You can now play using only the mouse!
#gamedev #indiedev #indiegame #godot #godotengine #pixelart #minesweeper
You can now play using only the mouse!
#gamedev #indiedev #indiegame #godot #godotengine #pixelart #minesweeper
There is a new fix/update for my language-learning app #baguettefrench. You can now see the translations correctly anywhere. This also makes webapps actually usable on pretty much any device.
There is also a debug menu where you can inspect your save files.
Itch.io >> https://olli-games.itch.io/baguettefrench
๐ Webapp >> https://oliver-lobig.github.io/BaguetteFrench/app/
Have fun, open source.
#godot #godotengine #opensource #languagelearning #languages #appdev #foss
Ruby Radiance
I still can't reliably import Textures on my .glb files, but managed to mangle something together.
It seems that the "File is large on disk" was *actually* being caused by the Trimesh Collider!
Replace with a "Multiple Simplified" and the warning goes away.
:(
#gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine
ok, so i quickly made a new grass tile to try out the new method i was pondering and it seems to be working pretty well, next i guess i'll improve the tile and make some variations so the grass looks less repeated
@youen This post just popped up in my feed and my first thought was "Why is someone posting nature photos under the #Godot hashtag?" It wasn't until I clicked on the images that I realised they weren't photos!
So well done on making these look so realistic. Not just the quality of the graphics, but the distribution of different grasses, trees, the shadowing, clouds, etc. Looks great!
What game is this for?
Trying to make things a bit more varied. I've changed so many little things I'm not sure I can sum it up anymore ๐
One thing I'll need to rework is how I generate forest ground and trees. As of now, I generate forest ground areas, and then I spawn trees. These areas *could* spawn trees, but by chance sometimes no tree spawns there, and I end up with dead leaves without trees.
Shiny Gen Wizard (@davidpwalter)
Claude ๊ฐ๋ฐํ์ ์คํ์์ค Godot WebGPU๋ฅผ 2~3๊ฐ์๊ฐ Claude 20x ํ๋๊ณผ Opus 4.6์ ํ์ฉํด ๊ฐ๋ฐํ๊ณ ๋ฌธ์ ๋ฅผ ํด๊ฒฐํ๋ค๊ณ ์ ํฉ๋๋ค. ์คํ์์ค ๊ธฐ์ฌ์ ๋์ ๊ตฌ๋ ์ ๊ณต ์ฌ๋ถ๋ ๋ฌธ์ํด, Claude์ ์คํ์์ค ๊ฐ๋ฐ ์์ฐ์ฑ ๊ด๋ จ ์ฌ๋ก๋ก ๋ณผ ์ ์์ต๋๋ค.
๐ฌ The trailer for LOGBOOK: Beneath the Storm is here! Dive into a 17th-century maritime world of murder and mystery.
๐ Watch the trailer: https://youtu.be/H-UC4n_TG5I?si=JZD3W0G7UrtH7J43
๐ฎ Demo drops tomorrow: be ready to unravel the truth beneath the sea! โ
๐ Wishlist now: https://store.steampowered.com/app/4407400/LOGBOOK_Beneath_the_Storm/
#gamedev #indiegame #demo #wishlist #godot #steam

I rewrote the whole threading and caching backend. It is now robust and predictable. And most of all I can query the progress while it is processing - Which is nice when working with a library of > 250.000 files.
The gallery is now searchable.
The viewer now shows the original with color coded frames.
Added an atlas editor where you can adjust the rows and cols and can generate frames based on this. It also removes empty frames.