here's how and why:
I'm reworking how Splash works in Isoterick. I want the "splash" stamp to extend the basic effects of the spell, so how does that translate to a spell that destroys a tile? I figured the best solution was "it destroys them a little". The ground now has hit points
#Godot #indiedev
RE: https://bsky.app/profile/did:plc:os4paq43vij7iw6eo6dnvkwz/post/3mgcz574ilc2q
Which items will you pick?
https://store.steampowered.com/app/4102770/Slay_the_Q/
#indiedev #godot #gamedev #pixelart #SlayTheQ

Making progress on Blades in the Dark sheets in Godot.
Still lots of work needed - can't get UI Containers to shrink/expend properly :(
Code is an absolute bolognese. I've tried to keep it component-based, but each section seems to have different requirements.
#godot #ttrpg #gamedev #rpg #godotengine #bladesInTheDark

Hard at work on polishing things up!
Btw, did you know that this game just got its page uploaded on Steam?
https://store.steampowered.com/app/4480100/Dynamine
#gamedev #indiedev #indiegame #indiegame #indiegames #pixelart #godot #godotengine #minesweeper

My board game's coming along! Haven't coded any win logic yet, so pieces just move around and try to capture each other for fun.
Captured pieces get sent back to their base and are locked (so need to roll a 6 to re-enter the game). Two of a player's pieces on the same tile create a blockage that other pieces cannot pass (or capture).
I have various ideas for different game modes: last man standing, capture the flag, jailbreak, etc. And various maps too.
NPCs react dynamically to your prices. Overcharge them, and they’ll remember… Game fact: If you price an item too high, traders will refuse the deal and become annoyed, making it harder to raise prices in future trades. #horror #indiedev #godot #2d #gameart #indiegame

Hey everyone,
Names Hikue. Don't do much socials but starting now to build a presence. Dropping Godot/Roblox gamedev and AI/fullstack WIPs on schedule.
if any of that sounds interesting, you're welcome to tag along!
#gamedev #indiedev #webdev #godot #roblox
Put all the learnings together and added mouse wheel zoom and export_categories.
Next: remove for arrays (dicts already work). File and Dir dialog for dictionaries (the hint_string format is a bit different than for arrays).
backlog: Add vector and color edit.
After that I will work on the next feature of the tool.
The inspector is fun and I got a bit sidetracked 😅
This is all starting to come together. Not much on the actual features side done tonight, I spent most of my time working out a better flow pattern for delegating calls
Each ability gets passed a state object to modify and can either pass it on to the next in the chain, or return a final state
For example the hitbox might care about flashing when invulnerable and then let another ability decide what animation to play
It's similar to how .net core handles middleware
Wanted to take some downtime tonight to finalize Tile Variant generation for the marching cubes voxel system I've been implementing.
Far as I can tell, the important part works; it can create new meshes with rotated or flipped geo, generate UVs appropriately, and splits the mesh up into different faces. And the voxel "points" used to pick a mesh based on what corners are solid or empty are working fine.
...but Past Me decided to be rude and careless, and leave a bunch of cryptic bugs in the code. Parsing what needs doing is a bit like running brain-first into a brick wall.
Curse you, Past Me! >:U
#GameDev #Godot

A lo mejor podría hacer un paquete de los starters varios que he ido haciendo con los años para mis proyectos de #godot , tengo muchos snippets de código que los uso constantemente en todos los proyectos y a la gente más novata les podría venir bien para jams y tal
I also posted this parallax effect in godotshaders: https://godotshaders.com/shader/parallax-mapping-2/