Grilled Cheese

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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-16 08:00:47 EDT

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@tomuxs.bsky.socialOct 7, 2026, 9:55 PM

Day 7 of #devtober, took a break, worked on rl stuff.

@mouse-potato-is-on.bsky.socialOct 7, 2026, 9:13 PM

Day 6: Figured out an exciting new way the keybinds in my game can break. Need to fix the error in my plugin, too.

#Devtober #Decennial #gamedev #indiedev

@shoehead.itch.ioOct 7, 2026, 8:10 PM

#devtober day 7 working on the reload for the flame can. Yes I did this with two fingers taped together

#pixelart #gamedev

@childofsacrifice.bsky.socialOct 7, 2026, 5:49 PM

I'm pretty tired today so not sure how much progress I'll make today, but I did write 1000 words on the game today which included a fun horror scene. #cosmichorror #devtober #interactivefiction #sandboxgames #indiedev

@sabre230.spookycrunchbunch.comOct 7, 2026, 3:41 PM

Dropped the resolution, disabled mipmapping, and slapped together some placeholder textures using free scifi trimsheets I found online. Also implemented a lock-on feature that allows the player to focus on a target. #devtober

@micalpixel.bsky.socialOct 7, 2026, 12:33 PM

#Devtober Day 3 is another Developer Diary. ^^

I also improved the input code from yesterday and set up the game to start using it for actions.

I also began working in a menu subsystem.The pre-refactor version had a tendency to double-count button presses, so I'm working on a way to eliminate that

@sabre230.spookycrunchbunch.comOct 7, 2026, 5:38 AM

Feels like coming home. #devtober

@childofsacrifice.bsky.socialOct 7, 2026, 2:51 AM

And the refactoring is done! Woot! I can finally move to the next thing on the list. Which is either shop or the character customizer or who knows! #devtober #sandboxgames #interactivefiction #IF

@schooliedee.bsky.socialOct 7, 2026, 2:24 AM

#devtober day 6, working out a cave approach

Trying out the spline mesher tool's cave example to see how much work is ahead of me for lighting something like Cull Hazard. Despite being extremely mint chip colored, the original has a very clean look here which will be difficult.

@tomuxs.bsky.socialOct 6, 2026, 11:33 PM

Day 6, fixed segfault, took me a while...

It reminds me when I've forgot to do the copying when implementing "memcpy" earlier in the project.

Imagine: You're driving a car. You see that you've blown a tire. When you check for it: you see that there where no wheels to begin with.

#Devtober

@childofsacrifice.bsky.socialOct 6, 2026, 11:01 PM

I'm almost done with refractoring. I'm so ready to move on. I did get to work on dictionaries from my elaborate character customizer. And as a small thing for myself, I added the feature for hair and facial hair to grow over time. It's small but it made me happy. #devtober #gamedev #sandbox #IF

@finstonk.bsky.socialOct 6, 2026, 10:34 PM

Day 6 of #devtober - found a few bugs related to the moving items in one container and transfering between two containers. Also ItemSlots now can have input restrictions (yaaay).

Also started to look for fonts and tweeking the UI a bit, to feel less Godot-out-of-the-box-ish

#gamedev #indiedev

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@sabre230.spookycrunchbunch.comOct 6, 2026, 8:18 PM

Bullets now cast light on the environment. #devtober

@vl42.bsky.socialOct 6, 2026, 7:40 PM

#Devtober, it is time for me to do some boring stuff - redoing main menu )

#tycoon #gamedev #itchio #indiegames

Main menu containing Steam store page link and Discord server link.
@mouse-potato-is-on.bsky.socialOct 6, 2026, 6:35 PM

Day 5, again:

Mouse Potato here.

It turns out gravity is really tricky to do well, especially when adding a jetpack to the mix.

The solution? Turn off gravity. It's just holding you down anyway.

The entire game now takes place in outer space.

Mouse out.

#Devtober #Decennial #gamedev #indiedev

@sabre230.spookycrunchbunch.comOct 6, 2026, 2:27 PM

Got the charge shot and double jump working. Ignore the charge shots taking the place of normal shots. :P
#devtober

@micalpixel.bsky.socialOct 6, 2026, 12:29 PM

#Devtober Day 2

I prototyped a way to deal with confirm/cancel actions from Nintendo-style controllers.

Their A and B are reversed from the Steam/Xbox layout.

But #Godot input events only provide physical button locations.

So how to make a Nintendo A/Confirm work the same as an Xbox A/Confirm ?

Source code from the Godot engine editor. It shows a function which runs when a new controller is attached. The function then assigns to joy actions, Confirm and Cancel, to A or B buttons, depending on whether another function determined it to be a Nintendo-style controller or not.
@shoehead.itch.ioOct 6, 2026, 11:31 AM

#Devtober day 6 got the fire DOT in, hitting a pain state caused by fire will spawn a DOT on him and does a special fire death.

@sabre230.spookycrunchbunch.comOct 6, 2026, 4:07 AM

We all start somewhere, right? #devtober

@schooliedee.bsky.socialOct 6, 2026, 2:04 AM

#devtober day 5, improving terrain tools

Pretty slow day as I tried to clean up some of the editor stuff for composing stuff alongside the unity terrain. I was able to get a pretty crisp edge for the descent into the Limelin yard, so maybe explicit shapes are better here.

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