I honestly thought it was Java again, but it's a really smooth game, a great boon for Godot!
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Awesome - we'll deserved given how brilliantly they've expanded the original game and managed to add coop. Plus, fuck Unity.
Exactly that!
Thank you. This is one of the most useful articles I've read in my (very slow) Godot journey. Coming from OO programming to something like Godot, finding the reusable bits, and how all that is meant to work has been the most frustrating. Mostly, it seems, because people assume we all have the same understanding of terms.
When you say the node is reusable, is this a 'cut and paste' the node in (so all future changes to the base node is lost) or is the another way? The only way that has worked has been a one-scene node so I can update the node and it updates in all scenes using it.
I'm sure I'm missing something!
Very well done! Thank you!
I appreciate your feedback! Would it be helpful if I add something like this?: "Composition in Godot is the practice of building complex objects by assembling smaller, reusable nodes (e.g., adding a HealthComponent node to an enemy) rather than relying on deep, rigid class inheritance hierarchies. It promotes flexibility, allowing behaviors to be added or removed at runtime, whereas inheritance creates tight coupling between parent and child classes."
That's really helpful, thank you.
It would be helpful (to a noob like me) if 'composition' could be explained a bit better.
One day we'll fix 3D orthographic view getting ass blasted by the World Environment. But not today.
Upvoted soley for monospaced fonts in the editor.
Goddamnit not having that is annoying.
This is really, really, REALLY cool. I'm not really "there yet" as a gamedev, but I love the idea of using Matrix protocol with Godot for in game chat, or MUD-like experiences maybe. This is so intriguing.
Thanks! Looks like he has a devlog on YouTube, and even a demo running in the web!
I think this is exactly what I'm looking for!
For Godot specifically there is TerraBrush, that could fit your needs. https://github.com/spimort/TerraBrush
This is a really cool package for C# based projects. It gives you attributes that parse the Godot (scene, project etc.) files & auto-generates all the boilerplate for accessing nodes, events when exported variables are changed, etc.
I haven't played around too much yet, but the SceneTree integration works great (at least with Rider on Aurora), so I'm sure the rest works well too! If you have any experience, please share your thoughts!
It was a pretty easy implementation, actually. The bullet already checks for collision with the player, so I just get the player's state when that happens, and if it's phasing, the bullet faces its creator. Its usual "go forward real fast" code takes it the rest of the way.
Oh I see.
I forgot about blueprints as a alternative To C++ (sometimes simplified sometimes native)
We should help build an action/workflow that checks all PRs against common AI slop/tropes of code posting and flags any that are AI derivative as "WON'T MERGE" until the PR submitter can prove that they submitted it without the use of AI.
Godot should have a zero AI tolerance policy on this stuff. No AI anywhere near the game engine. The Godot devs should start enforcing that.
Edit: Editing my comment to include some resources that could help with this in case people were interested:
https://github.com/peakoss/anti-slop
and
https://github.com/mitchellh/vouch
are two approaches to try and combat this.
Also it looks like Github is aware of the issue and possibly doing something about it: https://www.theregister.com/2026/02/03/github_kill_switch_pull_requests_ai/
But it remains to be seen if they'll actually address it, given that MS is their parent company and they own OpenAI...
There's probably a ton of reasons why someone would want to use unreal. Blueprints for example.
As far as "it's the devs fault", the unreal editor itself takes forever to load and requires installation vs Godot being nearly instant and portable binary. Systems like nanite or lumen while cool have been reported by some as traps that can make games feel really unoptimized.
I think the graphics part i agree, but isnt the main purpose developers use UE Over Unity is Graphics???
And for optimizations, I heard that its the developers fault for the optimization. (Or atleast one of my friends who is a UE dev told me)
Sweet! I doubt I'll be good enough to manage that but it's cool that you were able to implement it so quickly.
Haven't had a chance to check out the demo yet, maybe tomorrow night.
(Ignore the slow-mo that totally isn't to compensate for my lack of fast reflexes!)
Man Unity has a knack for kneecapping themselves out of relevance.
I'm biased but I would say unreal has been a "bad engine" (still better than unity regardless of parent company) because it encourages bloat and is bloated. Is it really that good once you remove it's graphics fidelity? (Genuine question because I abandoned it before deep diving into it) We really need to go back to the roots of lightweight and optimized "apps" such as Godot.
I'll hold you to that haha!
Thanks again :)
No problem! Just DM me if you need some testers again! I think you are on the right path with that idea.
That seems to be the major takeaway. And, as I expected, it's obvious in retrospect haha! I'm considering remaking the levels around actual platforming, with large drops and no easy path. Thanks a ton for your feedback!
Yes! Theres a lot of potential. The movement was good though. Definitely take some time to make challenging obstacles
Hey friendo! Did you get a chance to try it out? :)