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Elke 4 uur opgehaald uit de openbare feed van het forum. Alleen de titel, de link en het begin van het bericht worden weergegeven; elke link wijst terug naar de bron.

Was games better before?

Short answer: no, games were not better before. Is SimCity (the original one) better than SimCity 4, Cities: Skylight or basically any post 2010 city builder? I don’t think so. On the contrary, if you try playing again that game, it will appear so barebone, basic, obtuse today. Yet I had so much fun playing it when I was young! To take another exemple, the game I would select as my favourite game and the best game ever made would probably be Planescape: Torment. But let’s be honest, it has an awful UI, was buggy as hell on release, combat is awful. There are clearly tons of better story-led CRPG that have been released post 2020 than PS:T, even with the Enhanced Edition. If the question was “Did you enjoy more games from the past than today’s games”, the answer would probably be yes for most people. That’s how our brain work, we like the most cutural products that we discovered during our youth, and we form an image of the past based on our more memorable experience. This is why today’s gaming ladscape is plagued with things I would consider as objectively bad: remakes and IP. Reasons for that is clear: it’s way less financially risky for big studio and publisher to redo a game that is already loved than to come up with new ideas. I do believe it leaves less space for genuinely new games, new ideas to emerge (even if it goes in parallel with indie games golden age). Do we really need GTA VI? Do we really need Elder’s Scroll 6? And when it comes to remake, the time between the

Make a scene not launch by itself

Yeah it was abstract I’m pretty sure. I just wanted to remember what it was called to see if it would fix the problem I have. (which isn’t a problem just annoying cause whenever I launched a certain scene dependent on being in another scene I have to restart godot cause it keeps thinking I’m trying to start that scene by itself.)

Scene freezes when i try to launch it

The Vector2 constructor problem aside, you are also not setting the character’s `velocity` before calling `move_and_slide`, so the `move_and_slide` will do nothing.

Pixel Art (For a beginner)

I often use LibreSprite (it related to Aseprite, lots of people use it) and run it on my computer, not from within the browser: LibreSprite There is also an official web version: LibreSprite 1.1-dev

19 Godot asset packs in Creator Bundle: Volume 1

19 free Godot asset packs in Creator Bundle: Volume 1 Hey! itch.io Creator Bundle: Volume 1 by EmaceArt, RG Poly Creator Bundle: Volume 1: 85 items for $25.00 RG Poly and I wanted one big collection that gives a little bit of everything, so we put both our catalogues into it. Creator Bundle: Volume 1 gathers 85 asset packs in one place. That means 18,000+ 3D models, plus animations, environments, characters, props, vehicles, nature, buildings, VFX and plenty of other stuff. That count covers both libraries. There is no single theme here, and that is deliberate. A large part of the collection ships as Godot projects you can open and walk through, not just loose meshes. Where a pack has a Godot version, the scene is already set up: particle emitters, grass wind shader, procedural skybox and volumetric fog. Formats: GLB and glTF throughout, plus .blend sources and Unity packages where they exist. 19 of the packs are free. They sit further down the bundle page. $25 instead of the $1,663.66 regular value, until November 30, 2026.

Shrinking a function and mindset advice

I thought that, too, but signed up for one anyway. OK, the game I made was not good, but I did it in the time allotted and it helped me more than I would have thought. I recommend the experience.

Mobile game - how do you make this physic in Godot?

Your video looks already much smoother regarding the whole hole game feel – except maybe that the fruits still stack on a collider outside the visible mesh, but that is trivial to fix. Here is some code which arranges the collision shapes (called pillars) in a ring shape and adjusts to the size of the hole. Two things about it tho: I don’t know if it is a good idea to have so many overlapping collision shapes – probably not; and somehow the algorithm should also account for how many shapes are actually needed approximate the ring shape for bigger sizes. But I think both issues are probably best fixed together. So for now that’s a quick and dirty implementation. Also the initial hole state should be updated in the ground shader and there is some bug with waking up the fruits from the sleep state. Sometimes they just don’t wake up, I didn’t investigate, but my first guess would be the hole’s top collider is too low on the y-axis. Below the code (and update on my Github). Maybe that helps. func _on_area_3d_2_body_exited(body: Node3D) -> void: #body.owner.queue_free() # TODO: remove the fruits. _grow_hole() func _ready() -> void: _grow_hole() func _grow_hole() -> void: print('+1UP') var shape: CylinderShape3D = ring.shape shape.radius += GROWTH_INCREMENT var cylinder_mesh: CylinderMesh = mesh as CylinderMesh cylinder_mesh.top_radius = shape.radius cylinder_mesh.bottom_radius = shape.radius grows_in_radius.emit(shape.radius) _update_pilars() func _update_pilars() -> void: var cyli

Mission Alpha 33 - 3D Physics Platformer made in Godot 4.6

Thanks for the feedback It’s true, there is no tutorial but I didn’t think it was necessary: physics game, you have to reach the ball to the goal through a maze, that’s all. The game uses voxelgi, it could be expansive on your laptop. What are the specs? The game loading screen is the default Godot logo: i didn’t mind this detail but if it can be changed, that’s one thing I’ll certainly do.

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