WE'RE SO EXCITED! We will be part of the #interfaceX26 festival that showcases games taking place in #fakeos !
The festival will start on the 27th, pin that in your calendar! Love on you!
Wishlist here => store.steampowered.com/app/4255640/...
Posts by Casual Garage Coder
I need your help to reach the end of the month. Anything would be very much appreciated. You can also play NOKOMA on your phone and wishlist the game on Steam. Share and repost is also a way to help... Thank you! ๐
#indiedev #solodev #gamedev #kofi #support
In a few hours, I'll work on a custom #GodotEngine UI node that allows curve editing (for now, you can only do this in editor). But I'm thinking about setting "levels of control." The simplest allows basic control points edition, the next one allows editing tangents, etc. Any thoughts ? #uiux
Lots of new features:
- Node tree from which you can directly drag'n'drop any kind of node
- Custom node (here demonstrating constraint feature)
- Multi-output operators
Next:
- Load/Save
- Data Preview
Everything here is generated based on user defined operators, types and nodes. #GodotEngine #uiux
That's insane. Thank for pointing that up !
We're back up, but still some hiccups.
I don't know yet. I'm running out of time, and I tested this just because i allowed me to digress for an hour ..
That's another level of modification :) also, there can be several levels of code regions (embedded), so dunno how side line stacking would behave.
That was a fun try. If background and gutter are easy to customize, per region special comment syntax coloring require more than 10 minutes of code investigation (and some extra work in SyntaxHighlighter/CodeHighlighter). Another time perhaps. #GodotEngine #uiux
Quick dive in `code_edit` code and managed to add something to modifying the background only ... However, the syntax highlight would require a bit more of work.
Plus the way the user as to modify the region text is node ideal ...
In #GDScript, you can define code regions using the "#region <name>", "#endregion" special comment. You can also change the color of (all of) them. But why not being able to specify a different color for a specific region ? Time to dive in #GodotEngine codebase ! #uiux
Roadmap:
- Add optional preview of output value for operator nodes
- Add custom nodes and menus
- Add load/save
- Package all of this as a #GodotEngine add-on and release it.
Worked a lot today on the graph editor framework. Everything you see here, the types, operators, operands, colors, even the menus, are generated by resources. You'll be able to define your own operators, types, etc. I'll detail all the features later as I still have lot of works to do. #GodotEngine
Oh my ! You've made tremendous progresses with your drawing app !
Plain sun here. I'm hesitating about going to the park with my laptop and a battery ...
Coding as fast as I can. The graph editor framework is a big chunk of features to code. I hope to finish this part soon as I really want to move on something less abstract and more visual. #GodotEngine #gamedev #solodev
After the steganography script I've made for #GodotEngine, I'm now working on a simple (i hope) framework/API in #GDScript to easily make operator based Graphic Editor. I've fell in love with the GraphEdit and GraphNode nodes and want to use them as devtools when appropriate. #gamedev #tooling
Made it ;) check the Godot Barn !
#Steganography using Images in #GodotEngine in #GDScript available at thegodotbarn.com/contribution...
Using images as savegames (or other kind of data - cartridges for some fantasy console maybe ?)
It fits for small images tho (up to 512x512). #gamedev
Just made a simple UI that allows storing/retrieving UTF-8 strings into/from an image. As it's in #gdscript, it's a bit slow when dealing with LARGE image (here, it's a 2880x1920 image courtesy of my dear friend Nessime). The core code will be soon be published as a snippet at @thegodotbarn.com .
Core mechanic is done. I've put some time on a fancy UI to illustrate the mechanism, but I've re-focused on the core feature.
I'll make an API to extract PackedByteArray from Image and store PackedByteArray into Image. And then, publish the snippet after a good night of sleep (so in 9 or 10 hours).
I'm working on my next contribution for @thegodotbarn.com . I've been inspired by Pico-8 cartsdridges feature : storing game data into a picture. It's called steganography. Is anyone interested by a simple implementation of load/save data from/in picture in #gdscript ? #GodotEngine #gamedev
Added value histogram for layers + range selection. Next, 3D billboarded tooltip to show layers value for selected cells. I need to rework the histogram tho. I have the classic "empty bin" issue. I'm also considering selecting sub-color ramp based on selected range. #gamedev #procgen #GodotEngine
Still tooling. It's now possible to switch over the terrain data layers and even modify the gradients used for representing data values.
The white area seen below on the bottom will be filled with a data histogram to help selecting a (meaningful) data range.
#GodotEngine #gamedev #procgen
Polishing the Flora Cellular Automaton tool. Lots of work remaining. Can't wait to finish it, and maybe release it so people can "play" with it and compare their rules! 'Cause, creating a CA engine is something, but designing valid rules is something even harder! #GodotEngine #procgen #gamedev
Ever wanted to be able to edit Gradient resource in your #Godot application ? The following #gdscript / subscene recreates the minimal features available in the Editor version of the #GodotEngine editor. #uiux
thegodotbarn.com/contribution...
Almost done the flora cellular automaton prototype. It lacks last features which are property layers visualizer and 3D tooltip. But you can already see that it's working ! The rules aren't good tho. They were made to test the editor, not to be run on a terrain ... #GodotEngine #procgen #gamedev
One tiny little step before being able to run the flora cellular automaton. Rules are compiled. #gdscript coded Virtual Machine is ready. Environment maps are computed. I just need to "launch" iteration of the automaton ! #GodotEngine #procgen #gamedev
Let's make a game!
www.twitch.tv/heytibo
#godotengine #gamedev #twitch
Indeed, i've missed this one ๐ The difference i can see is about the life-cycle of the control. With the built-in virtual function : "It is freed when the tooltip disappears, so make sure you always provide a new instance", whereas in the case of my script, the control is always reused.