Going to release a little side project (a collab with a pixel artist) this week. It's a "jam sized" game that I put a little bit too much work into.

Let's go for an #introduction! We are two siblings making games as a hobby.
We use #Godot
and free software to make our games. You can try them at itchio: https://buendiagames.itch.io/
We're looking forward to connecting with cool people making games!! We'll be posting updates on our little projects (hopefully)!

Quick play at Markov name generation.
#gamedev #namedev #godot #godotengine #gdscript

Added basic chunk optimization so I don't have to iterate over quite literally every blade of grass (only the ones near to the mower).
I did have to do some shenanigans with #godot though, as the maximum instance count for MultiMeshInstance3D is 65536 and the documentation for populating a surface in code doesn't seem to exist. If I want to have more than that, I have to have multiple MultiMeshInstance3D objects and I have to export the meshes as separate objects which is annoying.
Any Godot experts know a way to populate a surface like the editor UI gives you, but in GDScript? I basically just need to do the same thing but with more than 65536 instances, which it doesn't allow.
Maybe I shouldn't be pushing it past 65536 I guess, but that gets pretty sparse pretty fast if you're talking grass clumps.

OK, ripped out all the skill logic and replaced everything from the ground up with the new leveling system, and created the concept of traits that govern it.

✏️ It might be hard to tell, but this pencil has dynamic shading, reacting to the rotation, to match the general implied ambient light source.
🌞 I'm playing fast and loose with scale, but try to keep lighting consistent!
OK, #godot question:
I have resources. _init gets automatically called, but it doesn't seem like the resource actually exists when it is called? The values are all empty, even if the resource is defined as a file ahead of time.
Is there a function for resources that gets called in a more useful way, like _ready in nodes?
I’m excited to share the little reactive programming library I built for #csharp and #godot, although it will work in any c# project.
This will guarantee deterministic execution and defer mutations when executing bindings to guard against reentrancy issues.
https://github.com/chickensoft-games/Sync
Godot Digest 28
This edition's newsletter is brief, with fewer tutorials, but a significant release: 4.5 release candidate one is now available!
https://godotdigest.substack.com/p/godot-digest-28
Directo de desarrollo de juegos y más 👀
👉 https://twitch.tv/rafalagoon
Vamos a hacer que tu lunes sea menos lunes:
-Veremos noticias
-Haremos juegos
-Charlaremos de cosas insustanciales
¡Ven a currar juntos!
#gamedev #indiedev #godot #godotengine #hechocongodot #madewithgodot
Now I have incorporated all optimizations for the player, attacks and enemies.
Reduced the enemies to one circle collider vs 3 before. (collide,hit,hurt)
Changed everything to RigidBody2D with linear_velicity.
All entity logic is executed every 20 physics calls with entities being offset so they execute in different calls.
All npcs use a flow-field for navigation.
Now everything feels right. Player and enemy movement are fluid.
#godot #gdscript #indiegame #indiedev #video