392586
Unreal!
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Using the bait thread as a free shill ticket
I've been making SHRIMP GAME in godot 3.5.1
You can try the free prelude build:
>https://store.steampowered.com/app/4597330/SHRIMP_GAME_KRILL_CONFIRMED/
>>
>>739390009
/thread
>>
Am I the only one who finds the node system to be kind of bad? It's impossible to have a node tree that isn't bloated to oblivion if you are making an RPG type of game with a bunch of NPCs. I don't want to have a bunch of tscn files for every NPC either, and making a base tscn file and having editable children still bloats up the node tree (I haven't used the latest Godot release but for a long time the editable children would always expand whenever switching scenes). Also how am I supposed to have "event pages" like RPG Maker without bloating up the node tree even more or having a nightmarish inspector? And don't even get me started on all of the tilemap layers. I can kind of see why Godot has no story heavy RPG games. It's just not suited for it, unless I'm doing something very wrong. Everyone always glazes the node system as incredible but it's actually a terrible experience to use. I'm not sure if this explains why Godot doesn't have that many big games but it could be a factor.
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Did I heard shilling Godot games? Check out my goblins!
>https://tintodev.itch.io/project-goblin
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Masterpiece status?
>>
>>739394067
Also, making autotiles for Godot (is a goddamn nightmare. While it's really easy in RPG Maker. Idk why other map editors like Tiled can't replicate the ease and power of RPG Maker's tilemap.
>>
>>739393916
lmao you lost
>>
>>739394298
I really wish someone would make a good plugin for it.
>>
>>739393965
>>739394091
wow, these games sure play to the strengths of godot with the sheer amount of things happening
good work sirs
>>
>>739394067
>I don't want to have a bunch of tscn files for every NPC either, and making a base tscn file and having editable children still bloats up the node tree (I haven't used the latest Godot release but for a long time the editable children would always expand whenever switching scenes).
Just create a global dictionary that stores all dialog strings as values, and give your characters a variable that holds the key for that dict. As a bonus, you can several copies of that dict in different languages, and reload it if the user changes their language setting.
>>
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>>739393650
>>
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>>739390063
Use Redot, dumbass
>>
>>739394102
>>739394536
>he prefers the red one that is shit to the blue one that is also shit
>>
>>739394330
…the indian dna competition
>>
>>739391456
>html visual novel with AI art.
Recommend me some
>>
>>739394067
The node system is excellent for simple games but as you noted becomes a clusterfuck for anything complicated. The usual solution is to handle everything via code, bypassing the inspector. Godot users don't complain about this because they don't make anything beside gamejam demos.
>>
>>739394067
A node is just the equivalent of unity's gameobjects and unreal's actors. It gets really useful if you know how to make it communicate with other nodes.

I'd prototype ideas, refactor it to be indepedent, and paste it elsewhere.

i'd make a general npc node/class and use resources (equivalent of scriptable objects)
>>
>>739393992
I'm talking about actual cultural phenomenons like Hollow Knight, Undertale, Cuphead, etc, not a niche game that sold under a million in 5 years
>>
>>739394651
jew calling the human jeet again, but moving on from the truth about jews being light skinned jeets
Godot may be the only engine that isn't totally jeeted
Even gamemaker is completely jeeted to death
>>
>>739394836
slay the spire 2 is godot
>>
>>739394836
Slay the Spire 2.
>>
>>739394067
also, if you are making an intermediate game like RPGs or gta you must learn about state machines. It can be implemented as a switch/match statement or in node form, but it will solve every issue that you have in game dev.
>>
>>739394919
>Godot may be the only engine that isn't totally jeeted
godot's most frequent usecase right now is to be a fast way to churn out colorful graphics to represent the results of a slot machine
the actual gambling results part is done outside of godot most of the time too lol
>>
>>739394919
If you don’t want to be called a jeet maybe don’t reveal your extreme lack of software competency such as not knowing game engines have renderers.
>>
>>739395236
You already lost like an hour ago give it up already.
>>
>>739393963
A shame it can't do hair physics
>>
>>739395296
Saying “I WON I WON I WON” won’t make
>game engines have nothing to do with graphics bloody benchod
any less of a completely retarded incorrect retard statement.
>>
>>739394836
Games of similar quality to those are being released every day. The problem is that indie games are 1000x more numerous now than they were in 2015. So everything new gets drown out. There's no scarcity anymore.
>>
>>739393965
Looks as good as megabonk and I mean that in a good way
>>
>>739395397
I'm not going to reply any more after this, feel free to keep seething about your embarrassing loss though.
>>
>>739390367
You have absolute shit taste and you should not be proud about it.
>>
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>>739394091
>>739393965

