Happy Chocolate Pudding Day! In honor of this day of deliciousness, here's a look at Pudding Yeet's main menu! What do you think? We'd love some feedback! #GameDev #IndieDev
www.youtube.com/watch?v=kArN...
@retroidiangames.bsky.social
Currently developing Pudding Yeet ๐ฎ
Happy Chocolate Pudding Day! In honor of this day of deliciousness, here's a look at Pudding Yeet's main menu! What do you think? We'd love some feedback! #GameDev #IndieDev
www.youtube.com/watch?v=kArN...
Pudding Yeet is in development! If you like small indie horror games, we'd love if you could honor us with a follow. Love live gaming! #GameDev #IndieDev
22.05.2025 16:03 โ ๐ 5 ๐ 2 ๐ฌ 0 ๐ 0Squishy, the player's friend in "Pudding Yeet," has been transformed into a washing machine.
Squishy, the player's friend in "Pudding Yeet," is performing a disco dance.
A view of some abandoned halls somewhere in Pudding Yeet.
A view a mysterious foggy hedge maze level somewhere in Pudding Yeet.
Happy National Vanilla Pudding Day! To honor this day of deliciousness, We're proud to announce the official title of #ProjectSquish:
Pudding Yeet
You live in the quiet town of Cloverbee with your friend, Squishy. But, is everything really so dandy? Unravel the unsettling mystery of Pudding Yeet!
#ProjectSquish official name drops at 12PM EST! #GameDev #IndieDev
22.05.2025 15:34 โ ๐ 3 ๐ 2 ๐ฌ 0 ๐ 0A pixel art face with a smile, eagerly awaiting a new guest...
Project Squish's official name will be dropped on May 22, 2025. It has been planned for a long time, just had to make sure it still felt right. So excited to share more with all of you! Stay tuned...
#GameDev #IndieDev
A picture of an in-development level from a project by Retroidian Games. It depicts a forest environment with water and mountains in the background.
Been cooking up a new level! Here's an aerial view that only devs can see... #GameDev #IndieDev
26.02.2025 14:22 โ ๐ 7 ๐ 4 ๐ฌ 0 ๐ 0Merry Christmas and Happy Holidays to all! ๐ ๐ป๐คถ๐ป๐๐
25.12.2024 18:30 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0The silhouette of an unrevealed character for Retroidian Games's upcoming title, Project Squish.
Cooking up a new character mesh #GameDev #GameArt
20.12.2024 17:35 โ ๐ 7 ๐ 1 ๐ฌ 0 ๐ 0#Gamedev tip:
Planning your gameโs code is great, but trying to perfect it early on can be bad.
Bugs and design flaws are a natural part of development! Instead of perfecting one feature, try getting multiple systems working at once. Then, polish them so they harmonize!
#GodotEngine #gamedev tip!
Match statements! Theyโre awesome, and really easy to make bugs with! Hereโs one example.
match this_is_an_enum: -> if this is your expressionโฆ
not_an_enum: -> make sure patterns are the right type. Godot wonโt throw an error if you donโt!
4d.)
Almost forgot - make sure to connect _on_mouse_hover() to the ui element's mouse_entered signal!
4c.)
- Update ui element script again:
func _on_focused():
if parent_ui_ref.can_scroll:
parent_ui_ref._scroll_menu(self)
else:
parent_ui_ref.can_scroll = true # Makes can_scroll true again so it'll work with keyboard/gamepad.
Now, you should be good to go! Adjust to your liking ๐
4b.)
- Update ui element script:
Create function:
_on_mouse_hover():
parent_ui_ref.can_scroll = false
grab_focus()
This prevents the scroll effect when the mouse hovers over an element, but allows it from other sources.
4a.) Voila!
If your code grabs focus on mouse hover like ours does, and you don't want the mouse to be able to scroll the ui when it hovers, modify your code like this:
- Declare in parent ui script under scroll container ref:
var can_scroll = true
3.) Ensure your UI elements have a script with a reference to the parent UI script. Create a script like:
func _on_focus_entered():
parent_ui_ref._scroll_menu(self)
Also, remember to connect the button's "focus entered" signal to this _on_focus_entered() function.
