RichBuilds.com ~ Coder, Hiker
banner
richbuilds.bsky.social
RichBuilds.com ~ Coder, Hiker
@richbuilds.bsky.social
Indie Game Developer, Father, LARPer, Hiker and Nemophilist.

I post dev log videos here: https://www.youtube.com/@richbuilds_com
Decorations:
November 15, 2025 at 6:03 PM
Tileset
November 15, 2025 at 6:03 PM
Penistone (a village in Derbyshire)
October 10, 2025 at 7:29 AM
Thanks! Oh - it shoots frick'n laser beams too!

(Here's me testing the electronics)
October 7, 2025 at 8:41 PM
More sponge stippling. Really good for dry / old rust effects:
October 7, 2025 at 7:12 PM
My take on a Fallout Pistol:

I used sponge stippling for my chipping effects.
October 7, 2025 at 7:12 PM
I have my Actor class extend from Node so it can be attached to anything. That's why I cast to the explicit type in the component onready.

This is an old video of the first draft of my setup: www.youtube.com/watch?v=nXvZ...

(I've switch to Actor instead of Entity now to avoid confusion with ECSs)
Indie Game Dev: Building an Immersive Sim in Godot 4. Pt. 4 - Entities and Interactions
YouTube video by RichBuilds
www.youtube.com
August 3, 2025 at 1:51 PM
So I end up doing:
August 3, 2025 at 1:28 PM
So I end up doing:

@onready var actor_ref: Actor = get_parent()
@onready var body_ref: CharacterBody3D = get_parent()
August 3, 2025 at 1:28 PM
My problem was getting a reference to the actor from inside the component:

(in this example actor is a CharacterBody3D with an Actor class)

if you declare it as

@onready var actor_ref: Actor = get_parent()

but then you lose autocomplete for the CharacterBody3D that actor inherits from.
August 3, 2025 at 1:28 PM
I self enforce the node hierarchy and naming conventions so components are only ever direct children of actors.

i use it like this:

var inventory_component: InventoryComponent = actor.get_component("InventoryComponent")

if inventory_component:
# actor has inventory component
August 3, 2025 at 1:07 PM
No it doesn't. And I got shot down on reddit for asking for a workaround :-/

I use GDScript. I have a class (Actor) that can have components with the following script:

func get_component(component_name: String) -> Component:
return get_node_or_null(component_name)
August 3, 2025 at 1:07 PM
Congratulations to you all!
August 3, 2025 at 8:09 AM
He's looking a lot less bumpy this morning...
July 29, 2025 at 5:29 AM
itch.io/updates/upda...

The haven't banned them - they have deindexed them while they find a permanent solution. It was that or have everyone on the platform have their payments stopped.
Update on NSFW content
We have “deindexed” all adult NSFW content from our browse and search pages. We understand this action is sudden and disruptive, and we are truly sorry for the frustration and confusion caused by...
itch.io
July 24, 2025 at 6:54 AM