Greetings, my fellow game developers.
>>
>>739395689
Sorry I just don't play bad games is all. I bet you thought Dogshit Elysium was really good too didn't you.
>>
>>739395107
I had state machines (I say "had" because I abandoned this project). But the node system was still a nightmare that I just couldn't solve satisfactorily. My node tree would be filled with collision nodes, tilemaps, NPCs, enemies, and various other objects like lights and whatnot, and would get even worse in actual gameplay when I instanced things into the scene via code. The inspector was even more cluttered despite my best attempts at organizing export variables. It was a miserable experience. Also the tilemap editor was convoluted in 3.x, and is still convoluted in 4.x in new ways. I really felt like they just did not design Godot to be friendly to large 2D projects.
>>
>>739391456
>For example there's inconsistent usage of _init(), _ready()
_init is for when a class in initialized. You use it to pass in things an instance of that class will need on creation of the instance. _ready is for when you need some chunk of code executed when the node enters the scene tree.
>>
>>739395714
damn dude it's been a while! nice dragon you got there
>>
>>739395528
You shouldn’t have replied to begin with since you have 0 game engine knowledge, but next time you should stop BEFORE you accidentally admit Godot renderer is so dogshit you’d only use it under coercion. Better luck next time, Sundeep.
>>
I enjoy how Godot attracts the most spastic low IQ niggers on this board.
>>739390063
>SAAAAR THIS GAME ENGINE IS WOOOOOKE
I think you should throw away all of your belongings because "woke" people were involved in their creation or distribution somewhere alng the line.
>>
>>739390375
>>739390459
Dome Keeper, Buckshot Roulette, Balatro, Case of The Golden Idol, Cruelty Squad...
>>
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>>739389896
Cruelty Squad.
Cassette Beasts.
And one Sonic game I can't remember.

I'm sure there are more I'm not remembering right now.
>>
>>739390375
>Godot has fucking nothing.
Slay the spire 2. Whether you like it or not it was made in Godot and sold so well on release it caused steam to struggle to keep up with all the people trying to play.
>>
>>739395853
I had interactable objects in my node tree too but decided to instance it in code and do a tilemap hack where I would put the objects in the scene with the tilemap and then instance the corresponding object, because the node tree system was just so bad and cluttered.
>>
>>739389896
Cruelty Squad, Dome Keeper, Halls of Torment and Sanic Colors are probably the most notable.
>>
>>739395885
Well no, mentioning that things are woke/trooned or otherwise jewish is a fair warning to other people that the product is undesirable. A public service, honestly. In this case though it's misplaced, Godot itself isn't woke, some trannies who tried to metastasize onto it are.
>>
>>739396048
A bunch of games no one has heard of.

