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Thread 719830758

22 posts 12 images /v/
Anonymous No.719830758 >>719830858 >>719831378 >>719835794 >>719836525 >>719838787
>twenty years in the making
>no games
>can’t do 3D

what went so wrong?
Anonymous No.719830858
>>719830758 (OP)
Anonymous No.719830894 >>719831201 >>719831224
Anonymous No.719830985 >>719831176
does 3d just fine
Anonymous No.719831062
Troon engine.
Anonymous No.719831123
Sonic colors
Anonymous No.719831176
>>719830985
Woah. Maybe I should try Godot.
Anonymous No.719831201 >>719831710 >>719835395
>>719830894
fucks with al lthese niggers making weird red goblins in their games
Anonymous No.719831224 >>719831710
>>719830894
Could've sworn I've seen this game posted before. What was it called again?
Anonymous No.719831378 >>719833515 >>719835886
>>719830758 (OP)
It's for the same fucking reason game developers don't use Blender. Workflow.
No one teaches this shit at schools, and at work everyone uses what is taught at school.
So Unity or Unreal, 3DS Max, Maya.
Anonymous No.719831523 >>719832038
I have legit seen Blender autises being converted into AutoDesk slaves because their teachers pretty much forced them to. And then from there to Unreal Engine.
This has no explanation, if just is because people decided it needs to be like this.
Anonymous No.719831710
>>719831224
Hard Stuck

>>719831201
They're Kobolds. Goblins are also in the game and they're green.
Anonymous No.719832038 >>719833029
>>719831523
from my minimal experience don't see what autodesk and blender have in common. very different use cases
Anonymous No.719832640 >>719835770
Recommend me a course or whatever to learn how to do UI in Godot 4+. I've managed to do a progres bar but this shit is so unintuitive.
Anonymous No.719833029
>>719832038
3DS Max and Maya are auto desk.
Anonymous No.719833515
>>719831378
>No one teaches this shit at schools, and at work everyone uses what is taught at school.
Why would you do gamedev as a profession when every other branch of IT pays more for less, while indie gives you more creative freedom?
Anonymous No.719835395
>>719831201
>weird red goblins
Anonymous No.719835770
>>719832640
sorry I learned by trial an error. For layout I use Panel as containers, VBox for columns, Hbox for rows and Grids for grids. Then there's actual controls like optionsButton or slider but those are simple enough. Just don't directly use 2D nodes for the UI and remember to place stuff with anchors, so the UI stays in place when it scales to other resolutions (I think!)
Anonymous No.719835794
>>719830758 (OP)
>what went so wrong?
performance issues can never get fixed because of dev's stubborn ideology, whole codebase is shit
Anonymous No.719835886
>>719831378
workflow is fine
godot is easy to use, the problem is the engine itself is low quality and is only suitable for basic basic flash games
Anonymous No.719836525
>>719830758 (OP)
>nuh uh it has games it has ["intentionally" ugly game]
Anonymous No.719838787
>>719830758 (OP)
I like the nodes structure, it’s intuitive and a good way to structure a project, but the major drawback is that it’s anti-optimization if you start to play with a large number of entities.
If you need to go for performance with Godot, then that means going low-level Godot servers and you lose a large part of the features that make Godot interesting in the first place.
Good engine for small niche indie games, if scalability and performance are not a major concern.