Godot - major refactor needed.
Equipment is getting quite complex, and is currently stored as a Dictionary of Dictionaries of Arrays
I'm thinking of making it a Class. But maybe a Resource?
Equipment needs to know:
Playbook/General
Name
Description
Load
is_equiped
Each item can only be instantiated once, and the only bit that ever changes is is_equiped
Advices?
#godot #gdscript #gamedev #godotengine #ttrpg #rpg #BladesInTheDark
My initial attempt at localising Turscar Isle into Irish...because "turscar" itself is the Irish word for spam.
Any "mistakes" within are *ackshually* the spammers' archaic dialect!!1! 😜
https://www.youtube.com/watch?v=MtCi_YVPn9M
#gameDev #soloGameDev #gaeilge #godot #localisation
Made a simple tilemap renderer shader.
My first #godot project was a terraria clone attempt. Almost 6 years ago. I was new to gamedev and switched from unity because the splashscreen was mandatory on the free version.
Even though this is pretty simple, back then it was a struggle.
Worked on a lot over the last week:
- Fixed laggy camera during tram acceleration/deceleration.
- Kitty headlamps now sync over the network (i forgor...).
- Unseen, but lots of work on the input system to properly support controllers and input glyphs/action prompts.
- Some playing around with post-processing effects.
- Minimap added.
- Started work on the procedurally generated levels (all temp grey-boxing for now).
🐈
#kitty #gamedev #indiedev #godot #gaming
Godot - Blades in the Dark playbook
How it works:
Scoundrel hold a list of Dictionaries, by variable type (String, int, Array, etc)
UI elements emit Signals (via SignalManager global) that Scoundrel Manager connects to
ScoundrelManager uses "match" to find variable related to Signal /UI-event, and update it
ScoundrelManager then emits Signal "stat updated" that UI elements listen for
If signal parameter matches UI element, that UI updates/redraws
Am I doing it right?

I can't believe it's taken me this long to put rings in the engine.
But here we are.
adding a new dude to isoterick! 🧙 #godot #indiedev

It never stops to amaze me how much time is needed for UI stuff. But on the positive side, now that I've used the #Godot UI system for a bit, I can say it's really well made.
Here is the new version of the assembly list UI. Even though I tried to go straight to the point, I still have nested "modals" 😅 Edit mode -> delete button -> confirmation.
Anyway, that should do for now. My next objective is to add the necessary parts for a fully working vehicle!
#godot #shaders
On this note, I've implemented a poor man's screen space stencil shader this evening. Experimented with this weird effect where some of it is in the dithered pixelation color space but rendered normally. Looks strange, yet.. not too crazy?
The shadow is dithered too but that doesn't seem to be a problem. The outline shader together with extra pixelation is fighting the real outlines of the mesh though.

I love making #pixelart games. But #fonts were always out of reach for me. Either they were to small or didn't match the vibe.
So I started to make a #tool that helps me create pixelart fonts.
The current state is still WIP. Some core functionality is still missing and also the UI is still without a theme.
Made in #godot.
🌗 氣泡排序版「Amen Break」
➤ 當演算法遇上經典鼓點:一場聽覺與邏輯的實驗
✤ https://parametricavocado.itch.io/amen-sorting
這款由開發者 Vee 創作的實驗性作品,將音樂史上最著名的鼓點取樣「Amen Break」進行了數位解構。創作者透過氣泡排序算法(Bubble Sort),以互動且視覺化的方式重新詮釋了節奏的排列組合。這不僅是一項技術實驗,更展現了程式邏輯與音樂採樣結合的創意火花,目前已作為原型專案於 itch.io 上架,並供使用者免費體驗。
+ 這實在太瘋狂了!把經典的 Amen Break 用排序算法重組,聽起來有種破碎又充滿節奏感的電子實驗美學。
+ 雖然這只是一個原型,但能用 Godot 把這種抽象的音訊處理過程視覺化,真的很有趣。期待未來能加入更多不同的排序算法。
#音樂科技 #實驗性藝術 #Godot 遊戲引擎
My first contribution to the #Godot asset library is finally online!
https://godotengine.org/asset-library/asset/4887
https://codeberg.org/Aurora_Bee/posterize-to-palette
If you need an explainer or refresher on what Posterize to Palette is or does, there's a short demo video and a short description I posted a while ago here:
https://deadinsi.de/@Aurora_Bee/115984983582752954
This small demo is also available as a x86_64 linux and windows build on my Codeberg if you'd like to try it out for a bit! (requires Vulkan and OpenGL 4.3 support)
Lemme know what you think! <3