#gdscript — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #gdscript, aggregated by home.social.
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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
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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
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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
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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
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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
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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
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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? -
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
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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:
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:
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:
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:
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? -
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.
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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.
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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] https://github.com/godotengine/godot/pull/102380#issuecomment-4109142496
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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
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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.