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Posts by SirLich

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Cave Man Conversations by mischa2341, SirLich Communicate like a Cave Man in this silly narrative puzzle game. Created for Ludum Dare 59: Theme SIGNAL.

This game just got sillier the longer we worked on it.

Send and receive smoke signals to uncover the story of Grogs very bad day.

#godot #ludumdare #ldjam59

mischa2341.itch.io/cave-man-con...

1 day ago 3 0 0 0
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Current vibe #godot #gamedev #ld59 #ludumdare

2 days ago 9 1 0 0
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Migrate GDScript to the GDExtension mechanism and overhaul the implementation · Issue #14652 · godotengine/godot-proposals Warning This proposal is not an official plan, but merely the author's personal vision. The concept described in this proposal entails major changes, some of which are breaking. Therefore, these ch...

github.com/godotengine/...

It originally took me a long time to wrap my head around the script API. Stuff like no imports. Every file automatically being a class. No namespaces, or interfaces.

Moving from script to GDExtension would make GDScript a lot more like a normal language!

#godot

4 days ago 1 0 0 0

Seeya there!

6 days ago 0 0 0 0

I want @ludumdare.com to live!

I wrote a long post with my thoughts on @distraction.engineer's mission for the community to make a better Ludum Dare, the problems I see come with it, and why I think its legacy won't live on this way.

Ludum Dare is us, not Mike. #LDJAM

ldjam.com/events/ludum...

6 days ago 23 5 0 1

Thought my take wasn't harsh enough? Signal boosting this more comprehensive write-up about why it's such a damn shame LD has to go: ldjam.com/events/ludum...

#ldjam #gamedev

6 days ago 5 0 0 0
What made Ludum Dare special (to me) My own musings on Ludum Dare shutting down, and what I want to see from it's successor.

I wrote a blog post about what made Ludum Dare special to me: sirlich.dev/blog/ludum-d...

I'm saddened by the news that Ludum dare won't be continuing. This is my wishlist for a successor.

#gamedev #ldjam #ldjam57 #gamejam

6 days ago 8 2 1 0

2/2 "... We had our way of life set. We were doing our duty, but our duty was now becoming redundant. We tried everything in our power to prevent it from happening, but you can't fight evolution."

~ Gerald Buttler, former lighthouse keeper.

1 week ago 0 0 0 0
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1/2 "It was life changing from my personal point of view. I went from having the most idylic life that I ever desired, and I had to turn around and go the direct opposite. For that reason I didn't like automation. And nobody did...."

1 week ago 0 0 1 0
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Gather your friends and get ready to mine 🙌
The Multiplayer Update & The Lost Keeper DLC are now available on Steam & Xbox!
store.steampowered.com/news/app/1637320/view/49...

1 week ago 26 9 1 2

ANNOUNCEMENT: I will stop running "scheduled" Ludum Dare events in 3 years! "Scheduled" is the key word though.

My hope is that leaders within the community can build something better, more welcoming, that honors our legacy. They've got 3 years to figure it out. You even get to study me. 😋 #LDJam

2 weeks ago 114 29 7 7

TIL that by default, panels in Godot have an alpha element, which means you can stack them, and get automatic differentiation of hierarchy. That actually makes a lot of sense...

2 weeks ago 0 0 0 0

I've been wondering how this feature could work in core. It's a commonly requested feature, at least.

I think even just adding checkboxes to the inspector would be a dealbreaker, due to making it look busy. I couldn't even come up with a sensible proposal, so I made a plugin instead 😀

2 weeks ago 0 0 1 0
A screenshot of the Godot Editor, showing the inspector for Sprite2D. To the left of every property name, a checkbox is shown. The checkbox for [Texture] is checked.

A screenshot of the Godot Editor, showing the inspector for Sprite2D. To the left of every property name, a checkbox is shown. The checkbox for [Texture] is checked.

I wrote a blog post about how #hoist works. It goes into some detail on how it works under the hood. Check it out! sirlich.dev/blog/hoist/

#godot #gamedev

2 weeks ago 10 4 1 0
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GitHub - SirLich/godot-hoist Contribute to SirLich/godot-hoist development by creating an account on GitHub.

Here is the repository link. Cleaning up readme/etc now: github.com/SirLich/godo...

2 weeks ago 0 0 0 0
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Note: The 'editable children' checkbox in Godot does more than just populate the scene graph. Without this enabled, properties of children won't get serialized. It will appear to work in editor, but the data will be tost on save.

