#fartengine — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #fartengine, aggregated by home.social.
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The #FartEngine is rolling along. I've been rebuilding the event system and it is getting close to working in the editor. In-Game on the other hand is just a cluster of spaghetti that I'll have to unravel.
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The website for the #FartEngine is live. Made using #Obsidian.
It is what it is.
What it isn't though is a fetish site.
Unless awesome add-ons for #Godot4 make you thirsty
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#FartEngine devlog 26: #GodotEngine #Godot4 #IndieDev #GDScript
- After 10+ hours, Godot is finally not crashing when it first loads the Fart Engine
Proud of what I accomplished but I am mentally exhausted
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#FartEngine devlog 25: #GodotEngine #Godot4 #IndieDev #GDScript
-Extensive refactoring of the Database Manager and Table Display Template, still in progress
-Changed several class names and script inheritance to better organize the project
-Began making flow chart of the entire project
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#FartEngine devlog 24: #GodotEngine #Godot4 #IndieDev #GDScript
-Fixed a bug causing Godot to lag when loading map scenes in editor with too many FartEvents
-Created a few new assets for the example game level 2
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Going forward I'm going to use this thread for the #FartEngine devlog updates
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#FartEngine devlog 23: #GodotEngine #Godot4 #IndieDev #GDScript
-modify player health command added-number input datatype can now be set to only allow positive numbers and to only allow integers
-Events can now be pushed by player if flag is set
-Improvements to modify player health functions
All of the mechanics are now available to create level 2. My next task is to create the assets and build it
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#FartEngine devlog 22: #GodotEngine #Godot4 #indiedev #GDScript
-autoload name changed from FARTENGINE to FART
-added camera control script
-added 4 new commands, all control camera movement
-Improvements made to the process for adding new commands
-Updated project on githubUp next: Allowing player to push events
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I think it might be time to make the first #Tutorial for the #FartEngine.
Does anyone out there have any tips for me? I'm not sure where to start.
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#FartEngine dev update 21: #GodotEngine #Godot4 #indiedev #GDScript
-Events can now damage player when touched, you can set the knockback force, damage amount, and delay before event can damage player again.
-Player can take damage, will flash and be invulnerable, the time for both can be set in character table.
-Player death Game State added.
-Menu BGM can now be set in Menu table.
-BGM is now controlled by audio engine.
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I keep trying to find a quick way to describe the #FartEngine Add-On on for #GodotEngine4 and so far, the best description I've been able to think of is, "it's a hat on a hat".
It sits on top of Godot and currently handles the game database, saving, loading, event interactions, 2D sprite creation, dialog, and much more.
My goal is to make it where one can create a 2D game writing little to no code.
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#FartEngine devlog 20:
I've been fairly productive the past few days.-Removed shadows because the shader was not working
-Fixed stutter when interacting with events
-Fixed bug where event does not run "Immediate" commands when too many are trying to activate at the same time
-Improvements to event editor script
- changes to event editor layout
-Started WIP event option to damage player when touched (which is what prompted all of the above changes) -
#FartEngine devlog 19: I've given up on custom menus at this time. Users will need to use #GodotEngine and #GDScript to display information to the player.
Instead, I've decided to make a test level. It is simple. Player finds 30 rupees and gives them to a chest that will give you a knife to open a gate.As of now I can officially say that you can make a 2D game using the Fart Engine add-on for Godot
Tonight I celebrate!
Tomorrow I start on the phase 2: more stuff so you can make a GOOD game -
#FartEngine devlog Day 18: it's been a while, but I've not given up. Today I fixed the bug that broke conditions, and I continued working on the input form that will be used to select values to display in-game, which will enable users create custom menus (hopefully). It's a big chunk and one of the last big peices needed to create a full game, even if there isn't much you can do in the game (yet).
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#FartEngine devlog Day 16 & 17: I did not work on the engine on either day. I spent most of my time watching Dance moms (trying to shut my brain off) or watching Josh Strife Hayes play the worst MMO he can find. I prefer to think of it as research as opposed to being uninspired to do any actual work
#Godot4 #GodotEngine #IndieDev
https://youtube.com/playlist?list=PLEpisdBgNpvgyQcUgTbqrgQzx_u19Rkkz
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#FartEngine devlog Day 15: I made changes to the List datatype in preparation for using it in the datatype display node. There are now flags to show/hide labels, a checkbox for each index, the datatype selection, and also the index number or name will show in the title bar of each entry. This still allow me to modify the list item while still using the same functions to access data.