2.) In your UI script, write a function like this:
func _scroll_menu(control:Control):
if not control == null:
scroll_container.ensure_control_visible(control)
#GodotEngine #GameDev tip!
Want to scroll a Scroll Container when one of its ui elements is focused? Godot makes it so easy!
1.) In your UI script, declare an @export for the scroll container, and assign it in the inspector (or assign it however you like).
#GodotEngine #GameDev tip:
get_owner() allows you to find the local root of a scene!
Use example:
-Player
โArmorSlot
โ-ChestPiece
โโNecklace
โโ-Pendant
Node 5 (Pendant) wants to print the name of node 1 (Player). In node 5โs script, run:
print(โMy owner is: โ, get_owner())
Use get_total_character_count() to find the amount of characters in your text, the value youโll want to stop at when incrementing โVisible Characters.โ Sure beats counting!!
18.07.2024 16:22 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0#GodotEngine #Gamedev tip:
Typewriter effect! Godot makes this classic effect so easy.
In a label node, look for the โVisible Charactersโ property. Set the value to 0 to hide your text, add to the value to reveal each character.
Voila!
This spooky bug highlights the importance of version control! Always use something like Git (GitHub Desktop App is easy)!
If you donโt have any yet, do this:
Copy/paste project folder before EVERY dev session. Keep one a week, more if you want.
Youโll thank yourself later!
If neither of these worked, you may have to double-check the scene file itself for missing โdelimiters,โ symbols like โ[โ or โ{โ that organize scene file info (โsub resourceโ and so on).
Ensure that the first line of the file has a โ[โ in front of it, and that could help.
No luck yet?
It may be corrupted by a bug with Godot thatโll be fixed in v4.3.
If you use an โonready preloadโ of your scene in any scripts, the engine may be corrupting the file there. Change these to โexport PackedScene,โ or โvar path:String,โ and try the previous step again.
#GodotEngine #GameDev tip! โ๏ธ๐ค
Is Godot suddenly saying your scene is corrupt/invalid? Donโt panic!
Rename the scene file, go to project -> reload project, try opening it again.
If it opens, yay! Close its tab, change the scene name back, and reload one more time. Fixed!
#Gamedev tip for #GodotEngine:
GDScript is dynamic, it doesnโt always know what type your var is. To ensure autocomplete while typing:
# Declare it
var my_var:RigidBody3D
# Cast it
var new_var = my_var as RigidBody3D
# Check for it
if my_var is RigidBody3D:
# Do stuff
Option 1 childs your node to the one with the script that instantiated it. Good for basic instantiations.
Option 2 childs your node into the root node of the scene tree, itโll be on its own with no parent to affect its position, visibility, etc. Good for dynamic entities.
#GodotEngine #gamedev tip!
When you instantiate something in GDScript, it wonโt be added to the scene tree; itโs still in the void. Either do:
var inst = your_node.instantiate()
add_child(inst)
Or:
var inst = your_node.instantiate()
get_tree().root.add_child(inst)
#GodotEngine #gamedev tip!
When you instantiate something in GDScript, it wonโt be added to the scene tree; itโs still in the void. Either do:
var inst = your_node.instantiate()
add_child(inst)
Or:
var inst = your_node.instantiate()
get_tree().root.add_child(inst)
Due to the language Godot uses for nodeโs active states, describing this can be confusing. For clarity:
For both
Parent.visible = true
Child.visible = false
and
Parent.visible = false
Child.visible = true
child.is_visible_in_tree() will return false.
#GodotEngine #gamedev tip!
Toggling a parent nodeโs visibility to false will hide its children visually. But, their visibility can still be set to true.
To see if a parent/ancestor is hiding a visible child, check:
child_node.is_visible_in_tree()
docs.godotengine.org/en/stable/cl...