browndragon
browndragongames.bsky.social
browndragon
@browndragongames.bsky.social
indie developer of memory/puzzle/horror game NO DED.

Play it here: https://browndragon.itch.io/no-ded
Let me know what you think!
you are absolutely right. Sorry for the noise!

I'd had the plugin enabled but the docs were showing up blank -- A quick skim of the files showed it didn't have `##` docs at the top of the file (, since they were like 5 lines down), & I posted before doing a deeper dive.
It works now, anyway

Weird.
June 9, 2025 at 9:58 PM
ok ok last one, with a debouncer in place:
(ahh, much better. Ignore the horrible flashes; v4.5.dev4 #godot debug on osx seems to have taken a stability dive!)
June 4, 2025 at 8:44 PM
Actually, while I'm on the subject, also happy to contribute some godot docs and icons to the nodes. I'll just copy over what you have in the readme as header comments, it's a nice QoL fix :)
June 4, 2025 at 5:30 PM
... there is no OnDragStart on the child, only on the container.
I want to make a DragReceiver under each card that knows about a monitored Draggable, and handles the dragging lifecycle so you can subscribe to drags events on a specific draggable entity (vs on the droppable zone).
SGTY?
June 4, 2025 at 5:28 PM
#1 is normal, it just works, you are a golden god.
#2 has the tween, but I wait for it to stop and it copies over fine.
(skip #3)
#4 has the tween, I drag it, and I _don't_ wait for it to stop; it does _not_ copy over fine but teleports everywhere).

I'd like to cancel the tween OnDragStart but...
June 4, 2025 at 5:28 PM
I am making a cardgame; I have **Cards** (fixed-size generic `Controls`) and more flexible **Zones** (`InterpolatedContainer`s <3 <3 <3).
I want to animate the cards when they're hovered, when they're not appropriate for the current action etc. So they'll have active tweens while being dragged.
June 4, 2025 at 5:28 PM
Also, I'll be spending the next week on a (personal) gamejam game, to be announced here.
A deckbuilder RPG.
See you all soon!
May 22, 2025 at 1:19 PM
For neon I can cheat. Carve each sign into the parts of the neon sign that would activate in turn and build the animation in #godot.
But _in general_ animated scene elements need their own #blender file and get built in #godot.
I like blender's navigation and placement tools more.
FML.
May 19, 2025 at 11:11 PM
Any experienced #gamedev know the answer?
Obviously everything in this scene should be animated -- It's all neon signs, right?
#godot creates 1 toplevel `AnimationPlayer` for all animations in the blendfile. Since all of the neon animates at once, that's not what I want.
May 19, 2025 at 11:11 PM
interestingly, the #noded is _not_ that posterized naturally. It's an artifact of the rtt through gif. Still, it looks really nice, maybe I should figure out how to keep it!
May 16, 2025 at 9:43 PM
The #materialmaker looks like what it is:
* I made a shingle with a gradient
* made a row of 3 shingles
* duplicated them with an offset for the next row
* tiled that
* +(albedo, normal, depth)

There's a lot more one could do that I don't need yet.
Hope it helps some other #indie #gamedev !
May 16, 2025 at 2:07 PM