Dev Blog #1 - An Airship, Some Cargo, and a Bit of Code
Dev Blog #1 - An Airship, Some Cargo, and a Lot of Code Hi, I am Florian. I am a Game Design & Production student at S4G Berlin, currently in …
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81 results
Dev Blog #1 - An Airship, Some Cargo, and a Lot of Code Hi, I am Florian. I am a Game Design & Production student at S4G Berlin, currently in …
Hello i know this may be against some rules but i am currently working on a game and looking for active feedback on user experience perforamnce and these kind of …
Void Runner — Development Update Hey everyone! 👋 I’ve been continuing work on Void Runner, and I wanted to share a small update on the project. The goal is to …
Hey everyone! I’m a freelance 2D artist open for custom 1 on 1 commissions, asset packages, and long-term indie game partnerships. I specialize in creating visual assets that give games …
BALANCE A Sailing Survival Game A ship. A crew. The sea decides. I'm Toushif Reza, working with Ayzron Studio, and I'm currently looking for a few collaborators to build BALANCE, …
Hello everyone! I'm working on an original 2D fast-paced platformer project called: SONIC: CELESTIAL CHAOS The project is inspired by the classic style of fast 2D platformers, with an emphasis …
Hey! LUMEN sounds like a really interesting project, especially with it being early in development and having room for creative input. I’m a game writer interested in helping with the …
Thats and good idea :>
Hi everyone, I made a Godot 4 Node2D component for attack-range previews and placement indicators, drawn at runtime rather than from textures. It includes circle, cone, line, rectangle, donut, arc, …
Hi everyone, I made Top-Down Footstep & Terrain VFX for overhead games that need visible feedback when a character crosses different surfaces. The pack has 12 effects: dirt, grass, dry …
I've been working on a multiplayer browser game where the player is literally a mouse cursor. It has factions, real-time combat, health, kills, chat and a minimap. The project is …
Hi everyone, I made Top-Down Workshop Starter for developers building small overhead workshops, crafting rooms, production spaces, and base-building interiors. The pack contains 29 static assets: 6 modular wall pieces …
KOSMO ULTIMATE — Building My Own 2D Shooter in Godot Hey everyone! I’m currently developing KOSMO ULTIMATE, a 2D action shooter made with Godot. The idea is simple: survive waves …
🆕 We just launched Season:One of Biteroids! Season:Beta has ended! 🎮 Get the Season:One Founders Ship skin for playing during Season:One! 🏆 Compete in a high stakes PvP - same …
TooOld2rock-nRoll wrote: I'm definitely not implementing volume (this comes next) and rigid body simulation, all objects are ideal particles for this conversation. That's some bad terminology if i can read …
@raynmetal just instantaneous force transfer? Ah there's no transfer per-se. It's just that you can treat all the forces acting on an object's centre of mass, as a singular force …
but if I consider many forces, it will require a liked list of some kind and You won't need to. Each force is a 2D vector, and each new force …
Hi,I’d like to apply for this request,and would love to be considered if the position is still available. My Discord username is fareedah_890.Thank you for your time!
frob wrote: Alternatively, just apply additional velocity at regular updates and apply the velocity to the position each update. A different approach, gravity volumes allow setting regional values to gravity …
Congratulations on making progress on your particle simulation! Anyway, next thing is adding mass and working on inertia, any pointers on how to implement progressive acceleration? So say you've got …
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