Based on the feedback we received at the GDC from partners and friends, we know that we need a way to reduce the size of our exports. Currently, the 4.3 release Web build .wasm is around 40 MB uncompressed, and 5 MB compressed with Brotli. We have a few ideas in mind to address this, and it could even help optimize builds for other platforms!
This is very exciting! It's my #1 issue by far with the engine. With custom export templates I managed to keep it around ~25MB uncompressed, but there's definitely a lot of room for improvement in binary size.
I have tried myself at using Expressions for quickly throwing together some simple functionality right in the editor, without opening the script editor. I just export an array of Strings. But apparently assignment is not allowed in these expressions! Method calls are fine, but assignment doesn't seem to be okay. Here is what...
Most variables have setters for situations like this. Rather than using get_tree().paused = false, try get_tree.set_pause(false). There's also Input.set_mouse_mode(), you'll see them under the variable names in the docs.
I got it from a Buffoon pack, but it's still worth buying because it pays for itself. You get 2 jokers that are worth 1-2 dollars each, you can sell them if they're not worth keeping and you can even get jokers like Egg and Mail-In-Rebate that gain you tons of money.
Actually, yes, by a big margin. Back in ~2011 mobile games were actually trying to be great. Games like Edge Extended, World of Goo, Bounce Boing Voyage, Zenonia 2 & 3, etc.
I remember early Humble Bundles being full of exciting games for mobile, now you'll be lucky to find just one of them that isn't filled to the brim with MTX or ads.
The mobile market mostly targets kids and boomers and their resistance to microtransactions has been basically non-existent, making the market quickly become predatory and full of spam
Modern app stores have become abysmal, making it impossible for smaller games to see the light of day. 99% of google play is a dumpster fire, and the 1% that is decent isn't published by a multi-billion dollar company so you're unlikely to ever see it. There are good games out there, but the way the algorithms and ads work makes them constantly pushed down in the list. This isn't "a problem" to a company like Google because they're making bank off of all these ad spaces.
Anyways, most good games are paid, but here's a list of stuff I've enjoyed playing on mobile:
Fancy Pants Adventures
Bloons TD 6
Dicey Dungeons
Dead Cells
Slay the Spire (but the mobile port is rough on small screens)
Sort of. If you earned >$1 million in revenues in the past 12 months, you have two options:
Pay 2.5% of your monthly revenue
Pay a runtime fee based on your monthly downloads
So basically, they made it optional, but you still have to pay 2.5% which is still significant. Otherwise you can use the runtime fee and report data yourself (it will probably be cheaper)
Just skimmed the video, it's pretty good! Provides a good crash course for people to just start making a platformer, it definitely skims some important topics like physics layers or how to properly use tilemaps, but I expect follow up videos to start explaining things more.
I was recently contracted to make a neat prototype of a game. It's a twinstick shooter with MOBA elements, you got minions coming out of towers attacking other minions and the goal is to destroy towers to make your way in and destroy the enemy base.
Before the humble bundle came out, I bought the GameDev.tv "complete" Godot course - I had a good early bird discount since I've used them for Unity....
I've bought the $1 tier to get into shaders and I sort of agree. I took the Unity 2D course when I was starting out game development and it was excellent, really gave you everything you need to know to understand and learn how to make real games.
I'm 75% through the shader course (which is fairly short, like ~2 hours long) and it's just okay. It gives you a decent introduction on how shaders work, teach you a few simple effects like distortion and dissolving and color swapping, then you're on your own. I didn't feel like I learned enough to be confident making my own shaders and I still only have a surface level understanding of it. Not great for a paid course, I'm starting to think that's the reason it was only $1 in the bundle.
I still 100% recommend their 2D unity course but it seems like how good the course is depends on the instructor. Rick is the best instructor they have, the new ones aren't cutting it. Maybe I should make my own tutorials because a lot of Godot offerings currently are lacking.
Godot 4 came out a year ago so they're all new courses. They do have a forum for assisting people that own the course where a teaching assistant helps out. I haven't tried any of their Godot courses but I have finished their Unity course and the experience was really good.
The only thing I'd like is fact-checking itself, which is impossible considering how they work (it basically guesses everything). LLMs are close to being useful but I find most of the time they're not usable because it keeps spouting wrong info.
I've been following this proposal around for the past few months, it's really interesting. Godot could be the de-facto library for complex 3D rendering in any app since it's really feature-rich and not that huge (I think the runtime is like ~60 megabytes? It could likely be smaller with further optimization and stripping features you don't need).
Also I don't remember who said this but if this goes through it could allow C# web builds by loading Godot is a library.
Kind of a shame this came as 4.3 is in feature freeze, it would've been nice for it to be included in the next update.
Make sure you get a laptop with a modern Ryzen processor since the battery life (and performance on battery) is often a lot better than Intel. There are a lot out there that fit the bill like Lenovo's yoga/ideapad lineup. Just be weary of two things:
Some 14" laptops may have soldered RAM or SSDs making them impossible to upgrade
Don't go off of processor names, they're often pretty misleading. For example a Ryzen 7 7730U is significantly worse than a Ryzen 7 7840U.
