Albertalberto
@albertalberto.bsky.social
I make videogames. My videogames: https://albertalberto.itch.io/
Currently working on releasing a videogame on Steam. Check out my journal on that here: https://albertalberto.substack.com/s/project-steam-release
Currently working on releasing a videogame on Steam. Check out my journal on that here: https://albertalberto.substack.com/s/project-steam-release
This sounds like a very, very dumb idea. Tempted to prototype it now
October 18, 2025 at 5:47 PM
This sounds like a very, very dumb idea. Tempted to prototype it now
This is super cute. Also I like the swaying! Goes a long way in giving the world a little life, especially if there will be a bunch of these next to each other later to make forest "walls".
Proportions look a little cartoony, but may make more sense once there's more props for size reference :)
Proportions look a little cartoony, but may make more sense once there's more props for size reference :)
September 4, 2025 at 12:26 PM
This is super cute. Also I like the swaying! Goes a long way in giving the world a little life, especially if there will be a bunch of these next to each other later to make forest "walls".
Proportions look a little cartoony, but may make more sense once there's more props for size reference :)
Proportions look a little cartoony, but may make more sense once there's more props for size reference :)
And I wrote a more step-by-step overview going over more aspects of the upgrade system in this blog, if you'd like to check it out! albertalberto.substack.com/p/building-a...
Building an Upgrade System in Godot
Cosmetics! Effects! All using the power of Godot Nodes and Resources!?
albertalberto.substack.com
August 18, 2025 at 11:40 AM
And I wrote a more step-by-step overview going over more aspects of the upgrade system in this blog, if you'd like to check it out! albertalberto.substack.com/p/building-a...
Overall, I'm very happy with how this system turned out, and I'm more than ready to implement similar systems in future games if needed!
You can play the game here: albertalberto.itch.io/bola-brawl (Warning, it is currently extremely hard. Good luck!)
You can play the game here: albertalberto.itch.io/bola-brawl (Warning, it is currently extremely hard. Good luck!)
Bola Brawl by Albertalberto, Arnau Martínez, leo-knight98
Swing, grow, survive!
albertalberto.itch.io
August 18, 2025 at 11:40 AM
Overall, I'm very happy with how this system turned out, and I'm more than ready to implement similar systems in future games if needed!
You can play the game here: albertalberto.itch.io/bola-brawl (Warning, it is currently extremely hard. Good luck!)
You can play the game here: albertalberto.itch.io/bola-brawl (Warning, it is currently extremely hard. Good luck!)
And, thanks to a SignalBus using Godot signals, effects can trigger off of any event in the game without adding more dependencies and without caring about any of the other current upgrades. Pretty clean!
I'm still getting used to the way Godot architecture works, but implementing this helped a lot!
I'm still getting used to the way Godot architecture works, but implementing this helped a lot!
August 18, 2025 at 11:40 AM
And, thanks to a SignalBus using Godot signals, effects can trigger off of any event in the game without adding more dependencies and without caring about any of the other current upgrades. Pretty clean!
I'm still getting used to the way Godot architecture works, but implementing this helped a lot!
I'm still getting used to the way Godot architecture works, but implementing this helped a lot!
This makes stacking advanced effects on a player as easy as adding nodes as a child of the player!
These can be functional, with a script driving the effect, or have any other visuals, animations and behaviors through extra nodes inside of it.
Here's the player with a party hat as an upgrade :)
These can be functional, with a script driving the effect, or have any other visuals, animations and behaviors through extra nodes inside of it.
Here's the player with a party hat as an upgrade :)
August 18, 2025 at 11:40 AM
This makes stacking advanced effects on a player as easy as adding nodes as a child of the player!
These can be functional, with a script driving the effect, or have any other visuals, animations and behaviors through extra nodes inside of it.
Here's the player with a party hat as an upgrade :)
These can be functional, with a script driving the effect, or have any other visuals, animations and behaviors through extra nodes inside of it.
Here's the player with a party hat as an upgrade :)
"UpgradeData" is a type of resource that contains data about an upgrade. This includes the name, icon, stat changes...
...And a reference to a scene, named "Player behavior scene". This scene is instantiated as a child o the player, and doubles as both more advanced functionality and cosmetics!
...And a reference to a scene, named "Player behavior scene". This scene is instantiated as a child o the player, and doubles as both more advanced functionality and cosmetics!
August 18, 2025 at 11:40 AM
"UpgradeData" is a type of resource that contains data about an upgrade. This includes the name, icon, stat changes...
...And a reference to a scene, named "Player behavior scene". This scene is instantiated as a child o the player, and doubles as both more advanced functionality and cosmetics!
...And a reference to a scene, named "Player behavior scene". This scene is instantiated as a child o the player, and doubles as both more advanced functionality and cosmetics!
Godot is entirely based around nodes as building blocks. Coming from a Unity background, I'm too used to handling "backend" functionality purely through scripting.
But here, I asked "Can an upgrade just be a node that handles whatever the upgrade does?"
And the answer is... Yes, and it's amazing!
But here, I asked "Can an upgrade just be a node that handles whatever the upgrade does?"
And the answer is... Yes, and it's amazing!
August 18, 2025 at 11:40 AM
Godot is entirely based around nodes as building blocks. Coming from a Unity background, I'm too used to handling "backend" functionality purely through scripting.
But here, I asked "Can an upgrade just be a node that handles whatever the upgrade does?"
And the answer is... Yes, and it's amazing!
But here, I asked "Can an upgrade just be a node that handles whatever the upgrade does?"
And the answer is... Yes, and it's amazing!
I found this by complete chance and the intrusive thoughts are winning. Will probably make something silly for this
March 7, 2025 at 11:38 PM
I found this by complete chance and the intrusive thoughts are winning. Will probably make something silly for this
Hi hello hey, any slots left? 👀
February 12, 2025 at 2:44 PM
Hi hello hey, any slots left? 👀
Added to the collection
February 7, 2025 at 5:09 PM
Added to the collection