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#godotengine

107 posts93 participants3 posts today
Sigil of Kings · Stackin’ hellWork is still revolving around UI, the item description panel and the character sheet. Stacking I've been fixing some broken stacking code, as the recent (since November!) item refactor makes stacking checks a bit easier. Because items are synthesized dynamically (especially enchanted ones), the checks quickly devolve to "check every variable to see if it's the same". Well, to save myself the effort for certain objects, I just serialize them to a buffer and compare the buffer contents. Score points for MemoryPack again: no file I/O, and just reusing a bunch of preallocated byte buffers. Works better now, and will be keeping an eye for the occasional case that's not covered. Enchanted item descriptions: Potion/oil and equipment I did some work to generate simple procedural descriptions for potions. The aim is to also use those descriptions to double-up as how we'd describe the object if it's unidentified (this is still conceptual, not in game yet). The template, for the current use-cases, is this "A $grade $enchantment $subtype $item" where Grade: how strong the item's enchantment is - this is on a scale of typically 1-5 Enchantment: what is the enchantment type? E.g. could be a "bar increase" e.g. the superset of max health or max mana modification enchantments Subtype: If applicable, the subtype of the enchantment, e.g. health or mana Item: the item's name For example, this can be instantiated to: "A potent bubbling red potion" I'm using the resurrect-64 lospect palette, and I used this website to match colors to names. Tedious without a way to automate, but ok for now at least. Equipment is much simpler: if we have enchantments, we add a suffix appropriate to the total enchantment level, e.g. "A longsword brimming with magical forces" Attract mode video One thing I noticed when I visited GamesCom last summer was that very few if any games at all had an attract mode set up. As I was walking around, I noticed a lot of indie games stuck in the title screens, nothing much happening. But how does the game play? Arcades solved that problem ages ago, with the "attract mode" which is a game mode while the game is not being played, showing excerpts of the game (some introduction, some gameplay, etc). It's extremely easy to do something like that with Godot (or any other game engine) as long as you keep things simple: just play a video when idle! So, my little test this week was exactly that: if you stay in the main menu without any input for 10 seconds, we play ... the trailer (that was an easy one that I have already), and we flash a "DEMO" indicator at the bottom right of the screen. That's it! Minor setback is that I get some weird behaviour when I re-enter the attract mode as the video doesn't play anymore, but that looks like a Godot VideoStreamPlayer bug. Another minor setback is that video playback in Godot sucks, and it's work in progress; hopefully by the time I actually need to use this attract mode the main problems will be gone, otherwise I'll have to wing it (again). Traps and AoE The refactor hammer was again swung, this time made contact with a AoE effects and switches. Last week I noticed some bug in an AoE effect for a thrown bomb, so I revisited that bit, and, well there's a bit of dysfunctional ugliness that needed to be fixed. But this also showcased some problem with how traps and switches are handled, so I revisited that too. Dust is settling a bit, and I'm looking forward to test things out with some new content! Procedural Pressure Plates gif Adjusted the code a bit so that the perspective makes a bit more sense. Still unhappy with the shading, but At Some Point I need to iterate more seriously over the look in an image editing program, rather than straight to code, as the plate textures are generated dynamically based on the tile they're on.

It took a long time to sort through things, make connections, and get a handle on the ecosystem, but I feel like I’m in a good place to start building an open source game-making community. 🎮

We run learning programs at @EndlessOS where we help teach kids how to contribute to an open source game (and a bunch of the skills that come along with that), but right now there’s not really a community to *invite them into* after the fact. I want to fix that.

Why does #GodotEngine 4.3 keep seemingly randomly messing with UIDs? Especially after I switch workstations? It will sometimes add or delete a UID reference to a scene that references a resource, or even change the UID of a resource itself. This makes me nervous.

It doesn't even have to be a file I've touched. I can pull down the latest code from Github, open Godot, and get a big list of updated files like this.