Kinda both, started to want more control over my rendering pipeline and way to get good performance.
Also, I wanted to still using OpenGL and some of the stuff from this game depends only in the Vulkan renderer of Godot that I could try doing in OpenGL myself
I'm also interested in write my own tools for a while too, I'm working on a asset packer first of all for the past months when I got some free time (I'm using C99 for it)
Trashcan Games
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Muchísimas gracias! Respondiendo a tú comentario sobre el nivel: Sí, la aventura se volverá más lineal o guiada cuando se añadan un par de cosas que faltaron, igualmente ese elemento de terror fue lo que busqué desde cierto punto, obviamente sin descartar la acción la cuál falta pulir con las próximas actualizaciones.
There's no game dynamic data, we don't save any kind of file on the game due to it's a jam game lol
Yeah, I know, I forget to add the back button on the Credits Menu, sorry for that xd
If the game crashes... I can't do nothing, it even crashed to me many times after make the export, but before the export it never crashed :l
Unfortunately I don't think so :c
Mostly cause we don't had Linux to test it and (at least by my part) idk if there's gonna be any update with new exports, also, I think Godot 4.1 stills a bit broken and some game problems are from that :s
Btw, we used your shader preprocessor with my adds lol
Anyways, we can see to try a Linux export











