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flatgub.dev
Flatgub 🐝
@flatgub.dev
Emily -=- it/she -=- mid 20s -=- enjoyer of bugs both insect and computer -=- occasional game developer -=- 🏳️‍🌈✨

www.flatgub.dev
post a game you remember playing that nobody else remembers
January 15, 2026 at 1:37 AM
as everybody knows, the most role in any game development team is the Testing Bee

she's working so hard everybody be proud of her

#gamedev #godot
January 13, 2026 at 12:31 PM
Another update to the website and with it another blog post, this one is about Pixel Composer and the benefit of learning new tools. (and also 88x31 buttons)

www.flatgub.dev/post/04-pixe...

#pixelcomposer
January 9, 2026 at 9:01 AM
its beginning to feel a lot like something~ 🎵

the product of like 3 evenings of work, an ongoing excuse to both get an idea out of my brain and refactor a bunch of stuff from project fragmentation into a more generalized form along the way

#godot
January 6, 2026 at 2:50 PM
okay now we're getting somewhere

#godot #gamedev #indiedev
December 7, 2025 at 7:46 AM
Its got a long way to go, but I'm finally getting around to implementing a new movement mechanic!

#godot #gamedev
December 2, 2025 at 1:44 PM
"I should add some utility entities to my mapping setup to help make better test maps" has quickly spiraled into "we've got source engine I/O at home"

I haven't mapped for source in like 8 years but a handful of entities is enough for it to already feel like home again
#godot #gamedev #trenchbroom
November 16, 2025 at 2:39 PM
I've been having fun being a bit silly with the victory sounds for beating the built-in times now that saving and loading of PB times is in. Another testing build grows ever closer.

#gamedev #indiedev #godot
November 6, 2025 at 1:18 AM
the joke writes itself
November 3, 2025 at 2:46 AM
The new tutorial map is nearing completion. I'm happy with how it feels to play now, just need to start texturing it properly!

#godot #indiedev #trenchbroom
November 1, 2025 at 4:23 PM
Finally replaced my old 800x800m fog plane setup with individual fog volumes i can define as part of the map.

I'm getting silly with the colours here for testing but this does let me do more interesting things with interiors

#godot #trenchbroom
October 31, 2025 at 3:57 PM
And yes i'm already putting timetrial checkpoints in it ~w~
October 26, 2025 at 2:02 PM
Spending some time gray-boxing a new tutorial map. #godot #gamedev #trenchbroom
October 26, 2025 at 1:59 PM
My adventure into rebindable inputs comes to a close for now as I've implemented some UI for the system I wrote yesterday. I'm not 100% with the design here, I think it could be better, but this is good enough now for me to move back to actual gameplay stuff.

#godot #gamedev
October 22, 2025 at 2:55 PM
Today's tomfoolery:

While there's no UI for it yet, remappable inputs are now implemented. A side-effect of allowing any valid key or mouse input for any action is that you can now bind jump to mouse scrolling, which has... consequences.

I don't know whether i'll fix this or not ;)

#godot
October 21, 2025 at 2:14 PM
For UI sounds, yeah pretty much just that. Each "widget" (bool or float setting) contains its own audio emitter and plays sounds based on its own signals internally

For saving, I have an "Options" autoload which abstracts over ConfigFile and provides stuff like saving/loading/signals on change/etc
October 21, 2025 at 1:55 AM
I don't know if video encoding is gonna like me for this one but...

Behold the fruits of my labour! A modular settings menu! Saves to disk and everything! And some actual UI design instead of hastily thrown together shapes! I'm starting to get the hang of containers and theming #godot #gamedev
October 20, 2025 at 2:06 PM
sometimes its important to add a cheat for no reason other than to goof off as a treat

helps break up the more monotonous stuff #godot
October 20, 2025 at 12:07 AM
Spent a while today porting the LD-58 map from the janky setup I was previously using (exporting each trenchbroom layer as a separate map for lightmap reasons) to the new workflow, and as a bonus it gave me an excuse to add timetrial checkpoints to it!

#gamedev #trenchbroom #godot
October 18, 2025 at 4:59 AM
so it turns out the "add a timetrial mode" rabbit hole is surprisingly deep... its certainly fun though! there's still some things to fix but for now i'm gonna call this "good enough" so i can return to implementing actually important features :D

#godot #gamdev #indiedev
October 17, 2025 at 5:32 PM
I've been trying to embrace something I remember brendon chung mentioned with skin deep about making small maps to test one feature at a time, so i've been slowly developing a collection of test maps. I've raved about it before but funcgodot + trenchbroom makes my life so much better
October 15, 2025 at 2:59 PM
It started with adding a speedrun mode to the jam version that shows the timer and a speedometer and disables checkpoints in place of instant-respawn, and from there its just spiraled out of control
October 15, 2025 at 2:54 PM
So work on my post-jam version of "Fragmentation" started well but after a friend managed to beat the jam version in 34 seconds i've rapidly fallen down a rabbit hole of "what if i added a mirrors edge style timetrial-with-splits speedrun mode"

behold my crude test map for this mode #gamedev #godot
October 15, 2025 at 2:45 PM
alright it took six hours but the sound pass is basically done! i don't normally dip my toes into this level of audio design but i'm very happy with how this turned out!

#ldjam #ld58 #gamedev #godot #gameaudio
October 5, 2025 at 3:29 PM
Feeling pretty good so far!

#ld58 #ldjam #gamedev #godot
October 5, 2025 at 2:07 AM