Did they post a breakdown of 'other?' I'm curious how popular Love2D was.
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Wormhole
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This was apparently based on fields filled out during game submission. "Other" was just a selectable option among common engines, so there's no specific data to look through. I imagine it might be hard to parse every text response that might type the name of the engine used ever so slightly, but it would be nice data to have.
I love that as godot grows, unity shrinks.

damn, they really did fuck all of their goodwill up with the licensing bullshit didn't they?
i'm just glad developers finally chose a foss engine.
It helps that it's also a good engine. Unity dominated not just due to familiarity, but because for a long time it was just plain accessible and feature rich.
Godot and Blender are two applications that have been on a very long journey to build not just advanced features but also something that's intuitive to use. The advancements in UX are the single strongest thing there is in replacing long-standing creative tools.
i use godot! ive only ever made one game public on it, but its fun to use!
For someone who's never done any programming in their lives, but knows a bit about PowerShell and Bash/Command Line scripting - how difficult is Godot to get into, just for some unserious playing around?
Its pretty chill. There is a good load of tutorial online and gdScript is beginer friendly.
Do you need a good computer?
As long as you keep the graphics settings low and the code you write light
I did a lot of development in godot on a chromebook with a celeron processor from 2017 (including some 3d stuff)
Cool. Yea I don't know what kind of game I wanna make, but the idea of playing around with a popular engine sounds fun.
nope, it can technically run on an android tablet
That is cool!
I've not actually used Godot, but I've been following it for a while, and I think you should give it a go, especially for just "unserious playing around." It's widely regarded as beginner-friendly (as far as gamedev tools go), and yeah, while some people absolutely do not have the analytical mind you really should have for working with anything involving programming, you being in a position to do any scripting at all sounds like you're at least most of the way there.
As someone who came into godot with programming knowledge, the whole signals thing was probably what took the longest to get used to, but now that I understand it it seems very simple. For code, the godot documentation is both accessible on the web and built into the engine, and it's generally very thorough.
Here's an intro guide to programming in godot that I wrote a little while ago:
expand
# If you don’t know how to do something, google it!
# to write a comment, type a hashtag
# lines are executed in sequence
# words typed are variables, and can be assigned by typing "var" and then its name
# GDScript uses the word "var", but leave out "var" in python
var x = 1
var number = 5
# display the value a variable holds
print(number)
# you can do math, with +,-,*,/,% (modulus), ** (exponentiation), sqrt(), etc
print(number / 2)
# variables can be reassigned, by setting them equal to something else
# variables that store numbers can be used as a number
number = 2 / x
number = number - 4
# operations such as the one directly above can be simplified:
number -= 4 #this does the same thing
# variables can also hold:
# true/false (aka Booleans)
var thing = false
# words, etc (aka Strings), surround in quotes
thing = "Hi, I'm Adrian"
# lists of other data types
thing = [number, False, "Hi, I'm Adrian", 52.67]
# access elements of a list by using []
# the first element in a list is element 0
print(thing[1]) # will print False
# you can reassign list elements
thing[1] = True
print(thing) # will print [-6, true, "Hi, I'm Adrian", 52.67]
# you can add elements onto lists with __.append(), remove with __.pop()
thing.append(3.4)
print(thing) # will print [-6, true, "Hi, I'm Adrian", 52.67, 3.4]
thing.pop(2)
print(thing) # will print [-6, true, 52.67, 3.4]
# similarly to how we can do math, we can also evaluate logic (conditionals)
# 'and' will return true only if both inputs are true
# 'or' will return true if either or both inputs are true
var bool1 = false
# remember, thing[2] is now 52.67
# here, thing[2] < 4 is false and bool1 is false
print(thing[2] < 4 or bool1) # will print false as both sides are false
# to compare any data types, you can use == (equal to), != (not equal to)
# to compare numbers, you can use <, >, <= (less than or equal to), >=
# you can also use the words 'or', 'not', 'and'
print(thing[2] != 3 and not bool1) # will print true
