godot

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22.02.2026 20:14
uberduck (@uberduck@hachyderm.io)

I spent a very intense day of coding yesterday trying to come up with a better music sequence editor in #Godot . This is my progress so far, though I can already tell it's going to need some refinement.

That's not what this post is about.

This post is about the GraphNode system in Godot.

See, each of those graph nodes is just a thin wrapper over an HBoxContainer, and each of the top-level children of that container is a possible connection point, or "slot." The GraphNode object has an internal index that determines which slots actually contain visible, connectable "ports."

Ports and slots are both numbered starting from 0 and moving down.

If one were to enable a port that was previously disabled, all subsequent ports on that side get renumbered. Meaning that what used to be port 5 might become port 6 if a port is enabled above it. This happens silently. And the graph editor object that actually keeps track of connections tracks them by port number, so as soon as a node with connections changes its port configuration, all the connections on that side are now potentially wrong.

I spent five hours trying to come up with an elegant way around this before hitting my limit and deciding that no clip gets more than 8 outgoing configurations, period. Don't like it? Tough, write your own.





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22.02.2026 18:37
cammerman (@cammerman@mstdn.social)

Another mild annoyance with #godot: All node-derived classes that the engine needs to instantiate have to have a parameterless constructor.

A constructor where every parameter has a default value will not suffice. There has to be a parameterless one which then calls the one that has default arguments. This means lots of unnecessary noise when doing poor-man's dependency injection.

This always bothered me about .NET's Activator.CreateInstance as well.




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22.02.2026 18:20
ohbecon (@ohbecon@g0v.social)

Humble 竟然有 #GODOT bundle,26.25 鎂可以帶走 30 本書

humblebundle.com/software/lear




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22.02.2026 18:04
gynura (@gynura@mastodon.gamedev.place)

More dialogue expressions

#gamedev #indiegame #oc #pixelart #godot





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22.02.2026 14:27
ChristChar (@ChristChar@mastodon.uno)

Avviso sul contenuto:Un design per il main menù eccezionale


Peak menu

#Gamedev #godot #shitpost #indiedev





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22.02.2026 10:08
bluattire (@bluattire@mastodon.gamedev.place)

Happy 40th to Legend of Zelda, a series close to my gamer heart. ByteBlaster owes a lot to that little green scamp and we'd like to celebrate that here with some good adivce.
#zelda #pixelart #godot #indiedev #gamedev





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22.02.2026 09:16
daenvil (@daenvil@mastodon.gal)

Fixen un pequeno xogo de puzzles nun par de días para unha jam :D

daenvil.itch.io/anomalous-ware

Resulta que deseñar puzzles é complicado e isto foi bastante "probar cousas aleatorias ata atopar algo que podo resolver" 😅 pero estou satisfeito con como quedaron algúns dos niveis.

#GameDev #BrackeysGameJam #Godot #GodotEngine




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22.02.2026 03:44
pastelsolitude (@pastelsolitude@tech.lgbt)

Oh, yeah, btw the bnuuy mobile Linux game source code is now on Codeberg :bunhdaww: 🎉.

I have no idea what I'm doing.

Also binaries exceed Codeberg's size limit so I will most likely have to find a different place for hosting releases. (I'm open for recommendations)

codeberg.org/pastelsolitude/mo

#mobilelinux #linux #godot #codeberg




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22.02.2026 01:14
owlnewworlds (@owlnewworlds@mastodon.gamedev.place)

[WIP] More attempts with new design, this time with blue and green palettes. How do we feel about this? ^^
#indiedev #indiegame #gamedev #solodev #godot #puzzlegame #puzzle #cozygame #cozy





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21.02.2026 23:37
Conz (@Conz@social.tchncs.de)

More an experiment than a game WIP, to explore NavAgents and NPC behavior in Godot. It’s based on the idea of the classic “Little Computer People” (C64, 1985) , the predecessor of the SIMs.
The chars get their animations from the furniture, easy mod-able to add new objects.
Next task are usable items.

youtube.com/watch?v=2L0uXcaBPCs

#gamedev #indiedev #godotengine #godot




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21.02.2026 23:09
grau (@grau@mastodon.gamedev.place)

I created a small scene for #waddlewords that fits the smartphone resolution. Even as a mobile game it would look not too bad. Although I'm not sure where to put the controls. 🟨🪿

#gamedev #indiedev #godot #pixelart #puzzle #wordgame #scrable #indie

youtube.com/shorts/G0_kkAceJlg




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21.02.2026 22:40
cammerman (@cammerman@mstdn.social)

Oh my god, is it true that in #godot 4.x, if you have a node class with a base class that overrides _Ready, but the derived class does not, that the base class's _Ready will NOT be called?

I'm sure there is a reason for this, but to me this is extremely unintuitive. I'm working with C#, and this is just NOT how C# works idiomatically.

Not to mention it's extremely annoying to have to write a bunch of _Ready methods that do nothing but call base._Ready().




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