I've been writing using em dashes since the 1990s. The reason AI uses em dashes is because it was trained on my writing, and that of countless other humans like me.
Limbo of Wonders is just the two of us. We are making games together and learning as we go. Currently, working on our underwater exploration game using #GodotEngine.
Woops, forgot the link. I've edited the toot.
The LimboAI๐ก v1.4.0 is out now to celebrate the release of Godot 4.4 ๐ค๐ Comes with a few QoL improvements, esp. for GDExtension variant.
https://github.com/limbonaut/limboai/releases
๐ก C++ plugin for @godotengine - behavior trees & state machines
Wow, Godot caught me off guard, I thought we had another week ๐
#godotEngine #Sculptor #Plugin
I have managed to move from csg meshes to normal ones in order to get past several issues that Godot 4.4dev introduced.
The plugin is here: https://codeberg.org/dbat/godot-sculptor
๐ฆ
PS - would really appreciate boosts and feedback!
@kuzkuz We don't have a benchmark, but I think it's in the same ballpark as others. Maybe a bit faster due to C++. It can run over a 100 medium complexity (20-30 nodes) agents without fuss. Performance mostly depends on physics usage, in my experience.
๐ Good news, everyone! ๐
LimboAI๐ก 1.3.0 is finally out! ๐
๐ Bringing new editor goodies and bugfixes, this might be the last edition in the Godot 4.3 series. Cheers!
https://github.com/limbonaut/limboai/releases
๐ก C++ plugin for @godotengine - behavior trees & state machines
Ugly as sin, but functionally the whole tank customization process now works! (Can't wait for our UI person to make this look nicer)
Whole thing is driven by a lot of #godot resources. The 'profile' resource driving most of this, as it contains all the references to what is equipped and slotted where.
Overall it was 'easier' than I expected but still alot of work left to polish it all up.
If you're using POT generation to translate your game, you can set the variable "Auto Translate" to "Disabled" so it won't be parsed and won't appear in the template file. Useful for gameplay Label nodes like scoring, etc that don't need any translations ^^
Just released LimboConsole for #GodotEngine :godot: ๐
It's an in-game dev console pluginโyou know, one of those, with some neat bells and whistles. ๐ Been sneaking away to work on this for a little while. Oh, and itโs free and open source! ๐
Check it out: https://github.com/limbonaut/limbo_console
@PixelProphecy What took you so long? ๐
@SonnyBonds Oh, I so agree... ๐
Me vs CI. Spoiler alert: CI won that day.
My GodotCon talk about "Making (Non-Game) Software With Godot" is finally online:
:youtube: https://www.youtube.com/watch?v=cJ5Rkk5fnGg
It's not quite on the level I wanted it to be, but considering that my girlfriend broke up with me just a few days earlier, I'm quite happy with it and the fact I managed to give a talk at all, nonetheless. ๐ But... What's YOUR verdict? ๐
Also, would anybody be interested in an extended, written post about this? ๐ค
Working on more monster mechanics in #tanksvsbugs and boy is it alot of fun! Finally think I got the hang of #limboai and things are becoming. This latest one is our 'striker' mob who will have shields and a devastating melee strike.
While none of the shown models will be in the final game, I will say I enjoyed animating the tail in #blender! The auto key animations are just fun to use.
Aaaaaaaalmost in top 50 ๐. Our Bug Squad is quite happy with the results of this #ludumdare
The 'smash the mesh' plugin that I was made aware of yesterday is really amazing! Definitely the real deal folks! Not appropriate for every 'destructable mesh', but its gonna be great for #tanksvsbugs. It caches if you need it to, does it on load if you can afford to, and somehow is a drops in replacement for mesh instance to boot!
Definitely in the honey moon phase with it, but like it a lot so far!
It's our 10th #Ludumdare, so we have a personal 'luduversary' ๐
This time, we made a small turn-based strategic battle game about tiny creatures fighting for the possession of sweet acorns. ๐ญ
Check out 'Bug Squad' here: https://limboofwonders.itch.io/bug-squad
After a long #RoadToLudumDare, everything is finally ready. Temporary office is set up, all the server infrastructure is working and we're good to go for theme reveal of #ludumdare56 in an hour!
Working on a new open source template/demo for Godot. We'll also make a tutorial for it.
Just a quick announcement that LimboAI ๐ก version 1.2.2 is out now with important bugfixes. AssetLib pending. How's your Monday going? โ
https://github.com/limbonaut/limboai/releases
๐ก C++ plugin for #GodotEngine - behavior trees & state machines