Therefor it's required to enable editable children :/

2 weeks ago 0 0 1 0
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The general idea is you define which properties should be editable when authoring a scene. Then when using it as a packed scene, all of your choices will be editable from the root.

Here is the same scene instantiated in another:

2 weeks ago 0 0 1 0

This is intended as a replacement for using @tool scripts with set/get (which just set the field on the child).

Hoist is opt-in. If you want to use hoisted properties in you scene, just add '@export var hoist : Hoist' somewhere in the scenes root script.

The plugin will handle the rest.

2 weeks ago 1 0 1 0
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Due to some upstream changes in Godot, I was able to finish up my experimental addon: Hoist!

Hoist allows you to pin properties from children/grand-children, causing them to be editable in the scene root.

Its especially useful when paired with EditableChildren.

#godot #devtools

2 weeks ago 10 1 1 0

Subreddits on the other hands...

r/programmings joke was to ban all discussion of LLMs or AI generated tools.🤪 aPrIL fOolS 🤪

I assume the slop will continue tomorrow

2 weeks ago 0 0 0 0
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I'm creating an AudioManager for Godot, inspired by Resonate. It allows you to define all of your SFX in sound libraries (randomizations, volume, pitch)

When referencing these sounds in the inspector, you get auto-complete, and the ability to quickly play the sound in-situ.

#godot #devtools

3 weeks ago 14 1 0 0
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It steams my hams how unusable the inspector control for dictionaties are in Godot. Can we pleeeease just steal how Unreal does it?

#godot

3 weeks ago 2 0 0 0
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Expose _get_argument_options virtual function in GDScript to allow for custom dynamic function argument autocomplete · godotengine godot-proposals · Discussion #10972 From the GDScript editor, autocomplete provides a list of existing animation names on an AnimationPlayer when calling AnimationPlayer.play, and a list of property names on Nodes when calling Node.g...

Ah, now that I have the name of the native implementation, I see that there is already a discussion for this: github.com/godotengine/...

I guess it's still not quite as powerful as I would like, because it doesn't seem to allow easy reflection based on other arguments. But maybe that's OK.

3 weeks ago 0 0 1 0
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Thoughts on a form of dynamic type hinting? · godotengine godot-proposals · Discussion #14564 Autocomplete with Stringy Identifiers Godot uses stringy identifiers in various places such as buses and groups. To improve usability of these APIs, Godot sometimes is able to provide auto-complete...

I opened a godot proposal (dicussion) for exposing dynamic autocomplete for function paramaters.

You know how Godot will sometimes provide autocomplete for stringy identifiers? Such as property names in Tweens? I want access to that same system.

github.com/godotengine/...

#godot

3 weeks ago 5 1 1 0

Makes sense!

I'm sure you've thought of it, but another possibility would be the Spelunky2 route: A primarily linear path, but with some choices (e.g., choosing to go through either the Jungle, or Volcana.

It all depends how many different types of nodes you have I think.

3 weeks ago 0 0 0 0

Looks cool! Does it have support for rules that apply to different point-counts? For example in STS, the first node must be a floor-fight, the first n-nodes cannot be elites, and you get at least one garaunteed chest (i.e, one horizontal slice of the floors in the middle will all be chests)

3 weeks ago 0 0 1 0
Floor 8
30/60 HP 173 Gold
Elite: Byrdonis
17 damage
5 turns
Strength potion was used
Rewards
27 Gold
Reflex
Pantograph
Skipped
Outbreak
Leg Sweep

Floor 8 30/60 HP 173 Gold Elite: Byrdonis 17 damage 5 turns Strength potion was used Rewards 27 Gold Reflex Pantograph Skipped Outbreak Leg Sweep

This is actually crazy QOL in Slay the Spire2, and I never noticed it til now!

When you hover over a floor you've visited, it gives you a ton of information.

#slaythespire

3 weeks ago 0 0 0 0

You were recently asking about no AI code editors right? Gram (on the list you sent) appears to be a no-AI fork of Zed. I've been using Zed with the "disable AI" mode, and it's been pretty nice. Might be worth checking out!

3 weeks ago 2 0 2 0

Migraine medication: It can take away the pain, but not the stupid :(

3 weeks ago 0 0 0 0
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Over the last 7 days, I have a 44% win-rate with White, and a ~68% win-rate with Black. I think it's time to give up on the Ruy Lopez!

As black, I've been playing a modified Queens Pawn Fianchetto when possible. Maybe I will try it as white too.

#chess

4 weeks ago 0 0 0 0