>>739396057
A pokemon clone and the Sonic game that was a buggy mess? I'll give you guys Cruelty Squad, fine, I guess Godot is the Cruelty Squad engine. Very cool
>>
>>739390279
Outer Wilds was made in Unity. Unless the beta started in Godot and I didn't know.
>>
>>739390063
A game engine can't be "woke". You yourself could make the chudcore game of your dreams with it if you had the motivation to do anything beyond masturbating.
>>
>>739396185
>G-GODOT HAS NO SUCCESSFUL GAMES!!!
>yes it does
>N-NOOOOOOOO
Also this board got mindbroken hard by Balatro or Buckshot Roulette being successful at one point.
>>
holy fuck they’re all card games aren’t they bahahahaha
>>
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>>739396185
>bunch of games nobody has heard of
>Balatro
>>
>>739396048
Balatro wasn't godot, you can tell because it's easily the most successful of those.
>>739396278
>>739396415
People have absolutely heard of Balatro, but again, not godot.
>>
>>739389896
i did
you might know it its called Plantation Simulator
>>
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Who is going to make the next cultural phenomenon like Stardew Valley in Godot?
>>
>>739393965
>>739394091

Great to see how far you guys have come. Fun looking gameplay. :)

I have been making an AI platform for legal. Gonna take a couple more months though. So, unfortunately, not returning any time soon.
>>
>>739395853
>I really felt like they just did not design Godot to be friendly to large 2D projects.
Correct. I personally really hate the tilemap system. I think it's more efficient to code your own custom one.
>>
>>739396471
Imagine if you used the time you spent making 10 dogshit ragebait games and made one real game instead.
>>
>>739394067
>It's impossible to have a node tree that isn't bloated to oblivion
Isn't that just the same as with Unreal? The scene gets also clustered there quickly if you put every actor there. So you just split things up where possible.
>>
>>739396445
>Balatro wasn't godot, you can tell because it's easily the most successful of those.
They have to lie about successful games being made in Godot lmfao.
>>
>>739396497
Nobody. Stardew succeeded because it was a custom engine.
>>
>>739395803
So you haven't played the games yet you call them shit? Why? Because you heard the games have a line of dialogue that slighted you?
>>
>>739396590
well if you really wanna know i also made this popular little game called Resident Evil 9
it was also made in Godot, all me
>>
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>>739390063
>dookie
>>
>>739396237
Read the comment he was replying to.
>>
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>>739394091
Goblin on these nuts
>>
>>739396718
I'm just not going to play those really bad games is all.
>>
>>739396415
Balatro was made in Love2D, same engine as Blue Revolver and I THINK Move or Die
>>
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>>739390051
RPG Maker 2000/2003
>>
Brotato is a masterpiece of the survivorslop genre.
>>
>muh StS 2
It's the same game as StS 1 and it could have been made in Unity just like StS 1 but the devs were too afraid of their money getting jewed by Unity's new TOS instead of going to washed up grifters. It is also a game that can run on a phone so you could probably make it in Source for all I know.
>>
>>739389896
>I’ve got an idea for a cripplingly boring card game
Boy do I have the engine for you!
>>
>>739390009
>Cruelty Squad
FPBP
>>
>>739394067
>It's impossible to have a node tree that isn't bloated
>I don't want to have a bunch of tscn files
Sounds like you are trying to work against the the engine.
https://youtu.be/4az0VX9ApcA
>>
>>739396920
>name a game
>UMMM NO THAT DOESN'T COUNT
you argue like a child
>>
Grok said Godot isn't a bad choice for games
>>
>>739396893
Reddit: The Game
>>
>>739396893
It's the second best game in the genre, but the engine had very little to do with it. It could have been made on anything.
>>
>>739396840
Ok. I kinda expected this cop out reply. You've missed out on some great games but keep telling yourself they're bad.
>>
>>739397006
>It could have been made on anything.
the same could be said for every game made with unity lol
>>
>>739394573
What's the difference?

