This is a little thing I created based on a world I made for a game I’m more or less making. It’s a discovery of fire.

Original size:

@SirLotsaLocks
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51Y

I love how it looks cozy but reversed because its cold colors

@DrivingForce
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51Y

That fire must be really hot since it is blue XD. Nice looking art. What kind of game is it?

The &
creator
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61Y

Asdlfsaldjkf yeah, I made it blue just for Aesthetics:tm: then gave it a cool explanation about how the chemicals they used to create it are what make it blue since that’s apparently a thing irl, glad u like it!

It’s a platforming game with combat and stuff. It’s very early in development, tho I released a demo on itch.io. I just have to get a better computer and stuff so I can keep going.

@DrivingForce
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21Y

Are you using a game engine or building your own to make the game?

The &
creator
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6
edit-2
1Y

I’m using Godot, I wish I could make my own engine but I don’t have What It Takes to do that

@DrivingForce
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61Y

Godot is a good engine. That is what I am using on my large team project.

The &
creator
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41Y

It is very good. I’m not too happy with the way its physics work but that might as well be because they don’t fit my very specific needs lmao

@DrivingForce
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61Y

Haha yes. Tbh that is the problem with every physics system. They only work in the most generic of games.

All others are forced to find clever hacks or write their own.

Ephera
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61Y

To be honest, it kind of caught me offguard for how much that is true in gamedev in general. When you’re playing a game, it’s so easy to say that something should be changed or to just wonder in general why games innovate so little.

But when you’re having to actually change something, when you are trying to innovate, you have to, you know, actually write the code so that it does the thing.
And sometimes the tiniest game mechanics change can require major changes in your game code. And when you’ve finished, you realize that the change isn’t actually “fun”, or whatever other bullshit metrics games get measured with.

The &
creator
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31Y

Yeh. What I do about it is ponder about why I think a change would be better or more fun or whatever (or ask the person who’s suggesting the change). Maybe what I want isn’t the specific change, but something that I perceive in it, then try to do whatever that is. Like “I like how fluid the physics would be if I did A”, so instead of doing A, I try to make the physics more fluid. If I can’t think of anything, then there’s probably no reason to do it.

The &
creator
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41Y

Yeah def. It’s kinda annoying how unflexible it is. If you look at my game totally not selfadvertising here you’ll see some physics things that just Aren’t Possible with Godot’s normal physics, it was very annoying to make even tho I’m happy w the result

@Bloodaxe
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21Y

I guess I’m necroing this thread a bit, but they recently hired a dev to work on the physics 😀 https://godotengine.org/article/camille-mohr-daurat-hired-work-physics

@SirLotsaLocks
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41Y

Godot looks really nice, I’ve messed around with it a bit and it doesn’t feel too overwhelming.

Pixel Art - pushing pretty pixels around
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