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#godot

81 posts68 participants0 posts today

I am not a #gameDeveloper, but I was watching my daughter playing an educational games site recommended by school, by all means a very simple graphically and it got me thinking, #Godot and a bit of time I could do something similar.

so I started watching youtu.be/LOhfqjmasi0?si=objdzQ
and I was inspired, so using the idea and my own #pixelArt I'm going to try and level up my not a game developer to maybe be one.

so far I've made a pixel art version of my daughter as a reskin of the video tutorial

Since our quiet early access itch launch on tuesday, we've already gotten two crash reports out of ~200 downloads due to using the #godot forward+ rendering mode instead of compatibility.

That seems wild to me? Like a >1% flat crashrate seems like a disqualifier for being commercially viable on desktop. Forward+ is for consoles and jam games only, I guess?

Please help a friend out with his Master's thesis by playing his #Godot game, Liskara! It automatically collects anonymized data about your play style, no need to fill out a survey (you'll be shown the data at the end before it's uploaded). It takes about 10 minutes and you need both KB+mouse and a gamepad (you'll be asked to switch between them, for science)

:windows: 1drv.ms/u/c/9d53ca46dc722e32/E

:linux: 1drv.ms/u/c/9d53ca46dc722e32/E

Gameplay video:

Hhhmmmmm. I made another step towards understanding #Godot UI today, but it bothers me a lot that the theme attributes are so erratic.

Why don't hboxContainers have margins? Why do panels have margins? Panels can't use margins because they don't resize their contents, and hboxes absolutely do and obviously could use them!

The result is that every damn hbox/vbox is inside a PanelContainer and contains PanelContainers just so I can use the friggin themes.

Replied to Craig P

OK, for all you #godot folks out there, APPARENTLY this is a case where you can't do it if it's a resource but you can if it's a node.

I don't know why the inspector sidebar won't allow me to drag textures onto resources but it will allow me to drag textures onto nodes. Both seem to accept textures fine in reality, it's just the inspector that shits the bed.

OK, #godot question for all you Godotheads:

I want to @ export var a sprite, but I can't get CompressedTexture2D-type variables to show up on the sidebar when I say to @ export it.

I presume this is because the sidebar doesn't yet support images?

How do I make it work?

(Solved. Answer: reboot godot)