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Hello there! Originally, I didn't want to record anything else in this year because Christmas is just around the corner, which is a good opportunity to take a break from work. However, I noticed that my channel had 49 videos, and it would be nice to round that number up to 50 before the end of the year. In addition, we have just reached 1000 subscribers, which is a great milestone, and I am very grateful to everyone who made this possible. So, a new video is here, and this time, it will be about saving and restoring the state of our game in Godot 4.

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Having the ability to rebind controls in a game is a must. It can be simply a matter of player preference, but sometimes it can be essential in letting some people play a game. For example, some keyboard don't have arrow keys, which many games require, but most importantly it is an accessibility feature that lets some people with disabilities to play the game at all.

So, as my first Godot Tutorial, I decided to showcase my take on a smart rebind menu. All the game actions are divided in sets: if two actions are in the same set, it stops them from having the same key, while it allows it otherwise. This can be useful especially for minigames, but also just to divide the actions for gameplay and the one used to navigate menus.

This is also my first post on Lemmy! I hope it won't be the last!

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Pictured: My Godot 4 game running on CrazyGames. This was previously impossible because most websites don't support SharedArrayBuffers/CrossOriginIsolation, which was required to run Godot on the web.

Today is a glorious day for us webgame developers. Godot 4 is finally viable to use thanks to this PR which should be merged by 4.3

This allows you to force the exported game to run on a single thread, meaning you don't need any special headers and your game should be able to run anywhere on the internet. This has the added benefit of making the games work properly on MacOS/iOS, which for some reason had serious issues with SharedArrayBuffers causing the browser to freeze.

Brings a tear to my eye, really. I might not need Unity for my next project.

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Hello everybody! In this video, I would like to briefly describe how you can export a finished game from Godot to the Windows platform. I will demonstrate this process on a point-and-click adventure game that we have been working on for some time.

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submitted 2 years ago* (last edited 2 years ago) by to c/godot@programming.dev
 
 

I want to create a "gradual colour change" effect in Godot.

eg: some_set_font_color_func(Color8(255,n,n) where n gradually decreases to make the text fade from white to red.

I can't figure out what function I would use in place of some_set_font_color_func to change a font's colour.

Godot themes are somewhat confusing. Given some var var UI:control how would I set the colour of any font(s) contained within that node?

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Hi everybody! If you're interested in shaders, you've probably come across the excellent website Shadertoy.com, which, at least at the time of recording this video, features more than 81 thousand shaders, with new ones added every day. Some of them are true works of art, and many programmers have undoubtedly thought about wanting a similar effect in their Godot game. But how do you achieve that? I'll explain everything in this video.

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By supporting Direct3D 12, Godot gains support for multiple new platforms, such as:

  • Windows Store (UWP).
  • Windows on ARM.
  • GDK.
  • XBox —which can't be supported officially by Godot, but for which Direct3D 12 support is essential—.

Depending on the complexity of the scene, effects used, etc., this first version of the renderer performs generally worse than the Vulkan one. In some tests, D3D12 has not been able to deliver more than 75% of the Vulkan frames per second. In some other, D3D12 has been able to outperform Vulkan by a small margin. Performance improvements will be ironed out over time.

Expect it to come in Godot 4.3

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If you ever wanted to make a game using visibility masking like the classic horror survival game Darkwood, then this demo is for you! In the readme I go over how it works as well as some pitfalls I've found along the way.

If you have any issues or feedback for the demo, please let me know. Thanks!

Godot 4 Visibility Masking Demo on Github

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Hello there! In today's video, I would like to focus on particle systems in Godot, which is an area that, similar to shaders, often raises plenty of questions. Particles are useful for various effects if we know how to use them. In this video, we will enhance our 3D scene with snowfall.

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submitted 2 years ago* (last edited 2 years ago) by to c/godot@programming.dev
 
 

Link here --> https://forum.godotengine.org/

Godot now has an official forum! Not to be confused with the community-run unofficial forums (https://godotforums.org/)

The Godot forums will replace their old Q&A website, and all posts have been migrated to it.

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I'm working on a game which involves characters doing path-finding and interacting with each other. My first impulse was to use navigationagent3d for this, but I'm running into issues which may or may not be related to my current understanding of the usefulness and intended purposes of naviagtion agents.

Basically, the agents should be able to walk up to each other and do a little push which should have a knockback effect. The knockback method works in isolation on standard character bodies without the navigation agent added, but seems to not be calculated by the agents.

The knockback is being added to the velocity with a lerp that quickly brings it back to zero. Again, that works fine on units without navigation agent. I'm wondering if this might have something to do then with the set_velocity method of the agents? Is there something about that which would prevent them from interacting with each other using the knockback?

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That's a lot of cash money. I'm still a bit confused at how much of this money will go to the actual engine and how much of it will go to supporting W4 in general, such as allowing devs to publish Godot games for consoles.

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submitted 2 years ago by to c/godot@programming.dev
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