>>739396663
how does a retard like me make a custom engine?
>>
>>739397006
>It could have been made on anything.
This goes for 99% of every game ever made.
>>
>>739397137
Made after the year 2010 maybe
>>
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>>739396413
>>
>>739397137
No. Stardew was brought up earlier, and that's a game that could not be made in Godot.
>>
>>739397208
What unity game could have only been made on unity?
>>
>>739397091
>how does a retard like me make a custom engine?
Look up some Monogame tutorials.
>>
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Surely MY Godot game will make it! Surely I won't have wasted my time!
>>
Isn't Slay the Spire 2 made in Godot?
>>
>>739397053
Wouldn't say I'm missing them because I'm not and they aren't.
>>
>>739397305
The new character designs are much better than the old Tim Buckley ones, but the color balance of the stage hurts my eyes.
>>
>>739396996
Dota 2 is a more popular and successful game by any metric than any game that was named in this thread so that means Source 2 is a great engine and not a shitshow, right?
>>
>>739397091
>how does a retard like me make a custom engine?
If you have to ask the answer is no.
>>
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>>739397290
Darkwood. You can't make that game in Godot.
>>
>>739397303
no I mean I'm really, really retarded

>>739397450
:(
>>
Okay then what are some game engines that should be celebrated?
>>
>>739397468
Well, (((you))) can't.
>>
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>most successful godot game ever
>one of the only intentionally shit games ever made
>>
>>739397409
The question was "what successful games were made in godot". Changing the question after it was answered is very childish.
>>
>>739397305
Isn't this just Bomb-omb Battlefield but zoomer?
>>
>>739397531
No, you genuinely can't. Godot's rendering/lighting system doesn't support it. You have to use subviewport hacks which run like shit and break compatibility. To do it properly you need to fork and rewrite parts of the engine.
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>>739397305
Add a streak button where you can have her throw her clothes off as she's running.
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>>739397663
>this post on reddit I read must be true
sad
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>>739397663
just not being using godot’s renderer blood mother bastard benchod
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>>739397468
That wasn't the question.
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>>739397496
RPG Maker
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>>739397265
Wait why not? Is it like Factorio and you can infinitely expand your farm requiring some insanely autistic optimisations or something?
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>>739397769
That was the answer. I don't know enough about Unreal to judge whether it supports that lighting system, but Godot definitely does not. If the devs started in Godot it would not have been the same game.
>>
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>>739397004
>unforced leddit mention
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>>739397257
https://www.youtube.com/watch?v=oo08o2JKQ3c
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>>739397265
Tell us why you think that
>>
>>739397257
>>739397937
It's because they had to modify Godot to make anything that wasn't dogshit or a card game lmao
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>>739397870
Stardew is quite well-optimized for what it is. Godot shits itself in complicated projects. Stardew would probably crash if you tried using the runtime inspector due to too many nodes.
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>>739397981
oh you did nvm
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>>739398000
>probably
So you don't know what you're talking about?
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>>739398000
>nooo it can't possibly run my 2D farming simulator that would be too many nodes!
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>>739398176
>>739398250
Go ask /agdg/ if you don't believe me. Godot shitting itself due to too many nodes is a known issue. There's a reason why Godot versions of complicated games are far simpler in scope.
>>
>>739397382
Why do you type and think like a teenage nigger? Do you not grasp how embarassing it is every time you open your mouth?
>>
>>739398000
>>739398361
Work smarter. Instead of instancing multiple sprite nodes on one object, you can directly call a "draw_texture" function on that object for each sprite.
>>
>>739394067
>I don't like nodes
Yeah, object orientated programming sucks just like windows explorer.
Like, I have 500,000 files and you're expecting me to put them into folders to find everything?

Anyway, have you found an engine, or language, which doesn't work like that and solves your problems? I don't know what an "event page" in RPGMaker is, enlighten me.
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>>739398361
I'm not going to ask /crabfaggots/, sorry
>>
>>739398571
For an engine, there should be a higher level of compartmentalization in the editor for different types of objects instead of just grouping them all together in one giant clusterfuck of a tree. It's the worst design choice I've ever seen. The Windows Explorer analogy is retarded btw because you don't have all folders expand in one window in Windows Explorer. A better example would be the Windows 3.1 File Manager that Microsoft understood to be totally shit which is why they did away with it and invented a better system.
>>
>>739397394
Well, I'm currently redoing the stage entirely in Blender, since this was only supposed to be a blocked out concept. What pallet would you suggest?

