Novel way to use the deprecated documentation tag is to mark code you're not using anymore but wanna/need to keep around for evaluation of how it changed overtime or something.
11.08.2025 22:28 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0@samdrawngame.bsky.social
Sam, late 20s, they/them | Digital artist, hobbyist game dev making stuff for the fun of it. Tools: Godot, ClipStudioPaint, Blender Languages: GDScript, C# ๐ซ๐ฎ
Novel way to use the deprecated documentation tag is to mark code you're not using anymore but wanna/need to keep around for evaluation of how it changed overtime or something.
11.08.2025 22:28 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Spread the word, here is how you can tell AI bots on Youtube. ๐งต
- NameName(numbers and random letters goes here): example, "LikelyBot1234abc"
- Hyphens ( - ) in name between words and numbers: example, "LikelyBot-1234abc"
- No avatar, simple random avatar, or clearly AI generated avatar.
1/
a test animation with bruiser before I gave him a new model and my suffering
#blender3D #banditz
Spending so much time with low poly models that I'm starting to draw in the style.
Not a complaint, this actually does help with figuring out constructing models lol.
#sAm_art
* PSX_SPATIAL_SHADER is a remnant from a failed undo-redo setup to automatically assign shaders on button press. Learned later that the engine just needed to be restarted for it to start working but I'm too tired rn lol.
10.08.2025 13:55 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I've shown off a node/mesh list object tool script like this that I wrote for the Crash project, but here's some screenshot refs of a refined version.
Very handy for those who wanna keep things in one common place and cycle through objects like a catalogue of props per copy.
Good practice/common courtesy to write down original authors of free assets you use in the code or a text file somewhere.
So you don't forget who and where for the credits.
Thumbs up emoji.
09.08.2025 12:13 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0My favorite success stories are the ones where the game dev is like โI just wanted to test/practice using the engine lolโ.
Itโs pretty motivating, to know you can make good games by merely just practicing something.
If anyone wants to sign the change.org petition against the youtube ai age verification that rolls out August 13 here is a link
www.change.org/p/youtube-s-...
Persistent object group test between loading and unloading rooms.
#sAm_art
Been posting a lot of code snippets lately.
I'm just in the "LOOK WHAT I LEARNED TO DO" mood lol.
Anyway. I should leave TODO and NOTE tagged comments more often for myself, so I'll remember what the hell I wanna do.
Wanted to experiment how managle a manual scene management system would be if every scene was a base type of regular Node.
So far? Pretty managable. A lot of games I make don't require crazy big scene management systems so swapping out nodes that hold all components themselves at a time is fine
I know it's merely an assumption type since it threw an error trying to add a WorldEnvironment into the 3D array.
07.08.2025 16:03 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0After turning warnings on for static typing today, it led me to discover that Godot DOES allow you to do for loops with static types.
I was bullshitting when I added : and class name, but god damn it works lol. But you still need to do "if object is Type" checks because this way just ASSUMES Node3D
Some generic stuff I prefer to put to a static helper class from now on, because of how universally useful these calculations are.
Could even combine both gravity calculations into one and choose which dimension I'm working with using an enum or something.
The most basic kind of console input-output script I could think of. Chatboxes, dev consoles, world is your oyster with the usecase.
06.08.2025 21:07 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I don't MAXIMISE PROFIT. I don't REACH WIDE AUDIENCE. I don't TRACK DOWNLOADS AND SALES. I MAKE GAMES I WANNA PLAY. And if it doesn't reach double+ digit downloads I DON'T GIVE A SHIT.
06.08.2025 16:17 โ ๐ 8 ๐ 2 ๐ฌ 1 ๐ 0Holy shit does the editor load scenes fast now lol.
Overcomplication be damned.
Removed Crash Tools from the project today.
It wasn't really adding anything to the workflow and was more of a test plugin to begin with.
It felt like Add Scene -> crate_spawner.tscn with extra steps and added lag spikes because every spawner and the spawner manager were tool scripts.
More learning today
- if you check "built-in script" when creating a new script, it creates this script file that doesn't need a file path defined and works like a one-off script, which is handy for quick tests or debug purposes
Today I learned that
- lists like dictionaries and arrays have a built-in make_read_only method which makes them way more safe after initialization
- you can use Variant type to make a generic setter to, for example, make variables read-only after they're set once
Sorta thing I noticed in Godot about move_toward and lerp functions is that move_toward feels way more slippery, like there's WAY less friction than with lerp even at higher values.
So for future reference, I'd like to use move_toward for vehicles more, and stick to lerping characters.
Getting too old for that move
17.02.2025 22:00 โ ๐ 222 ๐ 30 ๐ฌ 0 ๐ 0In my hardware's case it feels exactly the same as the simpler weight * delta calculation so I need to check with my playtesters.
But I'm taking anything that can potentially improve the game feel.
Out of curiosity I read more about delta time in games.
Age old issue of lerping never reaching the actual final value etc. etc.
But then someone mentioned this extremely simple equation for a more accurate delta time for lerps.
Made a getter for it in my static helper class in my Crash project.
What one person does may not work for you, what one person uses may not feel comfortable to use to you or meet the requirements for your project.
It's a good idea to look for advice, but not take absolutely everything to heart as absolute, that's just a direct fall into losing motivation.
"There's no rules" rule of game dev probably the best I've received and can give.
So much subjective and contradicting advice out there online, one person believes this and the other that, sometimes very strongly which can come off as "do this or you're a failure", which is bullshit lmao.
Insanity cycle of
*itch to program Unity specific C# *
*instals Unity*
*has to wait 20+ seconds for the editor to recompile because dared to click "Rename"*
*uninstals Unity*
I like writing slow. I like figuring things out at a semi-slow pace because itโs relaxing. Problemsolving is a relaxing thing for me.
Even the autofill and autocomplete in Visual Studio annoy me in most cases when it tries to make and force educated guesses, why would I want a copilot?