Yuri
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yurisizov.bsky.social
Yuri
@yurisizov.bsky.social
Tool & game developer | Godot Engine alumnus

💶 Support me https://humnom.net/donate.html
🎮 Check out my apps and games https://yurisizov.itch.io
🎮 Or here https://store.steampowered.com/dev/yurisizov
🌐 Home & Portfolio https://humnom.net/
How cool is that!
November 13, 2025 at 2:07 PM
Is it finally time to complete this form in a senseless hope that a devkit for any of these new toys can come my way? 🤔
November 12, 2025 at 8:08 PM
!!!
November 12, 2025 at 6:13 PM
Yes, quite :D
November 11, 2025 at 5:00 PM
😦😧😨
November 8, 2025 at 4:00 PM
Providing a 32-bit Windows version of Bosca Ceoil Blue costs me nothing, except for an occasional comment from a distressed user who gets a false positive from their AV over some binary fingerprint match 🫤
November 6, 2025 at 10:59 AM
Does your editor also start placing Suzannes all over the place on its own?

(I don't touch mouse or keyboard until the very end — to stop the recording.)
November 5, 2025 at 4:38 PM
Nothing strange, just Technology Connections adding debug prints to their dishwasher
November 4, 2025 at 8:03 PM
I'm discovering Godot in a new light today... 😐
November 4, 2025 at 5:21 PM
So funny story, Nathan @gdquest.bsky.social hired me to create the "Make the game" button for Godot
November 4, 2025 at 3:58 PM
Huh, apparently "hidden" files (or rather just files prefixed with a period) don't count!
November 4, 2025 at 12:18 PM
Wait, you can use emojis there? I mean, makes sense. Clever extra flair, Greenheart Games!
November 3, 2025 at 7:08 PM
One step away from that weird meme, then another two for a really nice number.
November 3, 2025 at 2:07 PM
You know she's in the mood when she turns to you and says
November 1, 2025 at 6:13 PM
🏃🏃‍➡️ Might not look like much, but it is probably the longest and most complex tween'd animation that I have (or rather 1 of 3 variations of it).

Orchestrating objects from different parts of the game world so they move in sync with each other is not a straightforward task, at least for me.

#gamedev
November 1, 2025 at 10:33 AM
To be a bit more constructive, using the effect you can actually animate the appearing character in multiple ways, since you control its color, transparency, as well as its full transform.
October 30, 2025 at 12:42 PM
You guys be slacking :P

I really love it all, honestly! The effect that I show off turned out great, and the reaction is amazing 😍 It's just fun to compare, since both posts are doing relatively well for me!
October 29, 2025 at 10:01 PM
If you're curious, these are my cop-out buttons!

While I try to keep things interesting with diegetic design and skeuomorphic look, sometimes there just isn't a good object to place. Or, perhaps, a unique thing would be too distracting for what it is.

Which is where these buttons come into play!
October 29, 2025 at 5:30 PM
A quick exercise: How to reveal text in a RichTextLabel one character at a time without breaking bbcode, in Godot?

My idea: wrap entire text in a custom "effect" and hide characters using color alpha/transform scale based on their index. Strikethrough presents a problem, but workable otherwise!
October 29, 2025 at 4:25 PM
Also, what the hell. Couldn't you just... call_deferred?
October 29, 2025 at 1:23 PM
This is such a bogus warning. And I honestly don't know what I'm supposed to do with it.

First of all, why would that even be the case. Offsets already handle cases where size doesn't align with the anchor rect. And second of all, nothing actually breaks upon ready as far as I can tell.
October 29, 2025 at 1:23 PM
Mastodon engagement casually outperforming Bluesky engagement
October 29, 2025 at 10:54 AM
😩 Oh woe me oh woe!

I made some truly... TEARABLE buttons!

#gamedev #indiedev #ui
October 28, 2025 at 7:39 PM
It is completely safe to access nodes before ready, in the NOTIFICATION_SCENE_INSTANTIATED. This happens before the root node even enters the tree, naturally. It's all a part of the .instantiate() call, so before you even get an instance reference in code.
October 28, 2025 at 12:56 PM
I might've spoken too soon about the built-in logic being safe. To be expected that a signal is connected without checking, however, since you can `request_ready()` at any point from the script, I'd expect better safeguards.
October 28, 2025 at 12:46 PM