@SirLich@mastodon.gamedev.place
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SirLich

@SirLich@mastodon.gamedev.place

Budding indie game developer with a history of modding.

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SirLich, to godot
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What kind of work do you share between your Godot projects, and how?

Currently I can think of the following:

  • Actions (e.g., quickly setup common input actions)
  • Plugins (some encapsulated tool usually with editor support)
  • Templates (something you intend to edit, like a base character controller)
  • Asset/Collections (some scripts/scenes which you could inherit from/use, but wouldn't be expected to edit, such as ui-components)

SirLich, to random
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I wanted to try out Vector Graphics, so here is a wasp.

My review: Inkscape has wayyy less tools for non-destructive workflow than I expected. Most shapes have separate objects for fill and outline, which makes adjustments painful (e.g., I can no longer easily change the shape of the wings, or the eyes).

SirLich, to godot
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I added font-previews to GD Explorer (my digital asset manager written as a Godot editor plugin).

#godotengine #devtools #godot #gamedev #programming

SirLich, to godot
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Working on a Digital Asset Manager built using the Godot Engine. I've yet to find a tool that matches my specific requirements, so I'm building it myself!

The main purpose is to easily and efficiently browse my asset catalogue.

There is easy support for gltf, ogg, png, and jpg. Will try to support everything else though (mp4, flac, bmp, fbx, whatever).

#devtools #godotengine #godot4 #dam #programming

SirLich, to gamedev
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I'm creating a turn based game with random enemy spawns, telegraphed with a sigil on the floor one turn prior.

What do you think about having a few sigils, representing difficulty (minion, normal, elite, boss), rather than making all the sigils unique (or all the same?).

For example if you see en 'Elite' sigil you won't know whether it's a heavyweight (better to stand back), or a lich (better get close to kill quick).

Is this interesting, or just annoying?

SirLich, to godot
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First contribution to merged ✊

SirLich, to godot
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My game pentamania placed 148/462 in Ludum Dare 55.

My goals were:

  • 3D ❌
  • Unique mechanics ✅
  • Music ✅
  • Fun ✅

In particular I was anxious to improve my 'FUN' score. In the end I got 131st (3.568), which is a good bit better than my prior entries :)

I was happy enough with the game that I'm working on a small post jam.

SirLich, to random
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I'm currently in the process of leaving my company, and I guess they like me because they're holding me hostage based on the terms in my contract (105 days!)

Something tells me if I had been a bit shit they might have let me go a month early, which is what I asked for 💀

Damned if you do, damned if you don't!

SirLich, (edited ) to godot
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Did you know that Godot has a command palette, with the same shortcut as VSCode?

SirLich, to foss
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An analysis of Audacity forks in 2024.

The main contributors to Audacity are Paul (5k), and James (2k, but stopped contributing after Muse Group).

The main contributor to Tenacity is 'generic-pers0n', and this account has apparently only begun commits after the fork. A daunting task!

My analysis is that Tenacity is "alive" but not "well". Since no Audacity contributors are active, this fork has an uphill battle!

SirLich, (edited ) to godot
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EDIT: This exists -check replies! :godot:

I wish Godot had inline scripts.

I find this most relevant with UI. For example a label that displays the name of the current level. I don't WANT to create and organize a separate .gd file for this. I want the script to just be owned by the node as part of the tscn file.

Cluttering the file system with one-off files that won't be reused doesn't feel the cleanest to me.

SirLich, to gamedev
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How do you strike a balance between moving fast, and building shit?

My recent Ludum Dare adventure has sort of fired me up to move a bit quicker and just create some stuff, but I'm aware that the design of my entry would not scale well!

Do you just prototype like mad, then rewrite? Do you try to write good modular systems from the start? Do you write some shit and just pile more on until release, with no regard for quality?

Looking for your perspectives as a solo or team

SirLich, to godot
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Added asset packing to GD Explorer. Now, instead of keeping resource files in the project, the resource files are packed into a .tres file. That means they can be used in the explorer, but won't pollute your workspace until you actually import them.

Sadly this breaks my drag+drop system for importing assets, but I'm sure I will think of something...

#godotengine #godot #gdexplorer #devtools #gamedev

SirLich, (edited ) to godot
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Hi godot devs! I've got an important question for my "Hoist" plugin:

I've discovered that without 'editable children', changes to children nodes are NOT SAVED. This means that I would need to save them myself (I can do this), and re-apply them, when re-opening Godot, or running the game.

How big of a dealbreaker is 'editable children' to you? Hoist would still hoist the properties so you could keep it closed.

SirLich, to godot
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I just built Godot from source for the first time. It took like ~40 minutes from start to finish (including downloading all required tools and making a build)

If anyone wants to try as well: https://docs.godotengine.org/en/stable/contributing/development/

SirLich, to godot
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Does anyone know why Godot Engine raycasts don't have an 'allow list' option?

You can exclude specific bodies/area, but I cannot find an option to exclude EVERYTHING except for a specified set.

This makes it very annoying to intersect with a specific, known Area2D for example. I cannot find any proposals/complaints about this, so I assume I'm somehow missing something?

SirLich, to Minecraft
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The Minecraft Wiki has a new site. Please bookmark, and do your best to drive traffic to the new URL (i.e., don't click on Fandom links in search results): https://minecraft.wiki/w/Minecraft_Wiki:Moving_from_Fandom

SirLich, to gamedev
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Just had a good idea: An open source package manager!

And by that, I don't mean a single package manager that serves multiple needs (e.g., some hellish combination of NPM, Yarn, PyPi, Cargo etc).

I mean a software package which can be used to host a package manager. An example use-case would be the Godot Engine.

It desperately needs better package management, but when solutions like NPM and Yarn exists, it feels silly to reinvent the wheel...

SirLich, to godot
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So, the Navigation Server in Godot is not returning shortest paths :(

As far as I can tell, it seems to be calculating the shortest path to ENTER a polygon, which can provide some very unreasonable results.

Does anyone know of a way to somehow alleviate this issue? Or do I need to write my own pathfinding?

SirLich, (edited ) to gamedev
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Who's ready for some LUDUM DARE!? :godot: :blender: 🔥

My personal goals this jam are:

  • Use 3D (if the theme fits)
  • Improve my fun score
  • No borrowing game mechanics (no simple clones)
  • Make my own music

Please feel free to respond with your own jam goals :)

SirLich, to godot
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Started work on a post-jam rework of my LD55 entry!

SirLich, to godot
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How do you do visuals for component based systems in ?

I've been having a lot of success putting behavior into components, usually with a minimal 'ai' at the root holding everything together.

Visuals seem a bit finicky though. I'm talking about things like damage particles, death effects, on-hover effects, animations, etc.

Any strategies for minimizing duplication of effort when doing visuals for component based entities?

SirLich, to programming
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Ugh. Time to do some optimization...

An operation that should be nearly instant is taking ~120 real world seconds to complete.

#programming #godotengine #devtools

SirLich, to godot
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I'm working on a Godot4 add-on called "Hoist" which allows you to elevate child properties to the scene root.

All you have to do is add a property of type 'Hoist', and all child nodes will have a checkbox injected. When clicked, it will hoist the property into the parent.

This provides a similar workflow as the 'Editable Children' checkbox, but with more control, because you can be very explicit about the hoisted properties.

#hoist #godotengine #gamedev #godotaddon #devtools

SirLich, to godot
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"Hoist" now has a proof of concept editor, for editing the hoisted properties.

It has bi-directional editing, so the children are automatically refreshed, when hoisted properties are edited.

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