>>739397636
While pretty clearly inspired, there are other sections in the grass area, as well as there is another entire subsection in the building at the top of the volcano that is nearly as big as the entire grass area.

>>739397708
While funny, trying to keep my game playable by children lol
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>>739398940
I put nodes in organiser nodes so the tree looks clean :)
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>>739398983
If you're going to have a cel shaded character, the stage itself cannot look like an N64 game. The two styles clash. That's my only real criticism. The game looks fun otherwise.
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>>739399061
Problem is the organizer nodes themselves have properties, so they come with a cost.
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>>739398940
>instead of just grouping them all together in one giant clusterfuck of a tree
I'm confused, are you asking for a tree that doesn't look like a tree?
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>>739399186
Are you retarded? The cost of putting 1000 nodes inside one extra organiser node that does nothing is negligible.
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>>739399246
I'm criticizing the entire tree system, yes.

>>739399258
I don't think the cost is the problem. I think having every object in one tab on the screen is terrible design. Unity has the same issue.
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>>739399258
It's not just one. Each scene has its own organizer, with sub-organizers, sub-sub-organizers, etc.
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>>739399397
>I don't think the cost is the problem.
OK, well I'm gonna keep using my organiser nodes
>>739399419
Which scene? My scene? Are you watching me?
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>>739399508
>OK, well I'm gonna keep using my organiser nodes
Organizing was obviously what I did as well and it still sucked. How big is your game?
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>>739389896
>using wokedot instead of redot
>>
The processing cost of organizer nodes is more theoretical. The real problem you'll reach far sooner is the scene tree becoming unusable. With so many "folders" finding specific nodes becomes a pain, removing the advantage of having a tree. Whenever I deal with a bunch of objects I manage them in code instead of the editor.
>>
>>739390051
Dark Engine.
>>
>>739399558
It's miniscule like my peepee, thanks for asking. However I think you are too hard on the scene tree. Every engine can be viewed as a tree at some level. The fact that godot makes this explicit and shows you the tree does not mean the tree view is meant to automatically be your ideal analysis tool. If you want to view things differently then make a tool and/or restructure the tree. It's not the engine's job to cater to your every need.
>>
>>739399397
>I think having every object in one tab on the screen is terrible design.
Does loading tscns not help?
I'm not a professional gamedev but I approach godot from a "code" perspective and immediately compartmentalised everything
After five minutes in the gamedev thread we occasionally have here I was bullied for not knowing scripts DON'T have to be on nodes and now my work area looks a lot cleaner... and is cleaner
>>
File: BUNI.webm (2.86 MB, 640x360)
2.86 MB
2.86 MB WEBM
I like bunnies
making more bunni
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>>739399672
>The processing cost of organizer nodes is more theoretical.
Then why mention it? I would use the word "negligible" rather than "theoretical", to be precise. Switching to an entirely new argument when you get btfo makes you look like a retard.
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>>739399568
redpill me on redot
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>>739399789
Because it's still feels bad. You're making the game run worse for using dev QOL features.
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>>739399785
Wow, what's it called?
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>>739394067
>Am I the only one who finds the node system to be kind of bad?
Yes and no. I think it's excellent, as well as pretty instinctive, for small scale games.
The problem lies with games where you want to manage any large number of objects. For something like that you want an ECS - meaning something not compatible with this tree structure. In Godot, that means you will have to bypass all the high-level functionalities and work directly with the lovel-level Godot server layer.
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>>739399921
Bombun 2 probably, dont know yet
>>
>>739391456
>Gamemaker... sort of never did
>hotline miami
>undertale
>risk of rain
>nuclear throne
>hyper light drifter
>katana zero
>spelunky
>nidhogg
>UFO50
>loop hero
>pizza tower
sorry I forgot none of these bestselling games count as hits because some random neckbeard faggot says they don't.
>>
>>739399672
>Whenever I deal with a bunch of objects I manage them in code instead of the editor.
I was wondering about this, can you manage everything via code?

