I released STF version 0.0.8!
It features a much improved animation module, and the ability to import in Unity directly into a BasisVR avatar setup!
STF also got a barebones website to go along with it!
https://stfform.at/
I released STF version 0.0.8!
It features a much improved animation module, and the ability to import in Unity directly into a BasisVR avatar setup!
STF also got a barebones website to go along with it!
https://stfform.at/
Doing some UI again... grr I hate it!
What could this new icon in the bottom right corner of the screen mean?
#indiegame #indiedev #gamedev #solodev #Godot #mobilegame #puzzlegame #cozygames
What time is it? It's day #349 of #Godot games using #GodotSteam! Today is Seconds Till Destruction by The Eagle Studios! Is six seconds long enough to kill everyone (on the floor)? One way to find out. Battle across various levels in glorious pixel carnage.
https://store.steampowered.com/app/3008800/Seconds_Till_Destruction/
Found a solution for missing string enums in #godot #gdscript
I have written a EditorInspectorPlugin that overrides the default EditorInspector for exported string properties that can use an Expression as a lookup table to display options for the property. Making it safe from typing errors.
Not exactly what string enums would have been but close enough for my use-case.
Was fun to extend the editor with this type of plugin.
Hmmm...
I've turned the Berry Planter into a Planter/Gatherer.
Forested uses the same code, so I've switched off Gather for them.
Now, do I switch lumberjack over, and not need a dedicated Gatherer?
OR
Put TWO Workers in a Planter/Gather hut (one of each)?
OR
have 3 types: Planter, Gatherer, Combo?
OR
Somehow turn each Task into a Component, and mash them into an extensible State Machine?
Hawk Hill Manor
baker can choose between different recipes,
Bread takes Flour, and Coal to heat
Apple or Berry pies also require the fruit, but produce 2 pies!
Choosing Apple AND Berry pie must have both fruits, but makes 4 pies!
I didn't realise I was making a Cooking game!
I started my journey in game dev, free game, it's not much but it's a something... and it's shipped....
Dome Keeper set for full online and local multiplayer with a new trailer https://www.gamingonlinux.com/2025/08/dome-keeper-set-for-full-online-and-local-multiplayer-with-a-new-trailer/
// Roguelike Progress – Still Going This Time
https://kaigulliksen.com/roguelike-progress-still-going-this-time/
Very much unlike my previous attempt at creating my own roguelike I have not (yet) abandoned the task this time around. In fact I am quite enjoying myself, and the feeling of diving into […]
You're all waiting for the Silksong special announcement, right? So why not downloading NOKOMA on your phone? This cozy and addictive puzzle game is the perfect way to wait!
Soulblaze is a new dice rolling creature-collecting roguelite you can try right now https://www.gamingonlinux.com/2025/08/soulblaze-is-a-new-dice-rolling-creature-collecting-roguelite-you-can-try-right-now/
¡Le damos un poco más a Tortu-Gun!
Y luego, conferencias:
* 15:00 - XBox
* 16:30 - Team Cherry
* 18:00 - ADHD Stream: Indie Games & Pokemon
Шестидесятилетний заключённый и лабораторная крыса. F# на Godot. Часть 9. Первичный конструктор, _Ready
В прошлой главе мы ненадолго прервали изучение синтаксиса F#, но в этой всё с лихвой нагоним, так как сегодня у нас в программе первичный конструктор, расширения типов (снова) и их архитектурные следствия. Я попытался описать их в одном тексте, но обычно они раскиданы по разным частям документации, что серьёзно мешает целостному восприятию, в результате чего даже весьма башковитые ребята тупят как мальчики с Википедией при обсуждении истории древнего Рима. То есть формально у них есть доступ ко всем знаниям человечества, но фактически они соображают слабее, чем человек, прочитавший трижды устаревшего Моммзена. Начиная с этой главы мы будем постепенно отказываться от того сценария разработки, который предлагает Godot по умолчанию. Итогом отказа будет почти полное исчезновение C# (пока только в рамках проекта) и переход на удобную и идиоматически правильную архитектуру.
https://habr.com/ru/companies/first/articles/939202/
#fsharp #f# #net #godot #godotengine #primary_constructors #первичный_конструктор
@ThibaultJ @MilitaryG
I think I found a way to improve my re-bakes.
NavRegion was working with MeshInstances.
Apparently, it can work better with StaticColliders.
Quick testing seems to be better. Will continue to see how it goes.
AHHHH
The Kickstarter for my creature-collecting roguelite Soulblaze is now live. Please share it, tell your friends and pets, donate if you are able to, and help me make this dream reality.
You're wonderful!
AHHHHHH
Godot Question:
I thought it would be a good idea to try to stop my game lagging and stuttering.
I have a low-poly Terrain mesh (500m square), with a few low-poly buildings, and about 100 low-poly trees, all in a NavigationRegion3d.
When a new Object is instanced in to the scene, I get a lag - a fraction of a second, very noticeable.
I have tried researching why this would be, and how to fix it but found very little concrete information.
Any Clues?