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49 comments
The Harvard sweater
711 vs 911
Hi Jace, glad to see you using Godot, its super easy to get familiar with it! After the whole unity drama I think I read somewhere that Juan Linietsky the technical lead of Godot saying that console support would be coming as a feature from future version 4 updates.
"Hi everyone, my name is Jace and I'm the community ma…" Wait… Still sounds weird not hearing you say that intro anymore xD
Well, seems Godot was a correct choice.
Hi @Jace. Can you do a followup on choosing Godot and the issue with Unity that blowing up. and your reaction to the unity issue. Plz with a Lizzard doggo wagging its tail
So yeha, imagine you're even happier now that you didn't go with unity. That's been a dumpster fire the past week or so.
@Jace Do you ever think back to the moment you decided to use Godot over say… I dunno, Unity i guess… and just smile?
NOW YOU NEED to make a reaction video on the UNITY Charging Fees For Game Installs!!
Dodged a unity bullet 😉
dodged a huge bullet making the choice for godot, good call lol
This decision aged really well!! 🙂
This choice aged well 😂
11 days into the future here, you dodged a bullet with Unity LOL. In all seriousness, I love Godot and the whole project, and its getting better with every release. Good choice!
Suddenly I'm a lot more interested into godot
I thought the first thing a developer had to decided on when considering which engine to use was if he was going to be pigeon-holed into using a specific online store when his game becomes popular.
Yeet
Why not use Defold or LÖVE with Lua language? For your project, it seems to be more than enough.
I also chose Godot for 4 main reasons: 1) C# implementation 2) Open-source and moddable engine (like for when my stupid sound card needs certain drivers to work) 3) Easy to set-up and create games fast and 4) I don't need a new HDD when making a new project (winks in UE)
Good luck with Godot, it is absolutely chaulk full of bugs and even the work arounds needs work arounds– wish I wasn't as deep into it as I am and could switch, but alas… sunken cost and $, and too deep to swim out now. One of the worst performing engines I ever had the mispleasure to work with, lol.
Hmmm… you’re telling me I can use the skills I already have to make a game and get better at my day job? Sign me up! You’ve managed to get me really excited about this today.
Godot may well be a good match for you especially as C# matures for it. I've not played with it for a few years and I ended up using GDScript at the time as C# wasn't doing well yet. If it's still lightweight in comparison to Unity and UE then that's definitely still a good plus for it 🙂
Yes! So glad you picked godot!
Oh boy yes yes Godot 4 tutorial series is coming!!
Liked and subscribed
Looking forward to your game dev progress with Godot 4
Good choice. Godot is actually getting console support. It is managed by w4games, which was founded by some of the main Godot devs to implement some of the proprietary/closed source stuff involoved with consoles and at least some of the legal shenanegans to keep Godot itsel completely open source.
I've been using Unity since Unity 5 came out and only recently have gotten into Godot Engine. So far so good and I love the low file size it has.
As a dev working mainly with Unity I find Godot super easy to get into but I am still worried by the technical side of things.
I played Dome Keeper and the application "flow" felt super clunky, the way the window/resolution and graphical settings acted.
Also the input felt like it was from some demo game in Gamemaker. I'm not sure if that is engine or game problem but I know it's still being developed so it probably gets better with time.
There aren't many "mainstream" Godot games yet so judging based on one game isn't fair. ¯_(ツ)_/¯
Our current version of the unigine 2 engine is 2.17 ?
Me and my team of developers and I developed the engine?
Try to make a first-person shooter game with the unigine engine 2 and make a video of making a game on the engine ?
Godot is amazing and Thanks for your video
I mooved to godot for my project for a while now and i love it ! Scene inheritance and custom resources are amazing.
You didn't talk about the langage you will use ! I'm dispapointed. Yes, dispapointed. That mean nothing and i'm going to sleep.
I don't think the revenue argument is a sound one for Unreal Engine as a solo developer. It only applies to revenue made after $1 million (gross) – and it is "only" 5%. It also does not count revenue earned if selling your game through the Epic Games Store (where they take a 12% cut from whatever sales you make, compared with Steam's 30%). If in a given quarter you make less than $10000 in revenue on your game, it also doesn't count. Given an average software developer salary in Sweden of approx 70-75000EUR a year, you'd have to make a game which basically takes care of the rest of your life (provided you invest properly) before you ever begin to pay any money to Epic.
I've missed a few videos, and I'm glad to come back to a really interesting one! Thanks for translating some of the technical side & the tools game developers use, it was fascinating for a non-programmer but long-time gamer.
are you Филип Киркоров ?
C# gang represent
i wonder what that last one is on the thumbnail
I can't wait to see how things go Jace. Enjoyed hearing Satisfactory news from you while you were at Coffee Stain and really hoping this solo project takes off for you. I'm learning Lua and toying with a little game engine called Bitty and it's been a fun process so far. I'm hoping to make some little games for my kids, but that I can eventually transfer some of the skills into building a game in another engine, and I think Godot would be where I… go.
Lots of well wishes and can't wait to see what the future brings!
Godot is good i am a unreal engine 5 dev and i switch aha to godot the community is much better and godot is so fast
Just for all future developers: those "OMG why would they do things this way" are not limited to game development.
The people that are making godot recently made a different company for the console support.
Since the console porting things aren't open source they can't be added in the main project that is open source, and now they're developing it in another company.
Also, Godot's documentation: 😍😍😍
One good reason for using different engines, if you have the luxury of doing so, is the same as learning different programming languages. The more languages you learn the better you get as a programmer. Each language/engine works differently. They have their pros/cons. By working with several different languages and engines you get a broader and better understanding, and even if a feature is missing in one engine or language you can still use the lessons you learned to improve your code and techniques.
Of course, that's easier to do when still in school. Trying to do it while making a game to earn money can be difficult, and might not be worth the effort.
Unity does not hide anything behind the paywall, not anymore anyways. And it's main language for scripts is C# since a while back.
Still, if Godot is capable enough for your game then using it can only help Godot grow bigger and better.
The answer to "Why does it work this way?" is usually just other instances of "Why does it work this way?"
Technically, there's also UnrealCLR afaik for UE5. Though, I'm more of a Unity guy, minus the whole Ironsource fiasco.
With Unity and console support, you also have the new input system that allows you to add support for game pads and KB/M to make input interoperable.
I've found Godot fairly approachable. The C# support has improved a lot in the last few years. Godot script is fine, I guess, but my day job is in C#, and that's really what I want to be using.
Become the Godot tutorial master we need you to be.
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