My partner is absolutely crazy ❤️ He got me a #SteamDeck OLED for my birthday 😲🥰
And also a coupon for another joint #gamedev experience, once more with #Godot, but this time also #Escoria because we want to learn how to create Point&Click adventures 😊
And I now also have a Badgey figurine and a Moopsy plushy in the house 😬 And of course and amazing cake 😄
So, let's go for it! I'll try to make an #Escoria dev stream tomorrow Thursday, March 14th, at 6.30 pm CET. I'll do a small introduction of this nice #pointandclick framework for #godotengine (in English) as well as some bug fixing. See you tomorrow! https://twitch.tv/straton__
So I finished #OuterWilds main story game. I just started the DLC, but I have the feeling this was what I needed to get me back to work on #Escoria project. Sometimes one needs to let things down completely, and immerse oneself completely into something totally different - to cast and let oneself be absorbed by that other dimension of things. This is real evasion. I am grateful that (at least some) video games allow me to do that, such as playing #OuterWilds. You should too.
Il est probablement temps d'acheter #SuperfluRiteurnz avant que ce satané libriste de @gee ne libère son code source. Damnés soient ces développeurs de jeux vidéo gauchistes, avec toutes leurs libertés là, après plus personne n'achètera de jeux video. Détruire une économie capitaliste durement construite, on devrait mettre ces gens en prison. Tiens je vais même faire un don, pour la peine.
@gee Heu je me permets de poser une question bête : quand tu indiques que tu comptes libérer les données, tu parles uniquement du code source, pas des assets, n'est ce pas ? Je demande ça comme ça, parce que avoir la possibilité de refaire la 1ere room de #SuperfluRiteurnz avec mon projet #Escoria pour #GodotEngine, ça peut être un bon crash test.
A good test of the new #Escoria interpreter is the ability to run an event in a loop and have its conditional check be affected by a variable changed in another, independent event.
Very exciting to see things growing in the right direction!
#Escoria continues to come along nicely as we work towards a major release. The one thing I really wish we could get in (but won’t) is having ESC scripts being able to return values. That’ll have to come in a minor release after. I also really wish I had more experience w other engines like #AGS so I had a better idea of what they do for reference.
OK, revealing my ignorance is something I do quite well. So... I keep reading that #Escoria and #Popochiu for #Godot are underdeveloped, have a long way to go and are for hobbyists only. From what I can tell they allow a stage to be set, with players, props, inventory, dialogue, animation. Just how, in making 2d adventure games, are they thought to fall short?! #gamedev#pointandclickadventure
I'm so happy Unity decided to self-destruct! I mean, sorry for your losses and all, but... Not only is #Godot getting so much great attention, but I swear it's also driven more devs to Mastodon seeking out experienced #GodotEngine devs to chat with, collab, follow, and learn from! The #gamedev community has felt really lively lately!
If you're a gamedev using godot, please say hello in the replies and maybe more folks can find each other to follow!
Bon, j'étais en train de regarder l'épisode 1 du making-of du #jeuvideo "Superflu Riteurnz" par @gee (https://aperi.tube/w/3ytKQHiNq5yytNEDD8PiVD) et finalement j'ai l'impression que je suis en train de me spoiler tout seul comme un grand. Du coup, je vais acheter le jeu avant de mater ses vidéos. Forcément, un #gamedev qui explique comment fonctionne son jeu vidéo d' #aventure#PointAndClick ça ne peut que m'intéresser pour #Escoria. Merci pour le partage !
#indiegame#leveldesign is fun, but tedious at times. We have a bit of a weird perspective, and getting the 'alpha' and layering to work right is a chore honestly.
#godotengine doesn't really do 'X sorting' and doing a cascading Z-index based on the X coordinate feels hacky (though I think #escoria plugin successfully handles things that way).
So we end up having to #design around the limitation and can't go as complex or 'real' as we may like.