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#gdscript — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #gdscript, aggregated by home.social.

  1. Ruby Radiance
    Slowly building up the Town.
    Got some basic Dialogic placeholder conversations.
    I think I'll have a look at Weapons/Attacks next

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  2. Ruby Radiance
    Slowly building up the Town.
    Got some basic Dialogic placeholder conversations.
    I think I'll have a look at Weapons/Attacks next

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  3. Ruby Radiance
    Slowly building up the Town.
    Got some basic Dialogic placeholder conversations.
    I think I'll have a look at Weapons/Attacks next

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  4. Ruby Radiance
    Slowly building up the Town.
    Got some basic Dialogic placeholder conversations.
    I think I'll have a look at Weapons/Attacks next

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  5. Ruby Radiance
    Slowly building up the Town.
    Got some basic Dialogic placeholder conversations.
    I think I'll have a look at Weapons/Attacks next

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  6. Ruby Radiance
    I still can't reliably import Textures on my .glb files, but managed to mangle something together.
    It seems that the "File is large on disk" was *actually* being caused by the Trimesh Collider!
    Replace with a "Multiple Simplified" and the warning goes away.

    :(

    #gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine

  7. Ruby Radiance
    Godot
    "The text-based scene at path "res://Assets/MeshTest/Inn/inn.tscn" is large on disk (530.3 KiB), likely because it has embedded binary data"
    How to address this?
    i imported the glb from a downloaded Blender file
    I looked at the .tscn and it has some text in it. It seems to have references to the Textures (even though I have tried to remove them from the mesh)
    Apparently I should "save the resources as their own file" HOW?

    #godot #gamedev #rpg #roguelike #gdscript #rougelight

  8. Instead of the Berlin Interpretation, might make my Roguelike follow the Copenhagen Interpretation:
    Everything exists as proc-gen probabilities, until the Player experiences them, at which point the Function collapses, everything blue-screens, I use non-deterministic words, and things on my desk approach relativistic velocities.

    #gamedev #godot #roguelike #gdscript #rpg #godotengine #rougelight

  9. Godot:
    I forgot the last answers, so I have to ask again:
    What are "Shaders"? What do they do, and why?
    I don't need to know how "easy" they are, or how fancy the output is, just *what*they*are/do*
    Why would I use them?

    #godot #gamedev #shaders #gdscript #godotengine

  10. Godot:
    I forgot the last answers, so I have to ask again:
    What are "Shaders"? What do they do, and why?
    I don't need to know how "easy" they are, or how fancy the output is, just *what*they*are/do*
    Why would I use them?

    #godot #gamedev #shaders #gdscript #godotengine

  11. Godot:
    I forgot the last answers, so I have to ask again:
    What are "Shaders"? What do they do, and why?
    I don't need to know how "easy" they are, or how fancy the output is, just *what*they*are/do*
    Why would I use them?

    #godot #gamedev #shaders #gdscript #godotengine

  12. Godot:
    I forgot the last answers, so I have to ask again:
    What are "Shaders"? What do they do, and why?
    I don't need to know how "easy" they are, or how fancy the output is, just *what*they*are/do*
    Why would I use them?

    #godot #gamedev #shaders #gdscript #godotengine

  13. Godot:
    I forgot the last answers, so I have to ask again:
    What are "Shaders"? What do they do, and why?
    I don't need to know how "easy" they are, or how fancy the output is, just *what*they*are/do*
    Why would I use them?

    #godot #gamedev #shaders #gdscript #godotengine

  14. Renaming Refactorings are one of the basics that I feel are a must have for any programming language IDE.

    And it is a shame that the IDEs do not seem to work consistently for gdscript.

    Godots own editor currently only has search & replace which is far from refactoring.

    Rider rename is broken. (issue opened).

    VS Code actually works locally, class level and solution level. But I couldn't get gdscript debugger to work.

    #godot #gdscript #rider #vscode

  15. It seems that I want too much when I want a gdscript IDE that connects consistently to the LSP, debugs properly and also understands godots global autoloads 😞

    Rider works well when it comes to debugging c# and gdscript code. It hits the breakpoints for both languages (even in mixed mode). I can start and stop an instance and start debugging.

    But it does not understand the global autoloads. So some of my manager classes are full of warnings and no inspection.

    #godot #gdscript #rider

  16. Today I was really struggling with the missing support for any type of refactoring in the built-in editor for gdscript - search & replace doesn't count.
    And the fact that you cannot move the debugger into a separate window (these value fields are so so small).

    I ended up installing Rider. Which has a semi-working rename refactor for gdscript but a well working debugger and inspector. Hot reload works as well.

    I hope this PR [1] makes it.

    [1] github.com/godotengine/godot/p

    #godot #gdscript #rider

  17. youtu.be/pMnqN2stzOc

    Our new plug-in is now available on Itch.

    Tired of manually creating randomized sounds AudioStreamPlayer nodes? Well, its automatic now. We wasted a lot of time building this, to save yours! #godot #godotengine #plugin #sfx #rng #audiostreamplayer #randomizer #gdscript #gamedev #indiegamedev #audio #opensource #FOSS #GPLv3

    youtu.be/pMnqN2stzOc

  18. Took me a while to find a balance that I feel comfortable with when using entity component systems, nodes and state-machines concurrently.

    Currently updating my older implementations. Already looks cleaner and easier to add systems and features. There is no better metric to know that you learned something 😃

    And as usual there are a million ways - just need to find the one that works for you.

    #godot #gdscript #ecs #statemachine #gamedev #slyceverse