You could try to create a new script at runtime, set the source to the existing script source, then try to get the static variable on the new script object. Would be incurring a compilation cost though.
06.12.2025 16:48 β π 0 π 0 π¬ 0 π 0
I think it looks great, a lot of 3D games do this too. I would actually advise against trying to make this "visible" by adding more tween time and frames, this is not the kind of detail that needs to be noticed, just felt.
22.11.2025 20:54 β π 1 π 0 π¬ 1 π 0
Feel free to reach out for any future work I can help with, I'm currently open for contract work and have experience with the Godot source code and systems.
20.11.2025 12:02 β π 1 π 0 π¬ 0 π 0
Yeah 100%. I strongly prefer Godot and its approach. Give me the tools to shoot myself in the foot, I don't want a framework/starter sketch.
22.08.2025 07:46 β π 2 π 0 π¬ 0 π 0
Yes but it arguably shouldn't. The whole thing is a bit like praising or blaming the pencil for how a sketch turned out.
22.08.2025 07:03 β π 1 π 0 π¬ 1 π 0
It actually kinda frustrates me when inexperienced people praise UE's graphics, and then you see a bunch of the indie games made with it have the same smudgy feeling cause everyone leaves the setting on default.
21.08.2025 23:38 β π 0 π 0 π¬ 1 π 0
Yeah fully agree. Unless you're going for hyper realism, or the extreme opposite of like very specialized custom rendering techniques, you're going to be fine with most any engine.
21.08.2025 23:38 β π 0 π 0 π¬ 1 π 0
This is without C# support, correct?
22.04.2025 03:26 β π 1 π 0 π¬ 0 π 0
Visiting Japan after years and years of dreaming about it and hearing stuff about it is weird cause it's like... exactly how I imagined it and sometimes even better than I imagined.
#japan #ζ₯ζ¬
18.04.2025 13:40 β π 0 π 0 π¬ 0 π 0
I've certainly found that to be the case. In game dev, the game almost always benefits from being as hardcoded as possible for the design. The design itself can be systemic and immergent, but its underlying structure usually best supports it if it's specifically built for it.
18.04.2025 13:38 β π 2 π 0 π¬ 0 π 0
After a certain point of complexity, it becomes truly quite difficult to keep the actions of a game all mapped to intuitive buttons, so leaving a whole input unused would be quite a waste. It really is more intuitive once you try it.
Also game designer
14.04.2025 10:55 β π 3 π 0 π¬ 1 π 0
That's the good shit
14.04.2025 07:32 β π 1 π 0 π¬ 0 π 0
I read this as "I am a woman looking for a man and a woman"
14.03.2025 20:28 β π 3 π 0 π¬ 1 π 0
Yes and even JSON as long as you make sure to validate and sanitize
09.02.2025 01:31 β π 0 π 0 π¬ 0 π 0
Other than size, the biggest one for me is code injection from downloading saves online. For instance, if you use the human readable resource format for Godot someone on the internet can share a save file with injected GDScript that could be malicious.
09.02.2025 00:04 β π 1 π 0 π¬ 1 π 0
Ah, so they leak
05.02.2025 08:44 β π 2 π 0 π¬ 1 π 0
Ooof π¬
25.01.2025 23:48 β π 2 π 0 π¬ 0 π 0
Also, embedded game window in the editor
02.01.2025 11:14 β π 3 π 0 π¬ 0 π 0
Awesome I'd love to give it a read! Can you post a link?
21.12.2024 22:18 β π 1 π 0 π¬ 2 π 0
Made Senior babyyy π€
09.12.2024 22:09 β π 2 π 0 π¬ 0 π 0
Ah interesting! This one's on me for assuming modern standards for games that existed before the standard was set. Good job recreating that!
25.11.2024 16:54 β π 1 π 0 π¬ 0 π 0
That looks cute! Keep in mind tho, you've kinda broken pixel art rules. The Favel on the opposite side is higher res that the player one. Remember that your pixel grid needs to be consistent across the screen, not across depth/scale. Smaller = less pixels. Looking very faithful to pokemon tho ππ
25.11.2024 09:27 β π 1 π 0 π¬ 1 π 0
Um, no, that's obviously a car
19.11.2024 18:02 β π 0 π 0 π¬ 0 π 0
Oof gonna have to deal with some difficult ergonomics without operator overloading.
Maybe something like
Bitmask.or(
Bitmask.shift(0b1, 110),
Bitmask.shift(0b11, 300)
)
?
19.11.2024 16:11 β π 0 π 0 π¬ 0 π 0
Can then override bitwise & and | as well. Using it might require chaining together multiple 32 bit values though, like (Bitmask(0b11) << 110 | Bitmask(0b1) << 300)
Don't know, might be a better way but that's my first thought.
19.11.2024 16:01 β π 2 π 0 π¬ 1 π 0
Could make a Bitmask struct with a templated size for use on the stack, or a heap based one with argument in the constructor. Internals would be array of uint32s of size (bitmask size / 32), and operator overload the bitshift operator to return Bitmask, with the rvalue modulo 32 as array index.
19.11.2024 16:01 β π 2 π 0 π¬ 1 π 0
Every feature has it's use cases. It took me years to unlearn the instinctual distrust in reflection, casting, GC allocations etc. in C# because everyone kept telling me they're bad when I was still learning long ago. Turns out, they're not bad if you know what they actually achieve.
19.11.2024 11:42 β π 0 π 0 π¬ 0 π 0
Agree, teach them how to use them well. Beginners are very malleable and they will take things to heart that are very difficult to unlearn down the road, especially when the more experienced of us tell them "don't use this cause it's bad".
19.11.2024 11:42 β π 1 π 0 π¬ 1 π 0
Actually, disagree. Singletons have been extremely demonized for no reason. There are times when you need more complex solutions, but those are extremely rare and mostly in the domain of threading. A static method and a manager can absolutely do wonders for readability and maintenance.
19.11.2024 11:28 β π 0 π 0 π¬ 0 π 0
Don't pay too much attention to TGA, it's not actually relevant and doesn't give meaning to your game. "Clout" and quality have become completely disconnected in the industry, at the end of the day only the player's and your opinion matters
19.11.2024 11:23 β π 3 π 0 π¬ 1 π 0
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