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Nodragem

@nodragem.bsky.social

Data Scientist and Dad by day. 2D/3D Artist, Game dev, Godot contributor by night. Twin Stick Shooter Starter Kit: https://github.com/Nodragem/top-down-action-adventure-starter-kit

425 Followers  |  161 Following  |  133 Posts  |  Joined: 24.10.2024  |  2.3232

Latest posts by nodragem.bsky.social on Bluesky

Thatโ€™s the best news ever! I always thought that Blender UI has accumulated a lot of technical debts, this is the opportunity to start fresh and improve the no-keyboard workflow.

26.07.2025 06:51 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Debug++ cover and internal pages

Debug++ cover and internal pages

Introducing Debug++

The free games industry magazine from the Debug team. Out now!

๐ŸŽฎ Dev deep-dives
๐Ÿง  Industry insight
๐Ÿ‘€ Stories behind the screens

Subscribe now and read today: debug.plus

#gamedev

Updates: @debug.plus

21.07.2025 17:35 โ€” ๐Ÿ‘ 346    ๐Ÿ” 123    ๐Ÿ’ฌ 24    ๐Ÿ“Œ 23

I need to say that I removed the screen freeze on enemy hit for now, I wasn't sure it was feeling good.
Also I kept the screen flash for when the players get hurt, as in terms of gameplay, it makes sense to make the two players aware of it.

20.07.2025 15:35 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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๐Ÿ˜…I will stop adding juice when the player can't stop shooting and don't know why ๐Ÿš€๐Ÿš€! #GodotEngine #gamedev

20.07.2025 15:35 โ€” ๐Ÿ‘ 9    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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๐ŸŽตSound ON ๐Ÿ”ŠI digged out this "prototype" I've made 8 years ago in #phaser.io because I remembered the sound of the gun was satisfying.

There is no game in that game, and yet, you just want to keep shooting ๐Ÿง This is what I would like to replicate in John Space (my current project).

17.07.2025 08:56 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Preview
Use TileMapLayer to build 3D levels (GridMap) ยท Issue #12677 ยท godotengine/godot-proposals Describe the project you are working on A 3D Top Down Action game, which uses Gridmap for interiors. Describe the problem or limitation you are having in your project There are plenty proposals for...

Thatโ€™s awesome! I actually wrote a proposal for this recently: github.com/godotengine/...

12.07.2025 07:47 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

And we're live! I've written up a short readme that explains how to use this, and a couple of example scenes to show it off! Please let me know if you try it out and have any questions or issues!

#godot #gamedev #indiedev #feedbackwanted

11.07.2025 16:57 โ€” ๐Ÿ‘ 25    ๐Ÿ” 5    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 1

3D starts to be painful when you do the high to low poly workflow, and try to use advanced rigs for your animations. The pipeline becomes brittle and you can lose hours because you didnโ€™t check a checkbox :/ :/

12.07.2025 07:26 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I was thinking: this is weird, the animations plays correctly in the advanced importer menu, and then they go nuts in the .tscn.
Some how the importer does not seem to correct the indices of the bones in the existing .tscn scenes.

11.07.2025 16:04 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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#GodotEngine folks, one day, you will reimport animations for which you've changed the bone hierarchy. That day you will go crazy or remember that all this non-sense can be solved by clicking on this button:

11.07.2025 16:02 โ€” ๐Ÿ‘ 9    ๐Ÿ” 3    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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I don't know if that happens just to me, but my aiming animation and my running animation are conflicting on the root spine bone.

My solution is to create a RotationModifier node from SkeletonModifier3D, so I can override the rotation of the spine bone when aiming. #GodotEngine

11.07.2025 11:33 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The embedded game windows wasnโ€™t a refusal I think? it was just thought impossible to achieve without monumental work. Once someone came up with a cheap and clean solution, everybody was happy to do it.

11.07.2025 10:01 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Maybe for corner cases (e.g. above and right of the screen) you could use the ray projection, but will that precision really matter to the player?

08.07.2025 07:17 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The question is how accurate it needs to be useful to the player. First I would have a distance limit after which no indicator is shown. I would simply use their x position if enemies are below or above the screen, and their y position if left or right of the screen.

08.07.2025 07:13 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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๐Ÿ•น๏ธPlaytest 2 of #JohnSpace๐Ÿ•น๏ธ Ok, this game starts to be fun! ๐Ÿ˜ฑ๐Ÿš€!!

Main changes were to:
- make the marking temporary so that Player 1 always has something to do
- health counter and death, so now there is a real risk to lose the encounter
#GodotEngine #Gamedev

06.07.2025 08:54 โ€” ๐Ÿ‘ 10    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Couch co-op is the way ๐Ÿš€๐Ÿš€

05.07.2025 07:29 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Yes that the difficult part for me, to find a story to explain the gameplay mechanics :)
In this game, you fight creatures that were infected by a parasite. The color corresponds to the parasite type.

03.07.2025 17:02 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

It is far from working smoothly yet, but it has potential to be fun I think. Gonna tune some parameters based on the playtest and give it another try.

03.07.2025 09:28 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Time to stop making tools and pretty stuffs ๐Ÿ‘€, and time to start making a game ๐Ÿš€๐Ÿ˜…! #GodotEngine

Here I am playtesting a game mechanic where one player has to mark enemies while the other can only shoot enemies when they have been marked.

03.07.2025 09:28 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

I have been working on the same thing ๐Ÿ˜„ except that I use Path2D! I wish the Curve2D editor could be rotated 90 degrees.

01.07.2025 17:24 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Oh yeah, I forgot for a moment that you are generating the level during the runtime!

01.07.2025 11:45 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Was there anything wrong with the default navigation system in Godot?

01.07.2025 06:53 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Godot Hack: How to get 6x faster omni lights! #godot #godotengine

27.06.2025 19:48 โ€” ๐Ÿ‘ 134    ๐Ÿ” 16    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 1

When I discovered it, I actually thought about whether it could be used to make textures. But it would need a 3d preview.

28.06.2025 07:50 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I need to focus on making the gameplay mechanics of my game at the moment :/ So yeah no, I did not make an implementation yet! I have been working on tools to generate 3D platforms with curves though.

27.06.2025 16:38 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

As my solution is kind of a hack, I am thinking that it could be an add-on until the Gridmap implements 2D auto-tilling.

27.06.2025 12:11 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Preview
Use TilemapLayer to build 3D Levels (Gridmap) ยท Issue #12677 ยท godotengine/godot-proposals Describe the project you are working on A 3D Top Down Action game, which uses Gridmap for interiors. Describe the problem or limitation you are having in your project There are plenty proposals for...

Hello #GodotEngine friends! I've just made a proposal to discuss whether we could use the TilemapLayer 2D auto-tilling in Gridmap: github.com/godotengine/...
Let me know what you think!

27.06.2025 10:17 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Thanks! This limitation being there, do you use something else to compute your lightmaps? Is it just a texture to import?

26.06.2025 20:13 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

In the environment, I can add a screenspace ambient occlusion but that's not really what I am looking for. I would like stronger/bigger shadows in my lightmaps.

26.06.2025 15:29 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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๐Ÿ“ฝ๏ธ๐Ÿฆ€Little crabs in action in #GodotEngine!
I also start experimenting with film grain and scattering rocks/flora to hide the transition between Rock and Sand.

26.06.2025 11:51 โ€” ๐Ÿ‘ 8    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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