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06.02.2026 16:12
beanjbunny (@beanjbunny@nerdculture.de)

In today’s episode, we’re talking about picking colors that help with accessibility. Come on in: youtu.be/Pe2SDZEeGhY?si=_hK6a4 #gamedev #indiedev #godot




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06.02.2026 15:53
fediverse (@fediverse@app.wafrn.net)

this catgirl has discovered verlet integration-based ropes and can't stop playing with them


#gamedev #godot



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06.02.2026 15:16
kholo (@kholo@mastodon.pix-n-chill.fr)

C'parti pour le live #Godot toujours la découverte avec #GDQuest. Le stream sera un peu plus court que prévu parce que la vie.
👉 twitch.tv/kholo
#godotengine #gamedev #fps #tutoriel




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06.02.2026 14:29
Craigp (@Craigp@mastodon.social)

OK, question. I think this was a recent change, I remember it working before.

Since all Godot scripts are layered on top of a node type, it's quite possible to assign a script that descends from "Node3D" to a more specific node - say, "RigidBody3D".

I want to say "if self is RigidBody3D:" and have logic.

However, Godot IMMEDIATELY red-flags it. As a parse error. A PARSE ERROR?! It parses fine, what a whiner.

Anyway, how do I do it?





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06.02.2026 13:04
Sophie (@Sophie@dice.camp)

New release of my #godot input wrapper "Inputty"
codeberg.org/MxSophie/Inputty/

Nothing super impressive here but it does finally support inputs with modifier keys, actions without any binding, and fixes some important issues effecting multiplayer games and games with input logic in the physics update

Fun fact it's been two years since the last release.




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06.02.2026 12:51
Gonzelvis (@Gonzelvis@mastodon.gamedev.place)

#indiedev is waking up one morning with a silly idea and then not resting until you make it real! 🤪 #indiegame #godot





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06.02.2026 12:48
ArmouredWizard (@ArmouredWizard@dice.camp)

Blades in the Dark
Godot
Contacts list is working - Select a Playbook, and names/descriptions are filled in
Clicking the faces changes Relationship.
Not extracted as a Generic Node setup yet, but I've (almost) got the hang of how to that

#godot #BladesInTheDark #gamedev #ttrpg #godotengine #rpg #gdscript





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06.02.2026 12:45
darksideofyogurt (@darksideofyogurt@livellosegreto.it)

Ok, il tempo è stato poco ed ho fatto il meglio che potevo...

... e così un altro gioco entra a far parte del mio piccolo portfolio!
In questo caso per la Queble's Jam 2026.

mrnetwork.itch.io/glitched-gem

Se qualcuno lo prova, mi faccia sapere cosa ne pensa!

#jam #godot #indiedev #gamedev #queblejam




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06.02.2026 12:36
rafalagoon (@rafalagoon@mastodon.gamedev.place)

Viernes de desarrollo de juegos y de que vengas a jugar!!!

👉 twitch.tv/rafalagoon

-Voy a añadir nuevas features a Wacky Marbles
-Hablaré de temas CALENTITOS*

*se viene Afar
#gamedev #godot #godotengine #hechocongodot




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06.02.2026 11:39
miruji (@miruji@mastodon.gamedev.place)

I love writing generation for moments like this.

#gamedev #godot #godotengine #indiedev #indiegame #steam #generation #procedural





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06.02.2026 10:58
HexagonNico (@HexagonNico@mastodon.gamedev.place)

I'm changing the UI again. Why am I like this?

#gamedev #godot #indiedev #godotengine #pixelart





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06.02.2026 03:05
DoodleDonut (@DoodleDonut@equestria.social)

Worked on a game progress / cutscene system. The way it works is pretty simple: there's a custom logic script on each level which will handle all the custom stuff that level needs, including cutscenes.

It checks the game progress variable, and if the game hasn't done something yet (like play a level intro) then it plays a cutscene using an AnimationPlayer node, then updates the game progress once it's finished.

This "cutscene" is nonsensical of course, just some random camera pans. In Critter Drifters I was kind of afraid to do much of this stuff except for the intro, but this time around I need to make sure I have a solid system for the "game glue" that makes things feel more polished.

#godot #gamedev #indiedev





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