Oli - Poutinator
olibombardier.bsky.social
Oli - Poutinator
@olibombardier.bsky.social
(fr/en)
Your friendly neighborhood ufo
Playing around with programming and art!
My Factorio mods: https://mods.factorio.com/user/Poutinator
Here you can find some more or less finished game jam submissions: https://itch.io/profile/poutinator
A simple thing that helps me get over ADHD paralysis is making a checklist of very small things and trying to do one without a deadline. If a point is too daunting, I split it into multiple checks.

I'm still struggling, but it helps get started and gives a bit of dopamine when a step is completed.😅
November 4, 2025 at 3:18 AM
I still haven't released anything, but this feeling is why I can't stop making stuff. Do more and more advenced projects (even if I never finish them) is like a drug!
September 8, 2025 at 11:31 AM
Maybe it's an obvious solution for others but I've never thought of it until now. And I realise it's not that similar to what your proxy inspector is doing ^^'
August 20, 2025 at 6:54 PM
My use case might not be the same. I have a level with a lot of machines that are instances of the same scene. They have exported variables that are only used in the _ready function to set them on children. It works in game, but I don't see the changes in the editor, whitch leads to mistakes
August 20, 2025 at 6:53 PM
I'm not sure we're talking about the same file. It change the prop on the instance in the instanciating scene, but not the file of the original scene. Each instance can have a different value (whitch is what I want)
August 20, 2025 at 6:34 PM
It does work, but so does this:

@export var TestChildOffset: Vector2:
get: return $Color.offset
set(value): $Color.offset = value

I can see that both ways have the same result in the scene file.
August 20, 2025 at 6:25 PM
Just made a quick an dirty test and it works on instantiated scenes.

Most of the time an @export variable that and a line in _ready does the work too, but if I want to see the change live in the editor, it does the job.
August 20, 2025 at 6:14 PM
Yup that's what I mean. I've often wish for a way to expose properties of children nodes but never actually tried. Your post makes me think that I could do it without needed to add features to the engine
August 20, 2025 at 5:52 PM
That such a good idea. Could it be used on the root of a scene to make properies of its child editable in the editor?

I recently had to make children of multiple instances of a scene editable but using someting like that would have made things cleaner. It would also keep scenes internal hidden.
August 20, 2025 at 5:42 PM
I've been doing my part! (help)
June 4, 2025 at 12:37 PM
It may look like negative swag at first, but glasses simply change your swag specialisation. You can still play a swag build without issues!
May 27, 2025 at 1:54 PM
I've been doing loads of sketches, practicing anatomy and perspective, and recently started working on an actual page!

I'll probablly still do some small game projects, but you'll probably see me share more art than anything else as soon as I get something to show :)
May 27, 2025 at 1:51 PM
Being away from my computer to avoid a burning out, I rediscovered my love for drawing and writting. I think my "main side projects" will become a comic about a story that romas in my head since forever.
May 27, 2025 at 1:51 PM
I'm starting to wonder how seriously I can take gamedev as a hobby if it keeps compeeting for my mental energy with my job.

I'm pretty passionate about programming and being creative. If I didn't like my job, I wouldn't mind finding a non coding one and seriously do gamedev project at home.
May 27, 2025 at 1:51 PM
I feel like having parent nodes connect to children's events is generally (but not always) the best way to do things. Following the hierarcy makes it clear who will to handle events.

The other patern I see often is parent nodes connecting children toghter.
April 10, 2025 at 5:58 PM
This is giving me a huge Spore flashback
April 8, 2025 at 1:56 PM
I started using them recently. Fun challenge and really powerfull, but I really hope we get some classes soon instead of handling everything with RIDs...
April 8, 2025 at 1:09 PM
After a while, I find that making ui in Godot is mostly stacking containers and adjusting the "container sizing" parameters of nodes. Empty Control node with a minimum size makes good spacer.

Here's a mockup I'm working on witch is made mostly with these ideas and style boxes.
April 7, 2025 at 4:26 PM