Skell
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skeleton-hotel.bsky.social
Skell
@skeleton-hotel.bsky.social
One-hit-die peasant doomed to provide the skull for some evil wizard's necrophidius.

28 | he/him

youtube.com/@SkeletonHotel
accidentally included the same picture twice in the second post, so here's the corrected version.
October 8, 2025 at 8:31 AM
last one is rather vile.
October 8, 2025 at 8:27 AM
Reason move_and_slide has been causing me grief in the first place is b/c I started work on a custom solution for handling upward stair steps—and needing to handle that logic either entirely before or entirely after the full move_and_slide call has made it that much more awkward to implement.
October 3, 2025 at 9:57 AM
Yeah, I’ve been considering switching to a series of move_and_collides instead—I’ve just been dreading the thought of needing to reverse-engineer a lot of move_and_slide’s unique (and useful) quirks.
October 3, 2025 at 9:57 AM
Like, it’s great how it can condense multiple loops of convoluted collision logic into a single function call. On the other hand, it feels like a black box whose inner workings you’re not allowed to tinker with. You want to insert your own custom code between the individual collisions? No. Too bad.
October 3, 2025 at 9:34 AM
anyway I realized shortly after posting this that Class isn't even a valid Object/Variant type to check against. oops.
September 20, 2025 at 9:16 AM
i was waffling between that and this
September 19, 2025 at 7:58 PM
September 19, 2025 at 6:39 PM
I *know* about exports, but the sliders and text boxes are frankly annoying to manage when I'm setting up foundational systems and classes—trying to keep as much as I can neatly contained in the actual scripts, where all the other important stuff is.
September 15, 2025 at 7:10 AM