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#godot

210 posts143 participants10 posts today

Trying out #godot one more time with a focus on just having fun and playing.

One stipulation I’m gonna try is not just copy and paste code. Maybe I’m off base but it just doesn’t feel like I’m putting in effort otherwise.

Això ja va prenent forma. El periplus ja té cara i ulls, tot i que només es poden modificar els volums.

Més endavant es podrà canviar l'idioma, veure el mapa, les missions, etc.

He ficat ja tres emplaçaments, tot i que per ara no s'hi pot fer res a cap d'ells.

Queden 14 dies per acabar la jam, ara toca implementar una missió senzilla i ja estarà llest per entregar la primera versió completa del joc!

Continued thread

Specifically, what I'm trying to do (in #godot) is load a bunch of scenes from resource paths at runtime instead of hardcoding the paths (lazy programmer). I think this should be possible, but I'm probably using the wrong method or something.

Replied in thread

@b0rk Didn’t switch to Vim in 2025, but I did around 2022 if that’s relevant.

In college (graduated in 2020), one of my computer science professors only used Vim and recommended we learned it (so I tried a little but didn’t fully use it, but I did learn the basics).

Then my first job out of college involved writing code in a SSH’d setup, and getting VSCode ssh didn’t work well with the multiple ssh hops needed (and all of my (older) coworkers used Vim, except one who used emacs), so I used vimtutor and basically used vim full time at work.

In 2022, I started using neovim at home for recreational programming. At my current job, I use VSCode but with Vim keybinds.

And now that I’m recreationally using #Godot, I wish I had a good way to use Vim keybinds in it.