I have accidentally turned the straight-jump bug into a drop dash bug :|
When I refactored the jump code I forgot to listen to the 'disable jump' flag I added.
Oh, also, jumping is an optional ability now.
I'm going to *try* and decouple the physics code and make running like sonic optional too, though that might be more difficult than it's worth.
experimenting with camera angles to add more variety to attack patterns. This will require a complete rework of input and movement... #godot
hey y'all, been awhile
been making some new things:
- https://aebrer.itch.io/deep-yellow -> backrooms turn-based dungeon crawler game (WIP) #indiedev #godot
- https://colourdle.ca -> daily game for guessing colour names #games
- https://platosrave.club -> idle game based on a #MBMBaM episode
A bunch more one-off little things and improvements to infrastructure and so on.
It's funny... less active on social media but like 2-4x more productive....
you can stun the monsters that ambush you by knocking them into a wall... or by delivering a large object into their path #screenshotsaturday #indiegame #gamedev #godot
https://store.steampowered.com/app/3512420?beta=1
New version of Nightmare Run now available for Android! đ¤
* New bottom shadow
* More obstacle variations
* Improved graphics
* Performance upgrades
* UI/UX updates
Play now here: https://play.google.com/store/apps/details?id=com.morphingames.nightmareRun
#android #videogames #mobilegame #godot

Jatkoin Godotin kanssa leikkimistä. Eilinen miinaharava meni lähinnä tutorialia seuratessa. Askartelin sen jälkeen omin päin Pong-kloonin ja se jalostui tämän aamun aikana Breakout-klooniksi đšď¸
Pääsi leikkimään äänitehosteiden, fysiikkamoottorin, partikkeleiden, valojen ja shadereiden kanssa âşď¸
Is there a better way to write the following?
```
var piece = get_piece_on_marker(marker)
if piece:
piece.move()
```
Something like:
```
if (piece = get_piece_on_marker(marker)):
piece.move()
```
i.e. It assigns the variable, and tests it, all on the same line. Is something like that possible in #Godot?
Added the first iteration of the library explorer. It uses the library paths defined in the project settings.
Building the file and folder cache for roughly 38.000 folders and 500.000 files takes around 2 seconds.
After that everything runs against the cache.
The file manager and cache manager are threaded. I like how clean the threading implementation is in gdscript.
A lot of time passed since my last Screenshot Saturday, but today I got something exciting to share.
Here the first version of the in-game editor for my game @99managers that allows to customize leagues, teams and players in every aspect!
#screenshotsaturday #godot #99managers #fut

It's probably all kinds of broken in silly ways... but here's my game jam entry! c.c
https://novaliminal.itch.io/chill-vibes-game-jam-5
I officially started coding work on my next dungeon crawler today. I'm starting out by refactoring some years-old pain points and implementing my tentative new design for how stats will work.
I'm moving up to #GodotEngine 4.6.1 this time. So far so good. It seems more streamlined and performant than 4.4.
#IndieDev #GameDev #SoloDev #MinervaLabyrinth #Godot #MadeWithGodot