Paragrimm
paragrimm.bsky.social
Paragrimm
@paragrimm.bsky.social
Godot GameDev in der Freizeit; beruflich Angular Frontend Entwickler
➡️ https://avoidshaper.de - mein erstes Spielchen
➡️ https://paragrimm.stream - meine Online-Präsenz
➡️ https://godot-kurs.de - Godot/GameDev Lernmaterialien :)
How do you clean this up? If you're holding RefCounteds in an array, you might get invalid instances if an Enemy dies or something, so you have to manually cleanup your Entities (it should be `Enemies`, though, right? Because you'd have the negative again if not).
November 12, 2025 at 8:09 AM
This is really neat :) will you open source it ?
August 29, 2025 at 3:04 PM
Thanks for your reply :) I primarily use Discord, Bluesky and Mastodon :D I try to avoid social media platforms for the most part haha. I'm not sure if it's possible to enable the chat function here on Bluesky for specific people maybe 🤔?
August 17, 2025 at 7:37 PM
Yea true, the amount of worldbuilding in the Myst series is awesome! Especially the puzzle design etc. and yes, even though the programming is simple, I'm still looking for "the ideal approach" for these kind of games. I'm currently doing a lot with custom resources, but maybe Scenes are better?!
August 1, 2025 at 7:20 AM
Sorry for the late response. And thanks for your response :D I'm currently working on a "Screen/Hotspot-Editor" where I can define Hotspots and where they lead to and easily switch between the different screens. What would be the biggest pain points if you'd have to make a full 4h+ game like that?
July 30, 2025 at 7:15 AM
Ah ok, thanks for your input. I think it can get tedious really quick if I'd have to duplicate the template for each screen. I'll be dealing with several hundreds of screens. How would you approach an automation? A tool where you can check screen after screen and edit the hotspots?
July 24, 2025 at 8:15 AM
Awesome :) what are your learnings? what should I look out for if I want to optimize my enemies?
July 9, 2025 at 8:30 AM
... The reasons why that's the case is stated in the docs, they made a blog post about it and you can even read on the other side of the medal openly aswell. The SDKs are NOT open source. You have to be a company to get access to console SDKs. Godot is NOT a company, Godot Foundation is.
June 26, 2025 at 11:22 AM
Ja, Sound Feedback ist super wichtig. Pokémon lässt sich dadurch bspw. ebenfalls gut spielen. Da in WoW Raids alles durch Addons etc. "vorgekaut" wird, kann ich mir das auch dort gut vorstellen. Ich finde jedoch nichts dazu, dass Blizzard etwas in die Richtung macht. Hätte mich auch überrascht...
June 18, 2025 at 6:35 AM
Super, danke dir. Ich denke mal, dass man mit "kleinen Handgriffen" schon vieles abdecken kann. Richtige Fokus-Reihenfolge, klare Kontraste, ggf. Shader für Sehschwächen, usw. schießt mir gerade durch den Kopf. Ich hatte nur gehofft, dass es vielleicht schon eine "Regelsammlung" o.ä. für Games gibt.
June 17, 2025 at 2:45 PM