kobligo.bsky.social
@kobligo.bsky.social
Is it going to be identical to the first one? I might buy another one for a friend.
October 11, 2025 at 3:32 PM
What field of science do I need to study to understand math like this? Do you just come up with complete formulas like this and type them out?

As a fully grown adult with years of Godot experience and countless tutorials read, I'm still struggling to understand what "basis" is even for. 🙂
October 10, 2025 at 6:05 AM
Economists call this phenomenon the Unity bump...
August 14, 2025 at 2:20 PM
Ah dang, that proposal is all over the place and the initial reason why it was opened (a Win95 theme...) is frankly ridiculous.
The actual focus issue is real though, and I think something as simple as an "invisible_mouse_focus" flag (True by default) for the Button class would already solve it.
June 20, 2025 at 1:55 PM
Oh, I didn't know adjusting the current focus behavior was on the table at all. In every one of my non-game projects I always end up writing my own button classes to avoid it. Good to know they're aware of it.
June 20, 2025 at 1:21 PM
What's the toughest major code change that still needs to be committed before this theme really looks the way you want? I remember there were a few.

I've noticed that rounded edge transparency of floating windows still hasn't been fixed for instance.
June 20, 2025 at 11:31 AM
Oh... so that's not SSAO at all?

You've been working on so many light mapping related fixes of the years, shouldn't this be the best light mapper of any game engine at this point?

How much more would you say is left to do before you'd consider it "good"?
June 7, 2025 at 12:51 PM
Yeah, I've noticed that. It's just a simple grid of evenly spaced points after all. Would be nice if they were "smarter" somehow, but it's incredibly difficult/expensive to determine what counts as "inside" or "outside" a mesh, especially when there are holes. It is what it is...
March 20, 2025 at 8:17 AM
Looking good.
Those are just Godot's automatic light probes affecting the penguin?
March 20, 2025 at 7:43 AM
Nice of you to report this crash. This happened to me dozens of times with the beta, but I just couldn't be arsed to create a minimal example project for Github.
March 18, 2025 at 6:44 AM
Thank you, building with the rc1 commit worked flawlessly. No more issues.
March 14, 2025 at 5:57 PM
Oh yeah, I was. I just saw "merged into master" on Github issue 103523 and assumed that was the correct branch to test it on. What should I do instead?
March 14, 2025 at 4:57 PM
I still can't build for Android with disable_3d set to true despite them claiming to have fixed the issue. 😢

>> scene\debugger\scene_debugger.cpp:1644:43: error: use of undeclared identifier 'selected_3d_nodes'; did you mean 'selected_ci_nodes'?
March 14, 2025 at 3:53 PM
Some of the info in that blog post seems to be incorrect, and even with 100% of features and classes deactivated I cannot build a windows template that's below 26MB. We used to be able to make much smaller templates. 🥲
March 13, 2025 at 2:43 PM
Top right best conveys the intended message. (The robots could potentially also be holding hands.) My personal favorite is bottom left though. It's such an eye catcher. Would be even better if he made eye contact with the viewer.
March 13, 2025 at 1:41 PM
About 8 months ago, I was looking for a new video editing software and tried literally everything on the market, including every single open source project I could find. In the end Resolve was the only one that did it for me. Maybe you just need to adjust the key map. I put "split" on S immediately.
March 7, 2025 at 3:22 PM
Great repo! I had completely forgotten this existed. The lag spikes on effects like the pumpkin explosion are pretty bad in Godot 4.4rc2, but that's not your fault. I'm happy to finally get some insight into the VFX setups of other Godot developers. Thanks!
February 27, 2025 at 8:00 AM
Could certainly be good for teaching UI, status management and timers.
February 26, 2025 at 11:02 AM
The only thing keeping me from doing that is Github. I just don't get it. I've used Mercurial, Perforce and Git via Bitbucket.
But the whole process of finding the right repo, cloning it, forking it, creating and submitting a PR, it's a little too much.
Really bums me out whenever I'm in a FOSS mood
February 24, 2025 at 8:01 AM
Really nice touch with the 2D gems. That gives off a serious first gen PSX game vibe.
Also appreciate the use of trim sheets on all the edges. I know how much work that is.

If you're looking for constructive criticism, I think the rolling animation is very, very low.
February 24, 2025 at 7:53 AM
I mean, sometimes I can't help but wonder if you're just making social media posts full-time.
Are you working on any bigger projects?
February 24, 2025 at 6:44 AM
The fact that none of these are really pixel perfect, and their buttons don't behave quite right, made me do a deep dive into Godot's UI system a few years ago. I never came back from that. I'm still in there and making non-game apps. It's so much fun.
February 22, 2025 at 8:59 AM
Very cool. It's already looking for fun than most games I've seen this week. How are you keeping the combo code clean? State machine, or a more unusual approach?
February 21, 2025 at 7:49 AM
Could you perhaps give a technical breakdown of what this is? It's hard to parse visually. If you take away all the art, is this just a CharacterBody3D with double jump and a ranged attack that freezes movement for a second?
February 21, 2025 at 6:44 AM
Very impressive. Once this thing is out, you should make a postmortem video/thread about project planning, decision making, and how you ended up with such a visually coherent and professional end product.
February 13, 2025 at 8:57 PM