terrehbyte ๐Ÿ”๐Ÿš‚
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terrehbyte.com
terrehbyte ๐Ÿ”๐Ÿš‚
@terrehbyte.com
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Coder of things in Unity, Unreal and now Godot~ (He/him) ๐Ÿ’ป Indie Game Prog + Instructor @ AIE ๐Ÿ’ผ Prev. @ SJ, IGDA Seattle, Vextar, Litesprite ๐Ÿ•น๏ธ Playing Genshin / ZZZ / Star Rail ๐Ÿ“บ Watching Hololive / Dooby3D (๐Ÿ”๐Ÿš‚)
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Twitter has long left my launcher on my phone with mostly Mastodon taking its place, but I guess Bsky can go up right next to it again!

Howdy to everyone and hope you don't mind a mixture of Game Dev + Game Edu + Hololive + Hoyoverse posting and reposts~
NOOOO

Hope you get the credit you deserve and that an update forthcoming soon ๐Ÿ™๐Ÿ™๐Ÿ™
Reposted by terrehbyte ๐Ÿ”๐Ÿš‚
new blog post about the dialogue stuff i posted t'other day

www.joewintergreen.com/overdrive-co...
Reposted by terrehbyte ๐Ÿ”๐Ÿš‚
NEWS! raylib custom Software Renderer backend [rlsw.h] has been finally merged! ๐Ÿš€

For the first time in this 12-years journey, there is a NO-DEPENDENCIES path available for raylib rendering, no platform library (direct Win32 implementation) and no OpenGL required! ๐Ÿคฏ
Reposted by terrehbyte ๐Ÿ”๐Ÿš‚
Reposted by terrehbyte ๐Ÿ”๐Ÿš‚
Reposted by terrehbyte ๐Ÿ”๐Ÿš‚
just added the MEGA TERMINAL CHEAT SHEET from "The Secret Rules of the Terminal" to our list of posters at wizardzines.com#posters
The proposal and PR aforementioned:

Add public/private access modifiers to GDScript and autocompletion improvements #641
github.com/godotengine/...

Reimplement soft access restriction for members prefixed with _ #103768
github.com/godotengine/...
Agreed, as a frequent C# and C++ user haha

A warning for accessing another classes' "private" variables would be a nice in-between too.

The proposal for access modifiers has unfortunately been quiet but the warning PR got bumped recently, so maybe we'll see at least something eventually.
Loads fast, communicates exactly what it needs to, and isn't presenting me with a billion dialogs on first load (cookie banner, newsletter, etc.)

๐Ÿ‘
Reposted by terrehbyte ๐Ÿ”๐Ÿš‚
Been a bit! Motivation n progress has been at an all time low but I finally setup this lil after image effect I've been wanting to do for a while.

Just early fiddling but really I wanna use this specifically for the hyper jump and dashes.

#GameDev #IndieDev #3DPlatformer #ScreenshotSaturday
"Manni" can now run around after taking damage and jumping on each hit. It's now using the same character movement logic, but is driven by its own controller + reacts to game events like damage.

(pls excuse the jank hitboxes; 2lazy2tweak)

#ScreenshotSaturday #Godot #GameDev
Working well for me so far! Definitely going on my list of base addons for future projects.
Godot seems to encourage encapsulation by not exposing sub-nodes by default, so I thought to do the same w/ "private" variables ("_"-prefixed)

Kenyoni's addon does exactly that: hides private variables when inspecting instances ๐Ÿ‘๐Ÿ‘
kenyoni-software.github.io/godot-addons...

#Godot #GameDev
It's CTRL+SHIFT+ALT+S by default for "Save All Scenes" in Godot... unless I changed it myself
Friendly reminder to always be hittin' CTRL+S since you never know when your GPU driver will crash out haha

Popping in and out of play mode in Godot always seems to invite some trouble (but I did save beforehand ๐Ÿ‘๐Ÿ‘)

#GameDev #Godot
Reposted by terrehbyte ๐Ÿ”๐Ÿš‚
Reposted by terrehbyte ๐Ÿ”๐Ÿš‚
youtu.be/xun9TgUUkwY

We're adding voice acting! Here's a test mix dubbed over edited gameplay footage.

๐Ÿ”—full announcement and credits below ๐Ÿ‘‡
#mahouarms #indiedev #screenshotsaturday
Voice Acting Mixing Test
YouTube video by Mahou Arms
youtu.be
Reposted by terrehbyte ๐Ÿ”๐Ÿš‚
Reposted by terrehbyte ๐Ÿ”๐Ÿš‚
A quick look at how the expressions are done and controlled in my game ๐Ÿ˜‰
#gamedev #indiedev #unity3d
I'm using animation_finished for some other stuff, but wanted to keep the transition logic in this case mostly self-contained within AnimationTree where possible

The helper func is an exception + can be reused in other transitions w/o listening for a specific anim by name
I thought the same n' looked for a "current_playback_ratio"-esque thing, but didn't see it at a glance.

I am changing the adv exp base node which complicates things... but your reply got me thinking on a "common anim utils" node that can be resolved at design/run-time by different nodes. Ty! ๐Ÿ’–
Surprised to find that Godot's Animation State Machines don't allow for more than one transition from A to B, so I'm resorting to a dummy node that can be transitioned to immediately
play gfl2 in my stead

i couldn't keep up with it on top of all of the hoyo games I'm already playing lol
No need to be sorry. Taking a break or leaving social media is A-OK. ๐Ÿ‘Œ

Take care of yourself!