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#FartEngine devlog Day 14: I didn't do much, I added an option to use a checkbox instead of a radio button for the boolean datatype. No plans to let the user change the default. I plan to use checkbox for certain input forms. This is the first step towards custom menus
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#FartEngine devlog Day 13: Not much done today. I mapped out how I want the Fart Display nodes to look and function.
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#FartEngine devlog Day 12: I started to map out what the FartDisplay node input form will look like. I also made improvements to the event save information (breaking compatibility with save files from previous versions) as well as improvements to the edit save file menu that now allow user to view and edit all save file data
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#FartEngine devlog Day 11: With all of the bugs fixed (at least the ones that one found that are worth the time to fix), today I added a new event command. You can now change the value of dialog options. When the player is given dialog choices, the button that is clicked will change the value of that dialog option to true. This allows the event page to change and the event can progress. Before today, that was a one way deal.
1/2 -
#FartEngine devlog Day 10: I did not make any progress on the engine but I did finally upgrade my laptop's operating system from #Windows11 to #LinuxMint
There are some irritating things but overall it's much better.
#IndieDeveloper -
#FartEngine devlog Day 9: Slept most of the day and felt like I was twice as heavy as normal. Watched a few C programming tutorial videos but otherwise was unproductive
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#FartEngine devlog Day 8: I did not write any code. I did "field research"... Ok, fine, you got me. I went to Disney springs and played Pokémon Go with a friend
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#FartEngine devlog Day 6: This post is for yesterday, I got all the bugs (except the vertical scroll position issue) worked out of the UI changes that were made over the past few days. I also added the ability to change the base font color from the theme editor table.
Maybe soon I can start adding new stuff to the menu builder (for in-game menus) -
#FartEngine devlog Day 5: Good news! The Fart data now saves all open tables when #GodotEngine4 is saved. In addition to that, it will now save where you were in all tables rather than defaulting back to the first key every time you switch categories, refresh the data, or save.
There are a few things that still don't work right, like the scroll bar not following the focused button but I think that may be a #GodotEngine bug.
Tomorrow I'm going to clean up the script and do more testing -
#FartEngine devlog Day 4: well... I lied. I worked on the UI some more today and made some progress, but it still isn't working correctly. Hopefully I'll have it working by tomorrow?
I've been caught up in my own web of bad programming practice. I'm learning and as I make changes I try to make it cleaner and more solid, but many times I'm still just happy I got it working.
One change I'd love to see in #GodotEngine in the future is the ability to use breakpoints when working with tool scripts
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#FartEngine devlog Day 3: I got frustrated and forgot to post yesterday. I tried to fix a bug and made things worse. Hopefully by the end of today, when you save in #GodotEngine, the Fart data will save, refresh and then navigate back to the Category, Table, Key and scroll position you were at before the save. Currently it resets back to the default values for all.
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#FartEngine devlog Day 2: Bug Fix: Fart Engine data would not be saved when #GodotEngine is saved. Also fixed a few places where tables and event data tried to save multiple times
I'm fixing this, I found a new bug. When the Fart Engine refreshes data, it does not navigate back to the Category, Table, Key that was selected before the save. That will be my next fix
As I look at the code to find what is broken, I keep asking myself "What idiot wrote this? "... Oh yeah, it was me
#IndieGameDev -
#FartEngine devlog Day 1: I'm going to post what, if anything, I did on my project every day. I didn't do much today. I fixed A bug where a notification failed to clear when it was supposed to. Turns out I forgot to call the clear method. Easy fix. I also upgraded to #GodotEngine 4.1 rc2 with no new errors 😁
I very much appreciate the hard work that goes in to making Godot such a great #GameEngine -
#FartEngine update:
It's a bit offensive to the eyes at the moment, but I'm making progress towards custom themes in the Fart Engine