The time has come, I'm using a self-modified #Godot engine. Maximum freedom backfires with maximum confusion during the build process.
The time has come, I'm using a self-modified #Godot engine. Maximum freedom backfires with maximum confusion during the build process.
There is an export encryption feature, but it has long since been cracked. This is because the structure and position of the key are always the same in the export. This can only be achieved by modifying the engine and the export templates generated from it.
After defining all areas and sectors, I begin by roughly setting the sub-rooms of the sectors. A lot will change, but it's important to have a plan first. It forms the basis for setting up rooms in my room editor add-on in the engine. #gamedev #solodev #metroidvania #indiegame #schweiz
π
I am currently experimenting with different approaches to creating tilesets. It's a challenge. But I am clearly moving away from the approach of making perfect seamless tiles, prefer something rougher and more unpolished. #indiedev #solodev #pixelart #metroidvania #gamedev #gamedesign #switzerland
I simply follow my personal gaming habits, and these are increasingly shifting towards handheld devices. I actually like the Switch too, but it's a damn Ford Knox and you have to sell your soul to get in. Valve makes my life much easier, and the devices are good too.
Yes, and I quite like using that feature at home. However, it can be annoying on long train journeys, for example, if a game completely maxes out the handheld's processing power. And of course, there's also a bit of sporting ambition involved in optimizing my own game π
#Godot makes it really easy. With two clicks, I can convert a sprite into a simple quad mesh with (8x8 subdivided), add a wobble vertex shader, and I have exactly what I wanted. #gamedev
Surface glitter effect for free. The water surface line is too thin and therefore breaks. #gamedev #steamdeck
When I use the #SteamDeck, I don't like it when the fan is roaring. I've learned that the problem is often not necessarily the GPU usage, but the CPU. It gets very hot even at 30% load, while the GPU can handle 60% and more load without the fan getting loud.
#gamedev
Regarding #Godot, #C++ #GDExtension and #Steamdeck: It causes significantly fewer problems to run the #Linux build directly on the steamdeck.
Setting it up can be time-consuming, but in the end you can create a terminal script that does everything in one go.
#gamedev
What we know as a console was essentially born in the 1970s as the Unix Shell. Today, in the year 2026, I still have to enter cryptic commands into it. I wonder why.
I played around a bit with C++ and GDExtension. Outsourcing my water simulation routines resulted in a 4x performance improvement, so it was worth it. #gamedev #godot
Initial tests on the Steam Deck. Lighting and effects are expensive, so I really want to make the performance suitable for handheld use and without the fan roaring. However, we live in 2026, it won't be an OpenGL game, I will allow a few special effects gimmicks. π
#gamedev #steamdeck #metroidvania
Creating test rooms and a few enemies is nothing compared to game design, which involves creating the world, rooms, challenges, connections, etc. I'm now on page 20.
#J.E.N.O.V.A C++ scripting for #godot feels just as easy and smooth as C++ with the Unreal engine. Incidentally, using this alongside GDScript is no problem. The perfect solution for more speed in critical areas. #gamedev
jenova-framework.github.io/docs/pages/G...
Back on the road in the test area. A new enemy lurks in the dark. #indiegame #gamedev #godot #metroidvania
I can't help myself. π But I really wanted to create a tearing of the net.Still real-time polygons, so not suitable for mass use in level design. But a few per screen are absolutely no problem.
#indiegame #metroidvania #pixelart #gamedev #solodev #schweiz #godot
And yes, the way I currently calculate the polygons is certainly a very inefficient way. It's likely that much more performant methods can be found using vertices meshes and shaders. But I'm surprised that GDScript delivers such good performance. I hadn't expected that.
Today I experimented a lot with various effects and methods in Line2D. π
Of course, all of this looks rather chaotic, and none of it is final. But I'm looking forward to integrating all of this into the gameplay.
#gamedev #godot #pixelart #platformer #metroidvania #scifi #solodev #schweiz
reaction and placing sprites in the line
#godot #gamedev #pixelart
This morning I created a node to create hanging tendrils. Looks quite okay. Freely configurable in the editor, including idle animation and collision effect, gravity, number of points, etc. Based on Line2D and is quite performant despite using #GDScript
for realtime point calc. #gamedev #godot
That was a bit of a pain: dynamic polygon collision shapes that adapt to the tentacles. I had some problems with triangulation error messages, but now it's running well.
#godot #gamedev #scifi #platformer
Yes yes, it still looks really ugly, but the procedurally generated tentacles (Line2D ) already look okay. No shaders are used; the polygon points are calculated by the GDScript. Still performs sufficiently. Next step: make it beautiful B)
#gamedev #indiegame #metroidvania #solodev #godot #scifi
#godot Line2D node π©΅
Hi folks, Iβve launched a new free plugin for Godot. This plugin allows you to easily run SQL queries directly inside Godot. It currently supports SQLite and DuckDB. #godot #gamedev #godotengine
jhonylucas74.itch.io/sql-studio-f...
Reminder that Godot is an amazing FREE and OPEN SOURCE 2D and 3D game engine!
It has changed my life and I'm so grateful for the amazing work the core team and contributors are doing.
If you have a few bucks to spare, consider making a donation π€
fund.godotengine.org?ref=december...
I'm currently getting to grips with this add-on. I should have discovered it much sooner! I already love it. An absolute must-have for every #Godot #gamedev. #limboai
github.com/limbonaut/li...
#PixelOver 0.18.1 Beta 1 is out! Focuses on improving the stability of the newly introduced animation changes and also implements input locking for transforms.
For detailed changes and access to pre-releases: deakcor.itch.io/pixelover/de...
#GodotEngine #indiedev #pixelart #gamedev