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Hey all. I have been tinkering on and off with godot for a month or so now, and I've spent a decent amount of time writing shaders and checking out some of the different lighting & post-processing features the engine has to offer. It's been a lot of fun!

However, despite a lot of practice and research, I haven't really been able to create something that really feels polished. Of course, I know that it takes time and effort and iteration to make a beautiful environment, just as with any other medium. Despite knowing that, I still feel like I can't really see the path from tinkering with lightmaps to something like Hyper Demon or Heavy Bullets or even something simple like Muck.

For example, I've been trying to capture the atmosphere of some of the art from Julian Faylona, especially something like this:

Outer Wall

I had a lot of fun learning how to model the buildings, how to set up lighting and bake lightmaps and enable post-processing effects like glow, etc, etc. But it seems like I'm always missing something that brings it from "Game engine project #2857" to a striking, or at least compelling, environment.

So, I wanted to ask y'all: how do you approach polish in your projects, visual or otherwise? Is there anything specific you focus on, or anything you've had challenges with in the past that you learned from?

Again, I'm not expecting some magic trick that will magically make my projects pristine-- like any piece of art, polish is the result of many small details coming together to form a whole. I just think some pointers on what to spend time on, things to practice, details a beginner might overlook, or resources to study would be super helpful to me and many other newer devs in honing their skills!

Thanks for reading :)

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submitted 3 years ago* by [M] to c/godot@programming.dev
 
 

Hey everyone! Just wanted to let you know that we have a matrix room now for the p.d godot community.

Matrix is a decentralized chatting app a bit similar to discord. This space will just be used for quicker chat between members of the community and to discuss things happening in it. Majority of communication and announcements will still be happening in the lemmy community but figured having a chat to go along with it would be nice

Feel free to join here: https://matrix.to/#/#p.d-godot:matrix.org

Will update the sidebar with a link to it shortly

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When i'm running more than one instance of the game, is there any quick way to tell which instance of the game is the one that gets its scene tree displayed under "Remote" in the editors scene tab?.

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Pretty nice tutorial by Lukky

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submitted 3 years ago by [M] to c/godot@programming.dev
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submitted 3 years ago by to c/godot@programming.dev
 
 

a long night is a simple, retro, high-score based FPS that tests your reaction time and aim in an infinitely generated world.

Game by austin merrick: https://austinmerrick.itch.io/a-long-night

YouTube version: https://www.youtube.com/watch?v=ocDNx9o5H7I

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submitted 3 years ago* (last edited 3 years ago) by to c/godot@programming.dev
 
 

Head over here and check it out :)

Edit: I've attached a properly sized png, plus find a version with a grid below. The size is 36x46 with the typeface, and 36x34 without. Do we want the typeface? And where should we put it?

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Hello. Idk where to post this idea, I have no idea about game engines or game development, and I am also not creative so this might already exist.

But it'd be cool to have a game based on anxiety in the style of the Simpson's arcade game. You have to go shopping with a grocery list, and before you enter you have to fight off kids selling candy bars, people asking to sign petitions, people trying to convert you you their religion. Then once you're inside you have to fight off kids running loose, slow grandma's, apathetic workers who get in your way etc. Then the items are hard to find or they are always changing locations.

The goal is just to get your grocery shopping done, or other everyday outside tasks that are made difficult by anxiety.

Cool, thanks for your time and reading this far.

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Hello all,

I hope my question is not too stupid. :-) I have the following concern: I would like to create - in general terms - a maze in which computer-generated enemies follow a random path and can also come towards me. (I assume I need 3D for this.) After some reading, I have determined that Godot might be the wisest choice for this.

Now I have no experience at all in developing games and designing graphics, so I need a hint in the right direction: What is the easiest way to create a three-dimensional model of an opponent and insert it on a map in Godot so that it automatically follows a certain path? I assume I need Blender or similar software for that?

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I spending this days trying to import the adobe maximo models and animation, but this importing system really don't make me feel good. I can't properly editing anything inside godot that only some basic setting that easily broken everything. When I'm trying to add a new animation to an existing set its fails forcing me to re-do everything from begin. How can this make sense? Really I can't have an open animation library? Do I really need to redo everything everytine if I wish adding new animations? What do I missing to this process?

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What happen to Godot forum? Someone tell me it happen a drama with administrator. Mind to tell the story? It is for this reason that Q&A is closed for migration?

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Hey I've been wondering what you all use to create and manage dialogue trees for your games. I've come across many tools for the different engines. Most fall in the low-code node-graph category that I find frustrating and finnicky to work with. I never got the hang of the different plugins for Godot, and it's tiring to just spam and duplicate if statements in huge globs.

I made a C# package to let me map out dialogue trees and shoot events all in neat little yaml files that live happily in version control. It was made abstract to work for MUDs and text adventures, but I recently started using it in my Godot games and it works pretty well.

I don't believe I'm the only one that prefers to work this way. I am curious about what you all use for branching dialogue mechanics, reacting to events during dialogue, SFX etc.

Do you like the plugins? Do you have bottomless branches of flow control? Let me know!

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submitted 3 years ago by to c/godot@programming.dev
 
 

The TileMap rework sound exciting. I hope this means they can improve how terrains function and make them more user-friendly, they're kind of a pain right now.

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