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
2D/3D Artist, Game dev, Godot contributor by night.
Twin Stick Shooter Starter Kit:
https://github.com/Nodragem/top-down-action-adventure-starter-kit
Putting together a NAS to store, snapshot and backup my game assets, as my Google Storage starts to be crowded.
How do you store and version control your game assets?
#gamedev #indiegamedev
How do you store and version control your game assets?
#gamedev #indiegamedev
October 17, 2025 at 8:43 AM
Putting together a NAS to store, snapshot and backup my game assets, as my Google Storage starts to be crowded.
How do you store and version control your game assets?
#gamedev #indiegamedev
How do you store and version control your game assets?
#gamedev #indiegamedev
In #GodotEngine, you can add new animations on top of imported animations. Here I add some juice to the crab's death animation by animating a couple of GPUParticle3D and a push back movement.
October 10, 2025 at 10:46 AM
In #GodotEngine, you can add new animations on top of imported animations. Here I add some juice to the crab's death animation by animating a couple of GPUParticle3D and a push back movement.
I finally updated my starter kit to 4.5 🚀Go check it out on Github!
github.com/Nodragem/top...
I also corrected a long standing bug 🪲where picking up the toygun would not work properly. #GodotEngine
github.com/Nodragem/top...
I also corrected a long standing bug 🪲where picking up the toygun would not work properly. #GodotEngine
October 10, 2025 at 9:59 AM
I finally updated my starter kit to 4.5 🚀Go check it out on Github!
github.com/Nodragem/top...
I also corrected a long standing bug 🪲where picking up the toygun would not work properly. #GodotEngine
github.com/Nodragem/top...
I also corrected a long standing bug 🪲where picking up the toygun would not work properly. #GodotEngine
At the core of the puzzle mechanics, there is a SwitchHub object to which you can connect switches as input with positive or negative weights, and receivers as output. This switch system is available in my Top-Down Starter Kit on Github.
October 2, 2025 at 8:49 AM
At the core of the puzzle mechanics, there is a SwitchHub object to which you can connect switches as input with positive or negative weights, and receivers as output. This switch system is available in my Top-Down Starter Kit on Github.
Working on tutorials that explain the color-based puzzle/combat system: mark enemies of same color, shoot enemies of opposite color. #gamedev #godotengine #indiegame
Have a look behind the scene below ⬇️
Have a look behind the scene below ⬇️
October 2, 2025 at 8:49 AM
Working on tutorials that explain the color-based puzzle/combat system: mark enemies of same color, shoot enemies of opposite color. #gamedev #godotengine #indiegame
Have a look behind the scene below ⬇️
Have a look behind the scene below ⬇️
In John Space, players will have to work together to defeat enemies. Here one player is marking the crabs so that the other can shoot them. #gamedev #godotengine
September 30, 2025 at 8:32 PM
In John Space, players will have to work together to defeat enemies. Here one player is marking the crabs so that the other can shoot them. #gamedev #godotengine
I often see VFX tutorial for #GodotEngine using an Animation Player to rotate the particles around an axis. I found that we can also do it with Orbit Velocity in the particle system. Just need to make sure you add a XYZCurve and only keep the Y Curve.
#Gamedev
#Gamedev
September 26, 2025 at 9:19 AM
I often see VFX tutorial for #GodotEngine using an Animation Player to rotate the particles around an axis. I found that we can also do it with Orbit Velocity in the particle system. Just need to make sure you add a XYZCurve and only keep the Y Curve.
#Gamedev
#Gamedev
Breaking rubbish together is always fun! plus, breaking enough rubbish will earn you an healthkit #GodotEngine #Gamedev
September 23, 2025 at 8:02 PM
Breaking rubbish together is always fun! plus, breaking enough rubbish will earn you an healthkit #GodotEngine #Gamedev
🚀Quick tip for #GodotEngine, when using canvas_items stretch mode and you get blurry texts. In project settings, change rendering/textures/canvas_textures/default_texture_filter to nearest.
September 18, 2025 at 2:19 PM
🚀Quick tip for #GodotEngine, when using canvas_items stretch mode and you get blurry texts. In project settings, change rendering/textures/canvas_textures/default_texture_filter to nearest.
Still a lot of work to get this into the engine:
August 28, 2025 at 5:00 PM
Still a lot of work to get this into the engine:
August 28, 2025 at 4:56 PM
⛏️I wanted to carve my levels from the rocky background ⛏️using connected spheres of adjustable width.
😶Turns out you can do something very similar with #Blender3d by mixing its Skin modifier, Solid modifier and Boolean modifier. Makes me want to translate this workflow to #GodotEngine even more.
😶Turns out you can do something very similar with #Blender3d by mixing its Skin modifier, Solid modifier and Boolean modifier. Makes me want to translate this workflow to #GodotEngine even more.
August 21, 2025 at 4:58 PM
⛏️I wanted to carve my levels from the rocky background ⛏️using connected spheres of adjustable width.
😶Turns out you can do something very similar with #Blender3d by mixing its Skin modifier, Solid modifier and Boolean modifier. Makes me want to translate this workflow to #GodotEngine even more.
