We created an "AutoSizeText" element for @godotengine, something that I always missed from Unity.
It is in it's early stages, but the label is already supported.
Check it out: https://godotengine.org/asset-library/asset/3843
We created an "AutoSizeText" element for @godotengine, something that I always missed from Unity.
It is in it's early stages, but the label is already supported.
Check it out: https://godotengine.org/asset-library/asset/3843
Title screen for The Night Museum, available to wishlist on Steam:
https://store.steampowered.com/app/3456200/The_Night_Museum/
NOKOMA is a puzzle game where you touch numbers to split them and remove them from a grid. Reach the highest score in Arcade mode and solve puzzles with unique mechanics in upcoming Puzzle mode.
Still needs the UI, but hooked up the camera logic to transition from the start menu / little safe play area to the level itself.
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.
I just added the most ugly build menu in the history of gaming, but it does work so it's fine for a prototype I think.
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!
Last weekend I had the pleasure of working on Fossil Fanatic -a cozy archeology game created in 48 hours for the PULS game jam https://sirlich.itch.io/fossil-fanatic
Somehow the SVG images are still broken on the chrome browser on Android. I already asked that in the reddit Godot forum but maybe someone here can help as well.
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.
@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.
Here's a quick peek at what I'm working on right now for #HallsOfTorment
#gamedev #blender3d #Godot
The Night Museum on Steam:
https://store.steampowered.com/app/3456200/The_Night_Museum/
Hi everyone! In this video, I won't be showcasing any shader. Instead, I'll show you a trick for easily generating #2D sprites from #3D models in Godot Engine 4.4 or higher. #Godot #Godot4 #GodotEngine #GodotTips #devlog #indiedev
https://www.youtube.com/watch?v=i_XV78N7Zuo
One-click 3D model to 2D sprite in Godot 4.4 (tutorial)