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Unfamous maker of overly long game development related videos and silly little games.
Gain FORBIDDEN KNOWLEDGE and OCCULT WHISPERS here: https://www.youtube.com/@hoveringskull
#godot #indiedev #gamedev

@hoveringskull.bsky.social
๐ด๏ธ๐
Unfamous maker of overly long game development related videos and silly little games.
Gain FORBIDDEN KNOWLEDGE and OCCULT WHISPERS here: https://www.youtube.com/@hoveringskull
#godot #indiedev #gamedev
Custom resources are some of the most powerful tools for expressing data relationships and authoring content in #Godot!
Same same (except I love math!)
Thank you for reminding me to book a dentist appointment ๐ฌ
Thanks! It's what I aim for. Looking forward to see what you make.
@hoveringskull.bsky.social Been trying to reacquaint myself with Godot the past few weeks and been bingeing a bunch of your vids. Just wanted to say keep up the good work!
Good seeing Godot content that isn't so dry.
Congrats on the progress, glad it's helping!
Building level geometry with mesh libraries and grid maps in #Godot
One problem with AI #gamedev well articulated by @indiegameclinic.bsky.social :
โBeing able to work faster than your skill level is bad for game design, regardless of whether you have good ideas or notโ
Pompeii is a UNESCO world heritage site not because it was remarkable in its prime, but because it survived to our era untouched: one moment, preserved for all time. But future generations won't know what OUR world was like unless we do the same. This is why we MUST bury Toronto with a volcano
Task failed successfully, this looks great
This September, as a tactical rpg nut, I am: [ ] playing Fire Emblem: Fortune's Weave. [ ] playing Zero Company. [x] recreating the cast of Twin Peaks in XCom2
PLEASE STOP MAKING UGLY GENERIC GODOT UI! This ends now.
I made a (quick) crash course on setting up modular Godot UI. It covers theming, behaviour, layout and UI composition.
There's never been a better time to sell out. Mountain Dew Code Red Presents: Godot 5, a Raytheon Production
Neat breakdown of damage reduction math in RPGs: youtube.com/shorts/IzHAj...
A lot of games with multiple units and less "progression" choose to use a simpler approach (see Starcraft, Fire Emblem, XCom) -- probably because you're likely to have SOME unit who can do damage.
Not sure what went wrong with that last line, should be: "allow me to sketch out an alternative, using scoped, hierarchical, transitionable contexts"
Autoloads are a huge convenience in #Godot -- but as games get bigger, they can become a huge mess. Allow me to sketch out an alternative, where scope hierarchical, transitionable contexts
Coding with AI isn't useless, but if you lean on AI as you learn to code, you won't develop the muscle to solve the hard problems AI can't solve.
also it's fun to learn