There are two good options: Host your own blog yourself, or join a blogging platform that isn’t corporate. I personally use BearBlog but I’ve heard good things about Write.as as well. These two have free blogging options and don’t sell your data. If you want to host it yourself (which is safer), check out Hugo.
Ultimately, bots scrape the entire internet and there’s no guarantee they will honor robots.txt of a particular website (which tells bots what they are and aren’t allowed to do). If it’s on the internet, people can scrape your content and there isn’t much you can do about it. That shouldn’t stop you from writing or blogging, just don’t post very personal data.
Also, feel free to join us on !blogging@programming.dev!
Compiling to bash seems awesome, but on the other hand I don’t think anyone other than the person who wrote it in amber will run a bash file that looks like machine-generated gibberish on their machine.
Based on the feedback we received at the GDC from partners and friends, we know that we need a way to reduce the size of our exports. Currently, the 4.3 release Web build .wasm is around 40 MB uncompressed, and 5 MB compressed with Brotli. We have a few ideas in mind to address this, and it could even help optimize builds for other platforms!
This is very exciting! It’s my #1 issue by far with the engine. With custom export templates I managed to keep it around ~25MB uncompressed, but there’s definitely a lot of room for improvement in binary size.
Most variables have setters for situations like this. Rather than using get_tree().paused = false
, try get_tree.set_pause(false)
. There’s also Input.set_mouse_mode()
, you’ll see them under the variable names in the docs.
It’s also a lot easier to manage via code since you could just get children and have each layer have its own group.
Just skimmed the video, it’s pretty good! Provides a good crash course for people to just start making a platformer, it definitely skims some important topics like physics layers or how to properly use tilemaps, but I expect follow up videos to start explaining things more.
I’ve bought the $1 tier to get into shaders and I sort of agree. I took the Unity 2D course when I was starting out game development and it was excellent, really gave you everything you need to know to understand and learn how to make real games.
I’m 75% through the shader course (which is fairly short, like ~2 hours long) and it’s just okay. It gives you a decent introduction on how shaders work, teach you a few simple effects like distortion and dissolving and color swapping, then you’re on your own. I didn’t feel like I learned enough to be confident making my own shaders and I still only have a surface level understanding of it. Not great for a paid course, I’m starting to think that’s the reason it was only $1 in the bundle.
I still 100% recommend their 2D unity course but it seems like how good the course is depends on the instructor. Rick is the best instructor they have, the new ones aren’t cutting it. Maybe I should make my own tutorials because a lot of Godot offerings currently are lacking.
Nice, good luck!
Godot 4 came out a year ago so they’re all new courses. They do have a forum for assisting people that own the course where a teaching assistant helps out. I haven’t tried any of their Godot courses but I have finished their Unity course and the experience was really good.
I’ve been following this proposal around for the past few months, it’s really interesting. Godot could be the de-facto library for complex 3D rendering in any app since it’s really feature-rich and not that huge (I think the runtime is like ~60 megabytes? It could likely be smaller with further optimization and stripping features you don’t need).
Also I don’t remember who said this but if this goes through it could allow C# web builds by loading Godot is a library.
Kind of a shame this came as 4.3 is in feature freeze, it would’ve been nice for it to be included in the next update.
One of the devs wrote a blog post a while back talking about his first impressions with Godot.
TL;DR: Really positive on Godot but things that should be improved are text and how Godot handles texture atlases (I totally agree on both)
Be sure to check where the trackpad is. Centralized is better. My new one is more to the left and my wrist hits it when playing tf2 and I do occasionally get some movement from my wrist in game, but not much.
There should be an option in your OS to disable the trackpad while using the keyboard. My laptop also has a trackpad to the left and I often have my hand over it when playing but never had this issue.
Make sure you get a laptop with a modern Ryzen processor since the battery life (and performance on battery) is often a lot better than Intel. There are a lot out there that fit the bill like Lenovo’s yoga/ideapad lineup. Just be weary of two things:
Not sure, I’ll look into it when the launcher is feature-complete. I never tried making a Flatpak app before.
A mod launcher is a program that lets you set up and configure mods for a game, then launch the game with everything set up for you. They exist because configuring everything yourself can be a real pain.
This is awesome! Wish I could run something like this on my car’s tablet, then we could go full circle.
Really great shader. Reminds me a lot of Balatro’s background.
Just my personal hot take haha, had nothing but bad experiences with Python.
This is really cool. It seems to be getting hugged to death though, I’m getting a lot of server errors when I attempt to open most apps.
Finally, audio cackling in web builds should be fixed!