Does anyone know any "loading screen" examples that can handle sub-resources?
I wrote an editor plugin that recursively iterates over all children of a scene and saves Material paths (e.g. "res://materials/mat_tv_screen.tres") into a file to load them during an in-game loading screen, but it can't load sub-resources (e.g. "res://scenes/endless.tscn::ShaderMaterial_q6o4g") - loading such a path just fails. And I have no idea how to solve that.
I thought about using SceneState, which "maintains a list of resources, nodes, […]", but it doesn't have any of the resource-related functions exposed.
Working on wander/chase/attack states for NPCs in Farther Stars.
Took a lot of tutorials to get something this complex (for me) coded.
Hoping its gonna pay off when its all put together.
#pixelart #indiedev #gamedev #godot #coding

Spent a lot of time modelling and texturing for the past while to finish up the tram and tram station assets as they're pretty important for getting from level to level...
Here's an early peek of the tram sequence taking you from the Kittiez Commune (Hub Level) to a proc gen station level with some friends.
The tram + kitty movement syncing is a little borked, but I'm working on it... maths is hard... 🐈
#gamedev #godot #kitty #indiedev #gaming
Minor Godot gripe: It would be nice if I could make references to a Scene's internal Nodes via the inspector without needing to turn on Editable Children temporarily
Today I added some telemetry to collect detailed run stats - damage dealt/received, health, xp, upgrades taken, etc.
Also added a simple visualisation to show me some charts at the end of each run.
I guess this is almost turning into a real game now.
#godot #godotengine #gamedev #indiedev #soloded #trmz #thatstoomanyzombies

If I add the `await` keyword to a function (in order to wait for a tween to finish), I then need to also add the `await` keyword to anywhere that function is called, right?
If so, do I then need to add the `await` keyword to anywhere _those_ functions are called as well? How far up the function tree does this go?
#Godot #GDScript #Godot4 #GameDev #Programming
Cat-Lips/GodotSharp.SourceGenerators: C# source generators for the Godot Game Engine
https://lemmy.world/post/43541956
Booking my flight and room for #LibreGraphicsMeeting to show Liblast to the world!
I'm going to do a presentation and a workshop during which me and the audience will make some 3D assets using our sick pipeline. The event will be streamed live, so either GetOverHere or GetInTheChair!
https://libregraphicsmeeting.org/2026/program/
- unfa
#Liblast #LiblastFramework #Godot #GodotEngine #Blender #Blender3D

RE: https://loops.video/v/e3dj1kf80O
I did want to extend on the screen idea, therefor I did try if I can rotate or change the screen angle without any issues.
I also did rewrite my interaction system to be more flexible. Maybe I should use those monitors to create a simple short "escape room" style game using those monitors for puzzles ...
#Godot #Godot4 #GodotExperiments #GameDev #GameDevelopment
I did extend on the screen idea to test if I can change the angle and rotation of it. Seems to be working fine.
#Godot #Godot4 #GameDevelopment #NoSound
Homebrew tools for my #Sony #PSP and #PS2 (#PlayStation). Access to stuff like that has been long gone for me. So I like this hobby PC to be dedicated to that kind of stuff. At one point I doubt I'll even keep it connected to the internet 🙂.
But might also want to look into some #GameDev again by exploring #Godot and playing around again with #DIVGamesStudio. Heck, might even run #BlitzMax on it if that still works? Who knows.
I'm sure the function list will grow. Some DVD ripping again?
Meantime in Dumbhead Knight!
Warlocks' minion are attacking players!
For healing better take chicken from fridge in kitchen!
#iniegame #godot