envy
envy.gamejamcommons.club
envy
@envy.gamejamcommons.club
theatre kid, baker, woodworking. (ex-)distributed systems engineer, (bad/new) game dev... and a bad case of project distraction.

Mostly godot & unity right now.
oh shit, I missed this one! is there still space?
January 14, 2025 at 6:31 AM
I convinced myself to get drag-to-create working...

ignore the trash UI theming & misplaced node (pretty sure that's a scroll offset calc issue but I'm out of time and filed a ticket 😭)

I still hate the GraphEdit & family API though
January 10, 2025 at 12:16 AM
the ergonomics are ... rough but it doesn't feel too bad for a couple of days work with .. what is certainly an API for the underlying #godot graph/node tooling
January 9, 2025 at 5:43 AM
my schedule is changing with new things happening in 2025 so coworking/office hours on hiatus until I find a new viable time!
January 5, 2025 at 8:25 PM
didn't feel a pillar of your argument so much as one of the few tools we have to determine authenticity. that's fine.

latching into that / similar lines as an attack on the piece feels an intentionally bad faith engagement and I hope you don't let it get too you too much.
January 4, 2025 at 10:41 PM
you've got a lot of comments how it's fine or content farms are bad as well. both of those are true

I'll throw in that on my watch I was cognizant you might be hitting content farms with splash damage but in no way did it parse as shade at writers with bad english. the "nobody writes like this"

/1
January 4, 2025 at 10:40 PM
god i hope it goes better for y'all than it did here
January 1, 2025 at 10:31 PM
But this is because I loved the totality of the exp.

Not a big game design brain or anything but it doesn't seem too surprising that confirmation bias has a deep well to draw from: when you love the game trope is immersive (ever followed a trail in ikea?) and when you hate it it's patronizing

2/2
December 30, 2024 at 6:48 PM
yuuuup

this is kind of like my whirlwind romance with @tool. Starts out wildly cool and powerful and simple to extend the editor abilities and then you stumble over a creepy ass basement full of footguns
December 26, 2024 at 6:54 PM
ah yea -- my solution was specific for my problem so that the "working" version doesn't randomly break when narrative checks it out

the broader question def 🤷 but custom scene tooling sounds like a viable approach. just tagging you in as a follow up bc you'd make the tool suggestion that felt right
December 26, 2024 at 6:13 PM
circling back to this (cc @rokojori.bsky.social) I don't think it's the tool script (cf bsky.app/profile/roko...) because transferring a working build to a 2nd PC resulted in a fucked up build that I couldn't resolve.

I think the path out is drop type safety & use NodePath instead of typed @export
Not sure if it's the same. I noticed that compilation errors of tool scripts can cause problems. For me it sometimes clears all assigned data of most nodes (resets them). But I'm not super sure when this happens, but it could be related to node type changes. I'm using C#, however.
December 26, 2024 at 9:08 AM
indiegame in bio
December 25, 2024 at 11:54 PM
haha, mood

I have a pretty strong python background so I settled right in and we were hesitant to rule out web exports / didn't want to introduce polyglot environment for potential newer devs (volunteer deal so we're pretty inclusive).

It's working out but still sharp edges are sharp
December 25, 2024 at 10:14 PM