[–] 0 points 1 year ago*

Yes, but i dont want to use them. I want an integrated terrain editor like what Unreal has. Their philosophy is to make everything optional as an addon to keep Godot lightweight. But there's no reason they couldn't integrate a terrain editor as a plugin you can turn on and off directly in the Godot settings.

Currently, you have to go find a 3rd party addon, install it. And try to use it. There are zero guarantees that any of it will function correctly.

I want an officially supported addon that is integrated enough with Godot to be turned on and off through a menu, even if it requires restarting the editor to use it. (That's how Unreal does a lot of plugins) They are officially supported, but not enabled or in a build unless you check a box and restart the editor.

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  • [–] 8 points 1 year ago*

    At the bottom of the roadmap:

    There is a plan to deprecate the current Asset Library and replace it with the new Asset Store. The current Asset Library is not going to be removed, but it will be marked as deprecated and will receive very minimal support. The new Asset Store is going to be the main source of assets for Godot moving forward but we understand that older versions will still rely on the existing Asset Library.

    I’m taking the “replace” wording as in-engine as well as functionally replacing

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  • [–] 0 points 1 year ago* (last edited 1 year ago) (2 children)

    I still want a terrain editor. I won't go back to Godot until thats a thing, and I'd really like to go back to Godot.

    Edit: Yes, I know there are 3rd party terrain editors i can add.

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  • [–] [S] 7 points 1 year ago (1 child)

    Based on the roadmap, it sounds like assets will simply be dragged and dropped from the browser into the editor.

    I haven't found anything about a direct integration into Godot itself yet.
    But I can't imagine that it won't be a thing.
    It would also be awesome if you could add third-party stores to Godot. Like repositories in Linux.

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  • [–] [S] 2 points 1 year ago

    Solid update. It's great to see the Android editor making gamedev more accessible.

    The progress on XR is also looking good.

    And the easier Android-API calls are a massive quality-of-life win.

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  • [–] 22 points 1 year ago (2 children)

    Oh! I didn't expect it to get suddenly shadowdropped. It looks pretty clean, and it's neat that assets can have direct links to donate on the side. It's going to take at least a few months until it gets integrated with the editor though, since 4.5 is already in feature freeze.

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  • [–] [S] 2 points 1 year ago

    that is the buggy region where it's difficult to wall jump! I have absolutely no idea why it's like that, there's nothing different about it (it's all just tilemap tiles like everything else...) but wall jumping is very tricky there. In my experience you really have to hold on to the wall before jumping since it doesn't seem to register you're on the wall properly

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  • [–] [S] 1 point 1 year ago (2 children)

    Hold on, is it the part where you the ledge was just higher than double jump height and there's no obvious walljump to get up there? (see the second screenshot, is it that part?) That's a tricky section where you have to jump to the left wall, wall jump to the right, then double jump. Alternatively, people have tried jumping to the right wall, wall jumping to the left, holding right, and double jump.

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  • [–] 2 points 1 year ago (4 children)

    Wall jumping was intuitive enough, I'm just bad at timing the jumps. Got stuck further in the level, after doing a few wall-jumping sections, so maybe I just hadn't encountered the bug you are talking about yet.

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  • [–] [S] 2 points 1 year ago (5 children)

    Thanks! Which part did you get stuck in? I'm not sure why, but the very last wall jump has some weird issue where it doesn't register half the time, and there's nothing different about it. Weird. Or was wall jumping not intuitive enough (it's pressing the button that is opposite to the direction of the wall, e.g. left for a wall like <-|, right for a wall like |->)

    Particles for the spacey backgrounds seems like a good tip, thanks!

    not sure how to upload html game. I'll need to figure that out. Maybe my next game could be an html game :>

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  • [–] 4 points 1 year ago (6 children)

    Congrats on releasing it! Great result for a game made in a week.

    I did give it a try even though I'm not great at jumping. With a controller (the game does support a controller 👍) I managed to get a bit farther, but still failed, hah.

    A small trick I use to give spacey backgrounds more life is to plop a Particles2D node with tiny-twinkling-floating particles. Takes little effort but improves things a lot. Would be fitting for a space game.

    I also think the game would work well as an HTML5 game. Itch supports those, and they're more convenient and accessible since they don't require players to download EXE files. People tend to be skittish about downloading things.

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