Nodragem

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

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🚀Developing "John Space and the Xombax Parasite" ! A 2-player game where you will cooperatively use color-coded weapons and gadgets to defeat the mysterious Xombax parasite that has infected an ancient water plant... Follow me to show your support 😊🚀! #indiegames #indiecoop

🚀Developing "John Space and the Xombax Parasite" ! A 2-player game where you will cooperatively use color-coded weapons and gadgets to defeat the mysterious Xombax parasite that has infected an ancient water plant... Follow me to show your support 😊🚀! #indiegames #indiecoop

Credits Music: 'Star Birth' by Pecan Pie on Uppbeat. License code: SYPY08TMCRP151TE SoundFX: 'Arcade game - whacky fail alert' by Epic Stock Media on Uppbeat

Nodragem reposted

I saw this video on Reddit of DuneCrawl, which uses my Asset Forge for sketching. I love it, in fact, I loved seeing this so much that it gave me a lot of inspiration. Big plans for Asset Forge, hopefully will already be able to share soon. redd.it/1x2fy0r

I overhauled the UI and added portraits during the dialogues. The portraits are rendered inside Godot, let me know if you would like to see the set up. #gamedev #godotengine

🚀Redesigning the Health Kits 💌 in John Space: tell your co-op buddy to come inside the circle to benefit from it too! #gamedev #godotengine

Is there a way to animate the Vertex Color in Godot, so I can use the same material for the two "slashing" meshes while de-synchronise their dissolving? #godotengine #vfx

I created a new switch in my switch system: it awakes an enemy and then, it gets activated when the enemy is defeated. Below an Area3D awakes the two crabs and the red spawners (yellow lines). Then, to defeat the two crabs will open the two exit doors and stop the spawners (red lines). #godotengine

📺Implementing a level map for my game John Space as players start to wonder where they are and where to go😁 I wonder if I should pause the game when the players use it though...🤔 #gamedev #godotengine

In 2D art courses, we learn that black shadows is the enemy of appealing visuals. What I do in John Space is to make sure I have a purple ambient light, a height fog to mimic light reflection from the ground, and a glow. #gamedev #godotengine

🎮Many playtesters complained that it's hard to differentiate yellow and purple enemies. I think the background colours might be part of the issue, so I tried a new "blue sand" background. 🤔What do you think? I really liked the tropical feel of the previous one tbh... #gamedev

Nodragem reposted

Well, it finally happened! After 9 years of Unity dominance, Godot was the most used game engine for GMTK Game Jam 2026 submissions. 🤖 Godot - 47% 🎮 Unity - 34% 🛠️GameMaker - 5% 🚀 Unreal Engine - 3% ✨ Other - 11%

📺Toying with making a mock trailer. Of course, some assets are placeholders, and I can get better footages if I do more playtests, but still 😁it was useful to give it a try ! Would you play that game? #gamedev #godotengine

In this co-op game, one player can activate 🟡tails with🟡 paint, and the other can activate 🟣tails with🟣 paint. Also, the players share a levitating blob of paint that they can call to activate higher tails. Lot of puzzles to test your co-op skills in perspective! #gamedev

🚀Pretty happy with the results! The thing is that this is made of 4 animations made in Blender that are then controlled with a Tween in Godot 🤪. #gamedev #godotengine

The animation of the Slashers is taking shape ! Made with #b3d using the SpaceSwitcher add-on and GameRig Tools add-on. #gamedev #godotengine

Working on a new enemy for my co-op game John Space! The Slasher won't be able to move but it will cut you in pieces if you stay at proximity. Ah also, it cannot be killed 💀 Just need to rig and animate now, I guess 🤪 #GodotEngine #gamedev

Is it me or in UcuPaint, you can't bake multiple objects to one texture while mapping each high-res objects to their low-res counter parts? This means, for instance, that the joints selected below spills its colors/normals to the adjacent object.

Happy find of the day: Quad Maker, a retopology add-on for Blender. It's $20, it is simple, easy to use, has good shortcuts (single keys), and it does not crash. #GodotEngine #b3d #gamedev

🔬Do you make automated unit tests for your game? 🧪 🙃I don't, but! I have a bunch of scenes where I can test simple units of my gameplay in isolation. When I create a new feature, I create a new test scene, and I code until it works! 🚀 #GodotEngine #gamedev

I added a drowning animation and a little particle effect. I did try to add a splash VFX, but I couldn't get it right 🙃! Considering that this is a prototype, I think I will come back to the splash VFX when I work on the final visuals. #GodotEngine

I wonder if I should add a Death animation to make it clear that you can't go in the water, or if a simple teleportation VFX makes more sense. As in: the mothership automatically teleports you before you die? #GodotEngine

Adding rooms with complex mechanics to my co-op game! Here three room states need to be resolved before the door can be opened. #GodotEngine

Today, I decided not to open #GodotEngine, and I started downloading a game on Steam... I ended up making my own mortgage simulator in #Streamlit 🤣 I think I should have opened Godot Engine !

My level editing tools start to be working... Add some randomness and enemies running after the players and this will be pure chaos 😃 ! #GodotEngine

Difference before and after I plugged my laptop in #GodotEngine. At the moment, my SteamDeck (unplugged)'s performance is close to my unplugged laptop (25 fps!). Some optimisations to do today! Main cultrips? the screen based shaders (i.e. SSIL, water) and the Terrain3D.

Pro tips: run your game fullscreen or on the target device every now and then, so you don’t find out your game is running at 25 fps and now have 6 months of work to investigate to find the performance killer 🤪🤪

Hey #GodotEngine folks! How do you organise your level scene tree? Nobody else feels the need to have "dummy" nodes just to organise the tree into sections? See below how am I doing it at the moment:

I was first really existed to use Node as a way to group my Node3D, but then I realised it breaks the transformation inheritance. Maybe something like Blender's collections would be great :)

Reworking my Switch Component system so that: - it is now an PluginEditor / add-on - it use a Gizmo to draw the connections/hubs - it features three state switches (sleeping, awake, actived) #GodotEngine

Turns out that three state switches are very useful. For instance, you want a spawner to be sleeping by default, then it will awake when the player walk on a platform, then it will be "activated" when you eliminated all the monsters that were spawned. With this, it is very easy to create waves.

Hey #GodotEngine folks! When do you use Custom Node (i.e. class_name), when do you use PackedScene? You can basically achieve similar things with both but there are few UI/UX differences; I am not always sure when to use one over the other! 😅

After a bit more investigation it looks like that only step 1 and 2 are essential. Then you can simply swap the mesh. You can ignore changing the Skin if the skeleton is exactly the same. Still, without documentation, it is hard to find out!

I thought it would be as easy as importing the new mesh with its vertex weight and swap it in the MeshInstance. Turn out that you need to: 1) import the mesh WITH its skeleton in GLB 2) extract the mesh 3) open the GLB as inherited scene 4) find the skin in the MeshInstance, save it on disk ...

Working on a new section of my level today! It will introduce some platforming and importantly, the ability to call Eela (the drone) between the two players to activate switches. #GodotEngine

Water transparency does make a difference though (see previous post), so I think I will drop the default Godot's SSR 😳 and use marcelb's water shader 🚀! #GodotEngine

Playing with the new SSR feature from #GodotEngine, not sure I will use it for the final product, but it looks great! Note for later: don't use mix() to combine two normal maps, it will break the SSR.

Trying to implement some sort of terrain texture blending... But how can I apply it only to some objects? The Decal node use the Visual Layers but I can't seem to access them in my shader. #GodotEngine