Speed cap? Where we're going, we don't need a speed cap.
In case the text is too small, I tapped out at about 132,000 subpixels/s which is about 88x sonics traditional running top speed.
GOD DAMN IT, #godot. I really, really, really, really wish when I typed a full, complete, and valid line, enter would take me to the next fucking line instead of changing the last word to some random bullshit your "autocomplete" decided I clearly meant to type.
"var a := b" should be fine, it doesn't need to be changed to
"var a := BetterInputDelaySystemIngrationLimitTestInternalMappingCircuitDiagram"
Or some shit. This is the WORST. I literally have to hit escape to end every fucking line.
RE: https://loops.video/v/eaWyttY6Sk
All the art is drawn real quick. The lightning is still lacking but I did try to use normal maps. Therefor no light was drawn on the sprites as they are getting rotated and that would look strange.
The whole project is using a ECS like structure to run the game. Performance wise it will drop fps rather quickly with around 2k of projectiles 😀
#Godot #Godot4 #GameDev #2DGame #Godot4
I did play around with a game idea I had lately. I do tell my son that medicine is fighting against the bacteria or virus. So here we go a small testing playground.
prototyping is the fun part
#godot
New Banner for Relativity Is Irrelevant! Since the full title is a bit complex, you can just call it RI2! Additionally: [Enhanced lighting with dynamic flashlights / Composed music with help from Claude] #horror #indiedev #godot #2d #gameart

NodePath is very inconsistent in Godot. Accessing and setting a dictionary through get_indexed() or set_indexed() behaves differently based on the type of the key of the dict.
If the key is a String "PathToDictionary:StringKey" works. If the key is an int for example it does not work. It then behaves like an Array which you also cannot address like "PathToArray:Index"
So, in #Godot, in a C++ module, if a Node is in the SceneTree, you call node->free() to delete it. All fine. But if it's not in the SceneTree, you call memfree(node). Seems simple enough? Well, that's close but not enough... it will free the memory but won't call the node destructor 😬
Took me quite a while to find this leak 😅 The correct code is memdelete(node)
Meantime in Dumbhead Knight, I add new stuff!
https://youtu.be/mkbufudW6gk?si=yTZQvePCd4wwlFnq

Knockback and Damage Highlight in My Game #fps #gameplay #gamedev #indiedev #animation #godot #godotEngine #shader
CALL DOWN
SIGNAL UP
Thanks @beanjbunny
I am testing out Godot-Rust. It's good for practicing Rust, and learning GDExtension. Could be useful for some of the backend stuff in my games (maybe not for stuff like menus).