Making <<Penguin Festival>> in Godot. 🐧 Past: Owlchemy Labs. Proud husband and shiba dad. The Andy Serkis of penguins.
- 🚫 generative AI
- 🚫 genocide
- ✊ trans rights
Thrilled to be showing off gameplay and more of the penguin town! Cannot wait for y'all to be part of the festivities.
➜ PC VR | Fall 2026
➜ PICO + SideQuest | Post-launch
✨ Wishlist: bit.ly/penguinfests...
#vr #indiegames #cozygames #godotengine
I know the wait is long, so thank you all for your ongoing support!
#GodotEngine #gamedev #indiedev #VR
But there's no "right" way. Different solutions have different tradeoffs.
But there's no "right" way. Different solutions have different tradeoffs.
#GodotEngine #gamedev #indiedev
#GodotEngine #gamedev #indiedev
Local co-cop is OUT NOW!!! Just update your game and plug in a second controller!
Technically, you can ALSO do split screen co-op ONLINE too using Steam's cool control features!
www.youtube.com/watch?v=s3Ut...
#indiegames #corgi #steamdeck #wholesomegames #cozygames
Local co-cop is OUT NOW!!! Just update your game and plug in a second controller!
Technically, you can ALSO do split screen co-op ONLINE too using Steam's cool control features!
www.youtube.com/watch?v=s3Ut...
#indiegames #corgi #steamdeck #wholesomegames #cozygames
#gamedev #indiedev
Instead of applying acceleration based on delta-position, apply acceleration based on delta-velocity.
i.e. Calculate the *ideal* velocity needed to get from here to target by the correct time. Then apply an acceleration that is (ideal_velocity - current_velocity).
Instead of applying acceleration based on delta-position, apply acceleration based on delta-velocity.
i.e. Calculate the *ideal* velocity needed to get from here to target by the correct time. Then apply an acceleration that is (ideal_velocity - current_velocity).
The latter method pre-emptively applies corrective acceleration. Much like the Akira slide! 🏍️💨
The latter method pre-emptively applies corrective acceleration. Much like the Akira slide! 🏍️💨
#GodotEngine #gamedev #indiedev
#GodotEngine #gamedev #indiedev
#GodotEngine #gamedev #indiedev #screenshotsaturday
#GodotEngine #gamedev #indiedev #screenshotsaturday
With cutscenes, everything is tightly controlled via a timeline, so you just move things to the right time and they'll stay there.
With cutscenes, everything is tightly controlled via a timeline, so you just move things to the right time and they'll stay there.
Also, everything is physically simulated so you can, for example, stop his hand with your own.
Also, everything is physically simulated so you can, for example, stop his hand with your own.
#GodotEngine #gamedev #indiedev #screenshotsaturday
#GodotEngine #gamedev #indiedev #screenshotsaturday
docs.godotengine.org/en/latest/tu...
docs.godotengine.org/en/latest/tu...