- combat actions are colour coded
- more important actions (like attacks) are brighter than others (like harvesting)
- older messages are dimmed
(also health bar lag)
- combat actions are colour coded
- more important actions (like attacks) are brighter than others (like harvesting)
- older messages are dimmed
(also health bar lag)
(I don’t know what I’m doing)
#gamedev #sounddesign
(I don’t know what I’m doing)
#gamedev #sounddesign
(Combat sounds are not mine, included so bsky compression doesn’t crush the volume)
#gamedev #godot #screenshotsaturday
(Combat sounds are not mine, included so bsky compression doesn’t crush the volume)
#gamedev #godot #screenshotsaturday
#gamedev
#gamedev
#gamedev #screenshotsaturday
#gamedev #screenshotsaturday
(implemented chests, randomised loot & openable items)
#screenshotsaturday #gamedev #roguelike
(implemented chests, randomised loot & openable items)
#screenshotsaturday #gamedev #roguelike
→ it sends a signal that components can listen for
→ components respond w actions they theoretically support
→ request_verbs checks which are valid in the current context & returns a list
→ UI panel shows the list
(I am v satisfied with how this is working)
→ it sends a signal that components can listen for
→ components respond w actions they theoretically support
→ request_verbs checks which are valid in the current context & returns a list
→ UI panel shows the list
(I am v satisfied with how this is working)