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wibblus · 4 months
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HAPPY NEW YURI !!! ! !
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ggauroras · 7 months
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indie games are safe!!
good news! unity has walked back a lot of the runtime fee!
they made a blog post outlining their new terms, the link is here. but if you want a sparknotes version, here's the highlights:
1. the runtime fee is not retroactive. previously released games are safe.
2. the fee only applies to the next major version of unity. developers can choose not to upgrade if they don't want do deal with it.
3. the fee is opt-in and number of installs is self-reported. if they'd prefer, developers can instead pay a 2.5% revenue share. (for reference, unreal is 4%.)
4. interestingly, the splash screen is being completely removed. this is probably a way to improve their reputation.
overall, this is a HUGE improvement! but, if I remember right, there was not any revenue share before, so, we are not at the same point we started. unity will still be taking a larger cut of developers' revenue if they choose to use newer features. but, it is nowhere near as drastic as we thought it would be.
overall, I think we're in a stable spot now, but I also think unity has lost most if not all of the trust it had. especially with indies. there has already been a mass exodus, and I kinda hope that will keep going.
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ynoham · 25 days
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Lightning spell
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heccison · 7 months
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devsgames · 7 months
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Okay at this point I've seen so many students feeling doomed for taking a course where a teacher uses Unity or like they're wasting time learning the engine, and while understandably the situation at Unity sucks and is stressful for everyone: y'all need to stop thinking learning Unity a waste of your time.
Learning a game engine does not dictate your abilities as a dev, and the skills you learn in almost any engine are almost all transferrable skills when moving to other engines. Almost every new job you get in the games industry will use new tools, engines and systems no matter where you work, whether that be proprietary, enterprise or open-source. Skills you learn in any engine are going to be relevant even if the software is not - especially if you're learning development for the first time. Hell, even the act of learning a game engine is a transferrable skill.
It's sort of like saying it's a waste to learn Blender because people use 3DS Max, or why bother learning how to use a Mac when many people use Windows; it's all the same principals applied differently. The knowledge is still fundamental and applicable across tools.
Many engines use C-adjacent languages. Many engines use similar IDE interfaces. Many engines use Object Oriented Programming. Many engines have component-based architecture. Many objects handle data and modular prefabs and inheritence in a similar way. You are going to be learning skills that are applicable everywhere, and hiring managers worth their weight will be well aware of this.
The first digital game I made was made in Flash in 2009. I'm still using some principles I learned then. I used Unity for almost a decade and am now learning Godot and finding many similarities between the two. If my skills and knowledge are somehow still relevant then trust me: you are going to learn a lot of useful skills using Unity.
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blueberreads · 2 months
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Hear ye, hear ye!
Please join me in welcoming for its regional debut... We Need to be a Lighthouse, our Our Flag Means Death/Monkey Island inspired game!
Co-captained with @eldawee 🏴‍☠️
Play here: https://dawee.itch.io/lighthouse
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jovial-thunder · 6 months
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Lancer Tactics progress update day!
Full post here, ft. a picrew-style portrait maker, recolor system via shaders, our localization pipeline, and an attack fx previewer tool.
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tiny-brass-bot · 7 months
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I got the heart to beat faster as you take more damage! It's subtle because I need to prune some frames from the sprite animation but the code's all there to do it.
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chillincreative · 7 months
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Congrats to Unity for creating the best Godot advertising campaign I've ever seen.
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krisp-xyz · 9 months
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lighting engine yippee !!
The fact that this is pixel-perfect lighting means I can just throw in any arbitrary sprites and the lighting 'just works™' I also didn't have palette quantization/dithering in the last post because I was trying to show how little noise there was, but here's what it looks like with those enabled
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wibblus · 4 months
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blazbe gato !! enjoy :3
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ggauroras · 19 days
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I've been working on a godot plugin for controlling how pixel art behaves with lighting, and I'm almost done with a really basic version! (more info under the cut)
this plugin is based on some techniques I have been developing over the years, featured most prominently in silt spawn.
it's a huge step forward though, since it requires no setup whatsoever, and it works with any normal light sources in the engine. the way it works is by generating an encoded sprite and a bespoke shader that can really quickly pick the exact color to show for each pixel based on how well-lit it is. as this gif shows, the plugin works with existing light sources and sprites, so you can really use these pixel-picky sprites as much or as little as you need!
now that the main feature is done, all I need to do is finish the UI in the editor, and then I'll feel comfortable releasing a bare-bones version of this plugin. I'm really proud of how it's coming along, and this quick little gif is just the beginning! :D
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ynoham · 7 months
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Character/equipment screen. Also works in 4:3!
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fontesdev · 4 months
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The car thinks it's a maverick hunter or something, I dunno.
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xbenichi · 6 months
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the world's smallest park
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blueberreads · 4 months
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Would you like a tour?
We made some good progress on the game during the Holiday break. Here are some crew members hanging out on the gun deck.
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Bonus: we can also talk to Izzy.
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Would you like a tour? #2 - Main deck
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