😶Turns out you can do something very similar with #Blender3d by mixing its Skin modifier, Solid modifier and Boolean modifier. Makes me want to translate this workflow to #GodotEngine even more.
🚀Added even more juice to the Shooter (Large Weapon):
- enemies are projected away on death with smoke particles
- bits of crabs/stone are projected on death
- dissolve effect on the projectile impact vfx
😶🌫️I am basically reusing a lot of my Starter Kit's tricks 😶🌫️
#GodotEngine #gamedev
- enemies are projected away on death with smoke particles
- bits of crabs/stone are projected on death
- dissolve effect on the projectile impact vfx
😶🌫️I am basically reusing a lot of my Starter Kit's tricks 😶🌫️
#GodotEngine #gamedev
August 21, 2025 at 11:50 AM
🚀Added even more juice to the Shooter (Large Weapon):
- enemies are projected away on death with smoke particles
- bits of crabs/stone are projected on death
- dissolve effect on the projectile impact vfx
😶🌫️I am basically reusing a lot of my Starter Kit's tricks 😶🌫️
#GodotEngine #gamedev
- enemies are projected away on death with smoke particles
- bits of crabs/stone are projected on death
- dissolve effect on the projectile impact vfx
😶🌫️I am basically reusing a lot of my Starter Kit's tricks 😶🌫️
#GodotEngine #gamedev
😅I will stop adding juice when the player can't stop shooting and don't know why 🚀🚀! #GodotEngine #gamedev
July 20, 2025 at 3:35 PM
😅I will stop adding juice when the player can't stop shooting and don't know why 🚀🚀! #GodotEngine #gamedev
🎵Sound ON 🔊I 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 🧐 This is what I would like to replicate in John Space (my current project).
There is no game in that game, and yet, you just want to keep shooting 🧐 This is what I would like to replicate in John Space (my current project).
July 17, 2025 at 8:56 AM
🎵Sound ON 🔊I 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 🧐 This is what I would like to replicate in John Space (my current project).
There is no game in that game, and yet, you just want to keep shooting 🧐 This is what I would like to replicate in John Space (my current project).
#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:
July 11, 2025 at 4:02 PM
#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:
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
My solution is to create a RotationModifier node from SkeletonModifier3D, so I can override the rotation of the spine bone when aiming. #GodotEngine
July 11, 2025 at 11:33 AM
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
My solution is to create a RotationModifier node from SkeletonModifier3D, so I can override the rotation of the spine bone when aiming. #GodotEngine
🕹️Playtest 2 of #JohnSpace🕹️ Ok, this game starts to be fun! 😱🚀!!
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
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
July 6, 2025 at 8:54 AM
🕹️Playtest 2 of #JohnSpace🕹️ Ok, this game starts to be fun! 😱🚀!!
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
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
Time to stop making tools and pretty stuffs 👀, and time to start making a game 🚀😅! #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.
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.
July 3, 2025 at 9:28 AM
Time to stop making tools and pretty stuffs 👀, and time to start making a game 🚀😅! #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.
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.
📽️🦀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.
I also start experimenting with film grain and scattering rocks/flora to hide the transition between Rock and Sand.
June 26, 2025 at 11:51 AM
📽️🦀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.
I also start experimenting with film grain and scattering rocks/flora to hide the transition between Rock and Sand.
Hello #GodotEngine folks!
When using LightmapGI, is there a way to control the size and intensity of the Ambient Occlusion? I have made a quick edit in Krita where I made the AO stronger to show what I mean:
When using LightmapGI, is there a way to control the size and intensity of the Ambient Occlusion? I have made a quick edit in Krita where I made the AO stronger to show what I mean:
June 26, 2025 at 10:11 AM
Hello #GodotEngine folks!
When using LightmapGI, is there a way to control the size and intensity of the Ambient Occlusion? I have made a quick edit in Krita where I made the AO stronger to show what I mean:
When using LightmapGI, is there a way to control the size and intensity of the Ambient Occlusion? I have made a quick edit in Krita where I made the AO stronger to show what I mean:
funnily enough, this is controlled with the distance setting of the directional light:
June 20, 2025 at 12:56 PM
funnily enough, this is controlled with the distance setting of the directional light:
😅When you're trying to do a quick level prototype and get ropped into making a polished enemy model, with its animations and state machine 🚀🚀
#gamedev #GodotEngine
#gamedev #GodotEngine
June 20, 2025 at 11:40 AM
😅When you're trying to do a quick level prototype and get ropped into making a polished enemy model, with its animations and state machine 🚀🚀
#gamedev #GodotEngine
#gamedev #GodotEngine
Getting started with the animations of the little crab, should have him ready to import in #GodotEngine soon.
June 12, 2025 at 4:29 PM
Getting started with the animations of the little crab, should have him ready to import in #GodotEngine soon.
These little buggers only just took a day and a half to bake from high poly to low poly... But I think it was worth it!
#GodotEngine #b3d #nomadsculpt
#GodotEngine #b3d #nomadsculpt
June 6, 2025 at 5:02 PM
These little buggers only just took a day and a half to bake from high poly to low poly... But I think it was worth it!
#GodotEngine #b3d #nomadsculpt
#GodotEngine #b3d #nomadsculpt