Be sure to check where the trackpad is. Centralized is better. My new one is more to the left and my wrist hits it when playing tf2 and I do occasionally get some movement from my wrist in game, but not much.
There should be an option in your OS to disable the trackpad while using the keyboard. My laptop also has a trackpad to the left and I often have my hand over it when playing but never had this issue.
A mod launcher is a program that lets you set up and configure mods for a game, then launch the game with everything set up for you. They exist because configuring everything yourself can be a real pain.
Not a game necessarily, but I decided two days ago to make my own mod launcher for Doom (specifically, GZDoom). I got fed up with the ones that currently exist that lack features I want (not to mention being really old).
UI and theming are definitely not finished, but I'm really happy with how it's shaping up. Made in Godot, as is usual for me.
Hey everybody! In this video, I would like to demonstrate how we can enhance the effect that we know from the very first video about shaders that I recorded for this channel. The enhancement will consist of displaying something like continuous plasma instead of rippling lines, for which we will use very similar calculations....
Progress Report: Web Export in 4.3 ( godotengine.org )
[Brackeys] How to program in Godot - GDScript Tutorial ( www.youtube.com )
Weird limitations with Expressions
I have tried myself at using Expressions for quickly throwing together some simple functionality right in the editor, without opening the script editor. I just export an array of Strings. But apparently assignment is not allowed in these expressions! Method calls are fine, but assignment doesn't seem to be okay. Here is what...
The search for easier safe systems programming ( www.sophiajt.com )
Bollards: Why & What · Josh Thompson ( josh.works )
Figma’s journey to TypeScript | Figma Blog ( www.figma.com )
Added Bugs to Keep my job ( sh.itjust.works )
How my weekend is going ( programming.dev )
Getting Riff-Raff as my first joker activates all my dopamine receptors.
Why do mobile games suck nowadays?
In the last 5-7 years I've noticed that mobile games have devolved info always online p2w shit...
Dev snapshot: Godot 4.3 dev 6 ( godotengine.org )
TL;DR:...
Unity 6 Preview Released - The Final Before the Run-Time Fee! ( www.youtube.com )
File Compression Is Awesome: A Practical Guide ( popcar.bearblog.dev )
[Popcar] File Compression Is Awesome: A Practical Guide ( popcar.bearblog.dev )
Brackeys: How to make a Video Game - Godot Beginner Tutorial ( youtu.be )
Screenshot Saturday!
Share some progress, text or screenshots of some development on your game!
[LogLog Games] Leaving Rust gamedev after 3 years ( loglog.games )
LogLog games explain why they'll stop using Rust for game development after 3 years, and caution why they think it's the wrong tool for the job.
[LogLog Games] Leaving Rust gamedev after 3 years ( loglog.games )
LogLog games explain why they'll stop using Rust for game development after 3 years, and caution why they think it's the wrong tool for the job.
[Where's your ed at] The Man Who Killed Google Search ( www.wheresyoured.at )
Personal Opinion: the GameDev.tv Godot course isn't great
Before the humble bundle came out, I bought the GameDev.tv "complete" Godot course - I had a good early bird discount since I've used them for Unity....
[Brackeys] The Future of Game Development ( www.youtube.com )
TL;DR: Brackeys is back and will start making new videos for Godot!
Update on the Collaboration with Google and The Forge ( godotengine.org )
Humble Bundle - Learn To Make Games in Godot 4 By GameDev.tv ( www.humblebundle.com )
Thought people might be interested. I'm tempted to get the shaders course which is the only one in the $1 tier.
Maintenance release: Godot 4.2.2 & 4.1.4 ( godotengine.org )
Great fixes here. I've been looking forward to some of the fixes like Camera2D's frame delay and code completion improvements....
[Gary Marcus] Evidence that LLMs are reaching a point of diminishing returns - and what that might mean ( garymarcus.substack.com )
Proposed "LibGodot" Lets You Embed Godot Game Engine Into Other Apps ( www.phoronix.com )
We'll refactor this next year anyways ( programming.dev )
[eieio games] Questions to ask when I don't want to work ( eieio.games )
Slay the Spire 2 Officially Announced — Will be made in Godot ( youtu.be )
Suggest a Laptop for me.
Hello Lemmings,...
CleanDoom - The Modern Doom Mod Launcher (made with Godot) ( github.com )
cross-posted from: https://programming.dev/post/12340077...
CleanDoom - The Modern Doom Mod Launcher ( github.com )
cross-posted from: https://programming.dev/post/12340077...
Steamdeck Cassette Player ( makertube.net )
Steamdeck Cassette player thingy I have been making with Godot.
Screenshot Saturday!
Share some progress, text or screenshots of some development on your game!
[lcamtuf's thing] Radios, how do they work? ( lcamtuf.substack.com )
Godot 4: Warped plasma shader (tutorial) ( www.youtube.com )
Hey everybody! In this video, I would like to demonstrate how we can enhance the effect that we know from the very first video about shaders that I recorded for this channel. The enhancement will consist of displaying something like continuous plasma instead of rippling lines, for which we will use very similar calculations....