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30.01.2026 20:24
FourthWoods (@FourthWoods@mastodon.gamedev.place)

Did some more tweaking to the #animation since the last post. I cleaned up some things that were too exaggerated and fixed the toes.

I think I'll consider this done-ish for now. At least until I get it in #godot and see how it looks.

#GameDev #IndieDev #indieGameDev #IndieGames #blender #blender3d #b3d #3dAnimation #GodotEngine





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30.01.2026 19:07
r (@r@fed.brid.gy)

#godot ❤️

RE: https://bsky.app/profile/did:plc:6dmxxaxm7strvpkjwsf7otzu/post/3mdnn5omvj22x




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30.01.2026 17:26
Aurora_Bee (@Aurora_Bee@deadinsi.de)

Hopefully I can release my #Godot shader tool "Posterize to Palette" soon!

The idea is that you can map the color output of your game to any desired RGB color palette and change it at runtime! It's supposed to be easy as possible to use: just drop the node into your scene, set the palette and you're good to go!

More infos coming soon, for now, have a little demo I made yesterday :3





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30.01.2026 16:27
Paragrimm (@Paragrimm@mastodon.gamedev.place)

Here you can see GDKata in action :) I think it turned out quite nice #godot #kata #learnprogramming #coding #gdscript





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30.01.2026 14:54
tsjost (@tsjost@mastodon.gamedev.place)

Got different sized asteroids working, depending on how long the word is!
Not sure what the proper #Godot way is, but I made multiple Line2Ds in Asteroid.tscn, and then a script to hide all of them but one 😄





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30.01.2026 12:54
binbun3d (@binbun3d@mastodon.social)

here's some freeeee 3D Magical Projectiles for your Godot projects

Link: binbun3d.itch.io/magic-project





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30.01.2026 12:41
Aut (@Aut@hachyderm.io)

I rewrote my zoom code many times over. Things were just not behaving and I probably looked at everything 20 times over. Eventually though, I am the victor. I need to figure out how to get that flash out of there and do some interpolating for a nicer experience but I am finally switching detail levels on the fly.

#godot #avgeek





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30.01.2026 12:36
rafalagoon (@rafalagoon@mastodon.gamedev.place)

¡Directo haciendo un juego desde 0!

👉 twitch.tv/rafalagoon

Vamos a hacer un remake-reboot* de un juego que hice en 2019 para Twitch.

*remake-reboot: no voy a utilizar nada de código del original y porque vamos a reiniciar el UJCR (Universo Jugable de las Canicas de Rafa)
#godot #gamedev #indiedev #godotengine #hechocongodot #madewithgodot




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30.01.2026 11:51
goedware (@goedware@mastodon.social)

Join our🆕 Community Edition that starts February 9th, 2026. No big prizes, no pressure, just learning, creating and having gamedev fun with your fellow creators. Join us here now: itch.io/jam/goedware-game-jam-





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30.01.2026 11:51
goedware (@goedware@mastodon.gamedev.place)

Join our🆕 #GoedWareGameJam Community Edition that starts February 9th, 2026. No big prizes, no pressure, just learning, creating and having gamedev fun with your fellow creators. Join us here now: itch.io/jam/goedware-game-jam-
#gamejam #gamedev #indiegamedev #itchio #fun #unity #godot #unreal #gdevelop





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30.01.2026 10:40
oddtail (@oddtail@meow.social)

Content warning:re: Godot, bragging


In addition to all this, the entire large compound polygon is its own scene, and the main scene of the project instantiates multiple instances of that smaller scene, so now I've learnt how to make things modular in #godot by using scenes as a container for part of the entire thing. It's easy but I never had that intuition before and always did everything in one big scene, which is unnecessary when I want the same thing happening multiple times.

It's also trivial to make the polygon retain its overall shape and not drift who-knows-where over time. Just make each Marker2D a child of another Node2D that's unmoving, and wiggle the child each frame relative to the parent, not to its previous position. So it will always oscillate around one fixed point.

These things may seem extremely simple, but I learnt all this on my own, no tutorials, no Reddit threads, no forums, nothing.

I think I did a good job!




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30.01.2026 10:34
oddtail (@oddtail@meow.social)

Content warning:Godot, bragging


OK, so I am learning #godot . I am a beginner, so I am mostly setting up exercises for me to do, and then trying to figure them out.

I want to share a journey of discovery that I went on, because I am proud of my reasoning. Looking this stuff up on the Internet was NO help, so I seriously think I did a good job slowly puzzling it out!

* The basic idea is simple. A big, complex polygon is on screen, and every point in the polygon wiggles randomly every frame, while keeping the polygon intact. Seems straightforward enough!
* So I add a script to the polygon, every frame it picks a random integer within the range that is the size of the polygon's point array. It picks a float within a random range centering on zero twice, and adds the respective numbers to the x and y parametres of the Vector2 of the point in the polygon corresponding to that number. Easy! Except it did nothing.
* After some thinking, I figured it out. I can't directly change one item in a packed array. I have to create a second array from it that has the point modified, then set the "polygon" property of the polygon to that new array. Presto! It worked. But now after a while the polygon would start flickering on and off and eventually disappear. What gives?
* This time I figured it out much quicker. If the points in the polygon cross over wrong, it's an invalid polygon so it doesn't render. The solution was a bit tedious but easy enough. Have a bunch od Node2D objects (specifically Marker2D to make editing easier) at each point of the polygon, make *those* Node2D wiggle programmatically, and then have a bunch of triangles whose corners update to the x,y coordinates of a selected Node2D. That will make those triangles follow the shape of the wiggling points in space, and the overall polygon will retain its shape. And you can't have a malformed polygon with only three points no matter where they randomly end up.
* So I did that. I added three Node2D variables to each little polygon's script that were exposed to the editor, I put the proper values for those three, and the script would adjust the x, y of points 0,1,2 in the polygon array every frame. Once again a bit tedious to input those as there were like 30 triangles. But straightforward enough. And of course, it didn't work. There were a bunch of triangles wiggling on screen but they were all in wrong places. And they didn't touch each other.
* I spent a little time annoyed, then tried to work through this logically. Clearly the position of the polygons updates, but it updates wrong. But how to check what is actually happening incorrectly? I gave three of the Marked2D objects a small child polygon each, to mark visually where they were. Checked and, sure enough, the three points and the corresponding triangle had the same shape. They were just not in the same position. Progress!
* Next step, I removed the part of the scripts that wiggled the markers, just left in the part that moves the points of the little triangle polygons to the right place. They didn't touch each other. So even though they were updated on runtime, the ones corresponding to some of the same markers still ended up in different spots? Hmm.
* Then it hit me. The x,y of the individual points are relative to the polygon's position, not global positions. I set the positions of all little polygons to 0,0 and yes, it worked! Except the shape was squashed.
* After some experimenting, I figured out that the polygon shapes had scales set to something else than 1,1. Changing that for all of them worked!

I learnt SO much about testing things and debugging today!




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