Portal fun! The overworld will include portals that connect remote areas with each other (portal pairs allow two-way connections). The portals are located in small maps. Here's a first test of this!
Activated portal sprite - who knows what will happen when you enter this one!
...well, I don't know either, because I made a newer (larger) version of this sprite for the original purpose, coming soon...
Now streaming the development of my Colony Sim + RPG game!
Going to try and use Blender to help me figure out round walls. Let's see how this goes!
Come join me!
There it goes: https://github.com/clockworklabs/Blackholio/pull/29 - A #godot client for #spacetimedb Blackholio demo (MMO like agar.io) supporting thousands of concurrent players (optionally via websocket). #godotengine #gamedev
Vous êtes dans les environs de #Lyon et vous avez envie d'essayer de faire un #jeuvideo ? Venez aux #jdll2025 ! Avec @Nomys_Tempar et @glusoft, nous vous accompagnons pour faire votre premier petit casse-brique avec le #logiciellibre #godot .
https://pretalx.jdll.org/jdll2025/talk/33EKEK/
#godotengine #gamedev
It definitely took me some hours and way too much time to figure out why the virtual keyboard does not show in mobile web builds!
At the end of the day it is just one flick of the switch in the export presets.
Phobos Down 0.0.14 is finally out with the grenade launcher modifier, fragmenting explosive device, and many improvements!
Steam: https://store.steampowered.com/app/2754880/Phobos_Down/
Itch.io: https://fractilegames.itch.io/phobos-down
Full announcement: https://www.fractilegames.com/posts/20250519-phobos-down-0.0.14-alpha-released/
Working on a lot of bug fixes for Project DogWalk at this point.
Currently waiting for access to the Steam page :3
Also wondering what I could be posting about. Now there's finally time to do more writing and making-of material!
Hi everyone! We've already had a spiral tunnel, a circular tunnel, and a triangular tunnel. How about trying a square or rectangular one this time, which could resemble a classic dungeon-style game? It's pretty simple, so let's get to it. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=KmjMSC_xT0s
New overworld location sprite! Can anybody guess what it is and what is it for?
When I first converted Minerva Labyrinth to #GodotEngine from Unity, I of course didn't really understand how Godot worked. In Unity I used an object pool for damage/status popups, since these are numerous and short-lived, but in Godot (using C#), I tested it out and found it slower than raw instantiation. In fact, the time to retrieve from the pool appeared to grow non-linearly as the number of objects in the pool increased. #IndieDev #GameDev #SoloDev #Godot #MadeWithGodot (1/3)
While re-implementing Unitys PlayerPrefs in Godot for easier Unity script/project to Godot conversion I learn... re-discover? how weird PlayerPrefs really is.
This is valid in Unity.
I'm working on a Jam game where you play as a Triops.
Here is a little sneak peak.
UI mockup for the solar foundry.
Most buildings will have a toggle between two modes of production, from refining basic resources to crafting. Similar to how Anno 1800 and FrostPunk do it.
One week to go!
There are still tickets available
Grab yours now and look forward to a full weekend all around Godot in the beautiful city of Karlsruhe, Germany!
Added balcony transparency and improved the texture.
Quite not happy with how it looks when it's too far, but I will fix it later.
Added support for loading Custom Levels
These are built externally in Blender, using the exact same scripts I use to make official levels, and then placed in a custom levels folder.
Also added the ability to adjust the level preview zoom using the triggers.
Here's the progress I made this week on my Colony Sim + RPG game!
This week I pixelled more housing items, stone walls, and grass+dirt tiles!
Still a lot of stuff to replace and tweak, but I'm getting there!