Paragrimm :godot:

Bartle-Test result? Explorer. Game Engine? Godot (C#).

- Main project: Hexen/Heretic + Arx Fatalis
- A Void Shaper: store.steampowered.com/app/263

2025-06-18

@ReunMedia @GameDevCompass Hey, cool, I'm working on something similar for the german audience. I'm starting with a YouTube channel where I want to build up a repository with learning materials for Godot, but I also want to cover other gamedev topics like Game Design etc. aswell :)

2025-06-12

@simon You'd need a MCP for that to get the most recent information. ChatGPT etc. uses models that are often a little bit older. Using Copilot that's embedded in GitHub is another option to get recent answers though.

2025-06-06

@c64cosmin I really like the theming system of Godot, but it also felt kinda clunky to define the theme variations etc. per type and especially if you want theme variations for color blindness etc, it gets kind of "tedious". What are your experiences? Any best practices or advices you can share :)?

2025-06-05

@patrickd ah ok :D fair enough :D it still looks good :)

2025-06-05

@patrickd Hey, how have you implemented the carry feature? It looks like the physics are in tact, but it also looks really smooth... I've had the experience that setting the position directly is meh, because the object can clip and using force can get weird if the masses change etc. But your implementation looks really smooth :D

2025-05-30

@psaldorn I'm quite a beginner regarding Animations aswell, but for polishing reasons it's quite good to use some kind of Animation Blending etc. that could make it harder to define certain frames where an attack hitbox should be active etc. tying animation state to some character state/variable is useful, though. I wouldn't nest it too deep, because it might get complicated quick make sure to always define a way back to idle or something, so the animation can't get stuck.

2025-05-28

@LePertti What are you trying to do? General advice: Use scenes and group your UI. I'd also look into Atomic Design. You could define UI Components that you "stick together" and each component just cares about itself. But what you're doing looks like a monolith script for the whole UI lol.

2025-05-28

@LePertti Do you have an example of complex UI?

2025-05-25

@bbbscarter Yes! My brain always wanted multiple inheritance, but with this separate Node, everything fell in place :D. I've for example the Item Class that inherits from RigidBody3D and at the beginning I thought that "oof, do I really need to write the communication/api methods here again?!" and now I've one central place and it's initialized by the root node so I can access it easily from everywhere I want.

2025-05-25

@bbbscarter I also have an "EntityApi" that is also a node and always a child node of each Entity (I've multiple types). This entityApi has the task to communicate between components. If the ModelComponent needs a stat for example, I'll simply call: `entityApi.StatComponentGetCurrentValueOf("Damage")` so I can apply this amount of damage to a target entity (` targetEntityApi.StatComponentApplyValue("Health", damage)`).

2025-05-25

@bbbscarter I've a root Node that inherits a base Node (Actor inherits from CharacterBody3D for example), I've a resource with a Dictionary that maps components to that entity. Each Component is a node and has a resource file as "configuration" for that component. Now I'm having a Player Actor that has a quite basic ModelComponent (just an invisible capsule) and a Zombie Actor that actually has a 3D Model defined in its ModelComponent with animations etc.

2025-04-24

@ConditionalCoder You can simply use a scene for that. With a single node that has a script attached. Insert the scene as often as you want. Or, as the other commenter said, do it as `tool` so you can see the node with the script in the "Add Node" popup/dialog :)

2025-04-23

@colourlesspony Yeah exactly, that would be awesome. :) I'd love such a tool for QA/Testing phase :D

2025-04-23

@colourlesspony ah ok, I'm thinking about a game engine agnostic tool where you can work together on your game. For example: The level designer plays a map and is able to place todos directly ingame inside the level. The other team members receive a notification and can play the same map and look at the todos directly ingame. Something like "loot here is not enough" or "here is a clipping bug" etc. and you can see that ingame, as well as in a web frontend. Would this be nice?

2025-04-23

Hey :) I'm brainstorming about a web based content creation tool that's web based for #gamedev. What are tools that ease the workflow, especially while working on something collaboratively? What is something where you think that a tool would be awesome? Maybe a certain automation, documentation, notification, ...?

Paragrimm :godot: boosted:

Ubisoft recently open sourced their colorblindess simulation tool "Chroma" (github.com/ubisoft/Chroma).

Well, here is a Godot Plugin version (Editor + In-Game) to make the world more accessible.

github.com/Sch1nken/ChromaGD

(Note: Even though I licensed my code under MIT, the shader code is taken from the Ubisoft project and thus technically Apache 2.0)

#godot #godotengine #accessibility #opensource

2025-04-16

@IanBadcoe Awesome work and regarding linq I immediatly thought of: github.com/Cysharp/ZLinq - might be worth a look in your case :)

2025-04-11

@jupiter @NafiTheBear @betalars Cool, thanks a lot :) there are several good points, but I kind of fail to see, how this would solve the ETC problem. If an artist pushes something without letting Godot know that there is something new, it won't work with your approach aswell, right?

I mean it's early, I probably haven't understood everything :D

2025-04-09

@jupiter @NafiTheBear @betalars Hast du mal einen Link zu den Proposals? Ich stelle es mir, ehrlich gesagt, auch nicht unmöglich vor, die erwähnten Probleme zu lösen. Aber ich habe mit der aktuellen Lösung auch nur wenige, bis gar keine Probleme.

2025-04-09

@jupiter @NafiTheBear @betalars Der Pfad zu einer Ressource zB oder wie? Hängt das damit zusammen, dass die Pfade im exportierten Package anders sind (bzw. die Dateiendung ist, glaub ich, anders)?

Das Problem mit den Pfaden könnte mich auch noch ereilen.

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