Matthew Schultz
krikit.com
Matthew Schultz
@krikit.com
Just tell the wasp you’re Catholic. 🥁
March 28, 2025 at 3:39 AM
a close up of a woman with red hair
ALT: a close up of a woman with red hair
media.tenor.com
March 10, 2025 at 3:12 AM
If you Type them as Godot collections you should get what I think you’re looking for.
March 5, 2025 at 3:12 AM
🎼Look at this mouse-o-graph… 🎶
February 27, 2025 at 5:35 AM
Make game!
February 11, 2025 at 2:54 AM
Valkyria Chronicles did something similar as well. I like it.
January 14, 2025 at 3:12 AM
It’d be hilarious if this is how it was figured out.
December 20, 2024 at 1:10 PM
Sham wow always felt like the most sarcastic cleaning cloth.
November 14, 2024 at 3:26 PM
Looks like the start of a garden simulator to me.
November 7, 2024 at 3:49 AM
I just have an int before the array that indicates its size. Use that as the counter for the loop in the deseralization. I keep thinking this approach shouldn’t work but it’s really straight forward. But each game/dev is different so take it with a grain of salt.
October 28, 2024 at 12:21 PM
But as far as writing the bytes it’s really just one line for each element unless it’s an array then you need a loop. Then you do the reverse for deserialization.
October 28, 2024 at 3:39 AM
If you rename the class or move it in your project structure and it’s saved to a user path once you attempt to load that resource it’s borked. The issue is that resource in the user path has a reference to the Godot project structures resource class. Sorry I thought that’s what this was about.
October 28, 2024 at 3:37 AM
I don’t unfortunately. If I’m pointing the user path I just can’t trust resources for that reason. I resigned to using Config files. Then later just found it easier to write what I needed as straight bytes, so long as you unpack it all in the same order it works fine.
October 28, 2024 at 1:27 AM
Noice.
October 23, 2024 at 8:32 PM