Because the editor part (where there's a million drop downs with parameters and tabs to specify) seems retarded.
I'd rather have some sort of central list of everything I've modified from defaults, or otherwise specified that I can review and change in one location (or I guess per function if I need to change something on a function level, or both like a global space and a function space).
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>>739400082
Godot wishes it has a showcase half as good as this
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>>739400082
Ultimately, what make you a good game dev is the ability to succesfully ship games. Gamemaker allow people to do that.
>>
>>739392586
I only have 16GB RAM.
>>
>>739400112
The visual editor is here for ease of use for non-coding people. You can do everything in code if you want.
>>
>>739400112
>I was wondering about this, can you manage everything via code?
You can, but the editor is still useful to visualize objects. e.g., you can draw collison polygons and see how they overlap the sprites. Or experiment with GPUParticles without having to run the project each time.
>>
>>739400082
For some reason I forgot about most of those. It doesn't help that some of them, like Hotline Miami, are more memorable for their controversy than the fact that they were big deals, which is why the controversy could even happen. I did say Undertale.
Which Nidhogg? The good one of the bad sequel?
Wasn't Spelunky a flash game or something to begin with? I remember the biggest fans saying the remake or whatever isn't their Spelunky (I always thought it looked garbage but then I'm not the audience).

>>739400112
You could do everything via code to the point where you'd have no reason to use Godot and might as well open up a Visual Studio and pick and choose your own libraries rather than use Godot's.
>the editor part with a million drop downs seems retarded
>I'd rather have a central list of my modifications, per function
Have you used an IDE before? Even if it's something like Eclipse? I'm not sure what you're asking for.
>>
>>739400631
>Have you used an IDE before? Even if it's something like Eclipse? I'm not sure what you're asking for.
Yes and I'd rather specify things in a makefile equivalent than set it up in my editor.

It's not hard to understand, you're being a faggot.Nice appeal to extremes though.
Here, I'll do it too: Maybe try actually writing some actual code yourself and learning how some of the features of the machine you're using work?

The other posters (whom I'm not going to reply to simply because clicking a ton of people is uncouth) are correct about the value of the viewport though. I'm obviously referring to a happy medium. I've skimmed a tutorial or two on Godot and sometimes there'll be something that's nested 5 things deep that needs to be turned on to change mipmapping or texture interpolation or some other feature that's esoteric.

>Erm actually you can find that on
Not the point. The point is there are some things that are buried or tedious or it would be nice to KNOW that they're not the default, and having an overt programmatic way to observe and change those from within a text file is better than scrolling through UI shit.
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>>739400947
>Maybe try actually writing some actual code yourself and learning how some of the features of the machine you're using work?
I used to but ran out of usecases.
>esoteric
Yeah I hate how many hidden things there are too. I keep finding things with zero documentation, such as functions that ask for input but no explanation as to how that input is handled.
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>>739401858
I wanted to counter by saying you can use intellisense to see what the functions do, but looking through my current project I barely use any of Godot's built-in functions. Whenever possible I use .NET's.
>>
>>739389896
The engine has been in development for 10 years, you mean.
>>
>>739389896
Slay the Spire 2
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>>739392586
>Enslaving yourself to an american zionist that can and will change the contract once the whole industry is dependent on them
All of the anti-Godot posters work for the american government btw.
>>
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>>739402378
>you can use intellisense to see
This thing?
I can't really make heads or tails of the C++ file on github to begin to figure out how it's using this string (no I don't need to know, this was just the last random thing I looked into before finding the right thing I was supposed to be using)
>>
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>>739400206
I have 16GB RAM too.
>>
Can you make web builds with C# projects yet?
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>>739404347
No. You shouldn't do it anyway even if you could.
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>>739404471
But I want to make jam games and upload them to itch
>>
>>739404547
If you want to make webgame use something like clickteam fusion. Real games are downloadables.



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