# 'If' statements will run code inside of them if they receive the value true
# lines of code inside of the if statement will be indented one level
# you can use the words if, else, elif (else if)
# you can use conditionals here:
if true:
print("is true")
#will print "is true"
if thing[2] == 2:
print(thing)
print("as thing[2] == 2, we will not evaluate the rest of the if statement")
elif bool1: # is equivalent to writing "elif bool1 == True"
print("bool1 is true")
else:
print("bool1 is not true")
#will print "bool1 is not true"
# Loops operate over ranges and lists (aka iterables)
# ranges work with the format range(stop), range(start,stop), or range(start,stop,step)
# ranges start at 0 and step by 1 by default
for i in range(1,11):
print(i)
# will print 1,2,3,4,5,6,7,8,9,10 (stops before 'stop' number)
# lists are also 'iterables'
for i in [1,5,2]:
print(i * 2)
# will print 2,10,4
# inside of the for loop, we can access this new variable I have called 'item'
for item in thing:
print(item)
# will print -6, true, 52.67, 3.4
# functions allow you to simplify code and remove re-used elements
# you can put multiple things inside of the function's parenthesis,
# which can be used as variables by code inside of your function
# use "func" in GDScript, and "def" in Python
func repeated_sqrt(value, times):
for i in range(times): #will start at 0 and go up to times - 1
value = sqrt(value)
return value
# return will immediately exit out of the function,
# and give this value to wherever the function was called
# this function can be used as below:
print(repeated_sqrt(5.2,3)) # will print sqrt(sqrt(sqrt(5.2)))
var number1 = 1
print(repeated_sqrt(thing[2],number1)) # will print sqrt(52.67)
number += repeated_sqrt(thing[2],2) + 1
# will increase number by sqrt(sqrt(52.67)) + 1
# function returns don't need to be used
func printvalue(value):
print(value)
return "hello"
printvalue(2) #will print 2
print(printvalue(3)) #will print 3,hello
Long live open source game engines. Death to Unreal and Unity.
Oh yea I’m using it, too.
I have like 10 years unreal exp, but I really want to use godot for its free open nature. But man I miss the quality for artist, vfx etc. Its just not that polished in godot yet.
The lack of native FBX support is a serious setback, and it will never be as good as Unreal. I think the glTF pipeline will get better.
Obviously I don't know your life and how much your livelihood might depend on it, but if it impacts your decision any, I think you should at least start dabbling in it. You can look at any rough edges you need to smooth over as investing in the ecosystem and, for any added effort that's still too much to justify, drop any requirement for parity. Simple stylized graphics never go out of fashion, and the hardware crisis (which I think will last closer to a decade or more than a couple years) means the market will be even slower than usual to adopt the visual quality Unreal pushes for anyway.
I love Godot, and this is great, but it's also probably inflated a bit because game jams are a great time to try things. New code, short time frame, low commitment.
That's not to say that it doesn't count, it totally does, and it's not to say that it's not great advertising, and some people were likely impressed and will start using it in their day jobs. But it isn't necessarily representative of the industry, even the indie industry. For some people it will unfortunately have been a summer fling...
But I bet in a few weeks there'll be a ton of videos called like "I used this FREE engine and you wouldn't believe what I thought!!!" 😛
The thumbnail: 😯👉
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I have an idea to make a purposely shitty 90s live action digitized FMV point and click adventure game with an ugly UI, poor aliasing, and cheesy dialogue. I know Unreal and Unity enough to do this; but maybe I should fuck around with Godot. I have only heard about it for 2D games, so this should be workable.
Godot 2d and 3d are both very polished, and 3d has a lot of support for retro stuff as well like vertex shading or nearest filtering for textures
Oh, yeah, totally doable. Godot's 2d is amazing
I hate to call it too early and jinx it but I think at this point its safe to say we got a Blender moment about to happen in Game Engines. I know these are all indie games. But the momentum is astonishing and with Battlefield using Godot as their Level Editor and more recognition on the professional level there is no sign of stopping it.
Whats next on the chopping block? Wouldn't mind it to be Photoshop, but I guess for that, GIMP would really need a grounds up redesign, UI and UX wise.