Did you know that RPG in a Box is an engine created as a "game" within Godot Engine? Extremely grateful for Juan and all of the developers who contribute to Godot - it's such an amazing engine! #screenshotsaturday #gamedev #indiedev #godotengine #voxel

We've updated @godotengine's goals!

We're now heading towards hiring a third full-timer with a lot of industry experience, to work on issues all around the engine. Help us reach that goal!


Finally updated my Tiled importer for ! godotengine.org/asset-library/…

Thanks to contributors now it has support for hexagonal tilemaps and object templates.

Also add a few extra features and general bugfixes.

I made a simple prototype this afternoon. We may use it to showcase Godot during RMLL. :) youtu.be/7oEn2wBTFUc

Adding a special comment to ignore the next warning of a given type. Just so it doesn't bother you when you're aware of it.

Here are the results of the ! godotengine.org/article/result

Over 100 games to play, and the best-ranked ones are definitely worth checking out!

I know that type-hint syntax and tooltip are not the same, but it looks clearer this way.

It's also the same as the current code and how it looks in the docs.

Trying a zero-code animated tile map in . It's not the best usability, but it works just fine.

The current completion system is quite a complex machine to do all the inference. I still don't understand fully how it works.

It'll stay like that, since typing is optional, but likely it can get some improvements.

I'm really digging the static typing in GDScript (at least now that I'm mostly done with it).

Code completion is getting quite better in .

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