Narre

376 posts

Narre

Narre

@narredev

3D Artist and Indie Game Dev I use Blender and Godot https://t.co/QvUcs1CN9b https://t.co/IdqOkjBSd5 https://t.co/gQ0s6rkSnE

Entrou em Ağustos 2021
97 Seguindo215 Seguidores
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Narre@narredev·
Here it is! How to make footsteps sounds react to different surfaces in Godot 4! 👣🔉 It's a pretty simple solution so I chose it for my first written tutorial, but I still go over many ways to use it so you may learn something new...
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Narre@narredev·
and they will make the game window embebed in the editor in the next build
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Narre@narredev·
unity should be sweating right now, the new godot dev build adds in-game editing
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Narre@narredev·
@DaveOshry amazing to see someone eating choripan for the first time disfruten el asado!!
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Henrique Henrique
Henrique Henrique@henrique_dart·
My visual script is now open source! While it's still a work in progress and far from a full release, you’re welcome to test it, share feedback, or stay updated on its progress. What feature would you like to see in Hengo? #GodotEngine #gamedevelopment #GODOT
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Narre@narredev·
I hope everyone goes to the to other site now, the block no longer working is absolute garbage
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Narre@narredev·
The "apolitical" Godot fork is so stupid If being anti "woke" is sooo much better, I want so see them try removing all the commits from the people they don't like lol
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Narre@narredev·
Goes with GodotSteam, allows you to use godot high level multiplayer nodes and systems but via steam (much easier than using the steam api) github.com/expressobits/s…
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Cory Petkovsek 🎮
Cory Petkovsek 🎮@TokisanGames·
Terrain3D for #Godot4 now supports terrains as small as 64x64m, and as large as 65.5x65.5km at full resolution. 🌐 GTA5: 9x12.6km (113.4km^2) 🌐 The Witcher 3: 8.13x8.13km (134km^2) 🌐 Terrain3D: 65.5x65.5km (4290.25km^2) With vertex scaling you could reduce resolution for 131x131km and more, or have a higher resolution terrain at smaller sizes. The kicker is that we only store the regions you use. Your world could be 37x the size of GTA, with a few small islands and lots of ocean. Only the land would consume memory and disk space. Region sizes now range from 64m to 2048m, and the maximum number has been expanded from 256 to 1024. 32x32 regions @ 2048m = 65.5x65.5km. This required a lot of optimization and restructuring from 4 devs to make feasible. A lot of work has been done to make the tool much more suitable for teams. Each region is a separate file with coordinates in the filename, and labels can appear in the editor. This enables different editors to work simultaneously without conflicts in git, and vastly reduces the storage requirement for each commit. These changes are available in nightly builds now, and v0.9.3 coming soon. It works with Godot Engine 4.2.2 and 4.3. In a future release we'll look at removing region limits entirely and stream regions in and out of a fixed size window. I'm basically discovering what my Out of the Ashes team needs and focusing Terrain3D efforts building that. The result is you get things you don't even know you need until you have them. Pictures: 1) 512x512m regions with labels 2) 128x128m regions, label size and distance reduced 3) 1024x1024m regions. Red square shows previous 16x16km limit. Blue square is 32x32km.
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Narre@narredev·
this godot controversy is the some of the most stupid and made up things I have seen most of the people being blocked were trying to get blocked but the saddest thing has to be reputable influencers and journalists spreading missinfo and adding fuel to the fire
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Narre@narredev·
For anyone interested in NPR for Blender, Malt is a very unique and underappreciated addon that adds a new renderer and shader nodes that are basically GLSL If you use Godot, many things will seem familiar youtube.com/watch?v=77gO0m…
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Narre@narredev·
It's called Hakutaku
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Narre@narredev·
randomly came across that shonen jump released a game dev manga, solid start, pretty accurate on how I made my first games lol
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passivestar
passivestar@passivestar_·
Remember about the importance of edging when doing texturing in Blender! ☝️🌟 Here's how to do it with the Ucupaint addon: 1. Create a new Solid Color layer. Set the Color and other channel values to wanted parameters 2. Add a Bevel Grayscale mask to it and tweak it with a Curve modifier to change the edge radius and falloff 3. Load your edgewear texture (could be any grunge texture) as yet another mask, tweak it with a Curve and set the blending mode to Burn! It might take some tweaking to achieve a good edge so don't be afraid to experiment! ❤️
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Narre@narredev·
I think I'm gonna have to skip this blender version
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