Screenshot from the game TORIZEN: TELECOM on itch.io
TORIZEN: TELECOM
BABA IS FPS.
www.youtube.com/watch?v=B0Cy...
cyberapex.itch.io/torizon-tele...
#godotengine #godot
Screenshot from the game TORIZEN: TELECOM on itch.io
TORIZEN: TELECOM
BABA IS FPS.
www.youtube.com/watch?v=B0Cy...
cyberapex.itch.io/torizon-tele...
#godotengine #godot
A giant centipede chases you while you while you climb down a massive hole in indie climbing horror game, Idols of Ash!
Out now and FREE for a limited time, on Itch: leafygames.itch.io/idols-of-ash
Full Gameplay Video: www.youtube.com/watch?v=hRJt...
by indie dev @leafygames.bsky.social #gaming
If your mum's happy with Google and has decent internet, install Chrome OS Flex on any old laptop. Bulletproof, simple, fast and free. It just works. Remember those days? IT JUST WORKS. I'm an MX Linux fanboy, but for non-technical folk Flex's Linux is perfect. support.google.com/chromeosflex...
First with normal map only, then adding height map self shadowing, exaggerated for effect. Truly magical what you can do with two triangles and a set of PBR textures: texture scrolling, UV manipulation, lighting cheats, all of it. Penn & Teller-worthy math magic. FOOLER! #godot #godotengine #gamedev
Looks great, but how is there still a purple reflection when that light is completely occluded behind the pot? π
Email from W4 Games announcing end of free plan for W4 Build service as of Jan 31, 2026
Emails went out yesterday:
R.I.P. W4 Build free plan β°οΈ as of end January 2026. Thanks for the promise to open-source it so it can hopefully get a second life and some contributor love. #godotengine #godot
Thorfinn from the show "Ghosts" saying: "Thor more better at that."
Transparent textures usually have bad values in the RGB of the transparent pixels, causing visual artifacts on lower mips. Wrote a little tool to pad PNGs with transparency to TGA with alpha. Code, .exe and explaination here:
shahriyarshahrabi.medium.com/padding-tran...
What profile was used in your build? π€·
@w4games.com More bugs to squash on your awesome build platform: When you add a build profile to a matrix, after you save there's no way to see what profile you picked. "Compile profile" in the matrix header just says "has been selected" instead of showing the build profile name. #godotengine
Image showing a screenshot from the w4games build platform
Image showing a screenshot from the w4games build platform
@w4games.com Please let us clone matrix configs so we don't have to manually recreate an existing matrix just because we want the same matrix but with a different build profile. #godotengine
I love how Linux tells me beforehand how much extra disk an update will use or -- please sit for this -- how much will be freed. That's right: #Linux often gives you space BACK after an update. You might ask Linux, "Is this magic?" Linux will say, "dpkg -l | grep grep." Linux weird. Linux good. π€
By breaking the shader code at the end, you still get the benefit of auto-complete for all code before that while editing. So you can make a bunch of changes and only re-enable the shader compilation when you're ready by deleting the 'stop' line. Other option is switch to Compat for shader editing.
Constant vulkan compiling with shader editing in Godot 4 vs 3 is nuts. 3 and opengl was instant recompile on same potato device (Intel integrated). Now 30 secs wait every edit. My solution: type 'stop' on last line to logjam the auto compiler, make all edits in one go, revoke 'stop'. #GodotEngine
MURDERBOT composer Amanda Jones on her distinctive, instantly iconic main title music: "I wanted to get the audience AMPED and ready to watch the show." (And let's not forget that mesmerising, introspective beep-booping end music.) #murderbot #tv #music onthescore.com/amanda-jones...
old feed was chickensoft.games/blog/rss.xml
@jolexxa.bsky.social Did your blog rss feed get the chop during the recent website revamp?
@evilkimau.bsky.social Claire, looks like your website rss feed is broken? claire-blackshaw.com/rss.xml Getting page not found.
@w4games.com UI suggestion: fix hover tooltip text colors to not clash with background colors (e.g. blue on blue) π
Create your FREE account and get building! Remember to delete your cache artifacts often to free up your 1-gig storage limit. And pester @w4games.com to change the default sorting order for Artifacts list to sort:created_at-desc so that newest is always at top, like any sane time-related list. ππ
Windows Release:
Git Repo
github.com/godotengine/...
Git Ref
3.x
Platform
windows
CPU Architecture
x86_64
Build Target
editor
Scons Params
platform=windows tools=no target=release bits=64 optimize=size use_static_cpp=yes debug_symbols=no lto=none
Windows Editor:
Git Repo
github.com/godotengine/...
Git Ref
3.x
Platform
windows
CPU Architecture
x86_64
Build Target
editor
Scons Params
platform=windows target=release_debug optimize=size use_static_cpp=yes lto=full debug_symbols=no
Linux Release:
Git Repo
github.com/godotengine/...
Git Ref
3.x
Platform
linux
CPU Architecture
x86_64
Build Target
template_release
Scons Params
platform=x11 target=release optimize=size use_static_cpp=yes lto=full debug_symbols=no tools=no
@w4games.com #GodotEngine Me building Godot 3.x at build.w4games.com βοΈπ
Linux Editor:
Git Repo
github.com/godotengine/...
Git Ref
3.x
Platform
linux
CPU Architecture
x86_64
Build Target
editor
Scons Params
platform=x11 target=release_debug optimize=size use_static_cpp=yes lto=full debug_symbols=no
Turns out this is a known issue with Vulkan and Intel integrated graphics. Nearest Mipmap Anisotropic filtering likely only reliable on NVIDIA cards. github.com/godotengine/... If you want it on Intel, might have to roll your own custom shader.
Switching to Compatibility renderer fixes it: no more blurriness on a texture set to use anisotropic filtering.
I don't understand anisotropic texture filtering in Godot 4. In Godot 3 it works as expected: looking at a texture front on, anisotropic filtering does nothing because it only kicks in at oblique angles. But in 4, it straight-up blurs the image no matter the angle. #godotengine #godot #gamedev