Phyoke

@phyoke.bsky.social

Indie game dev, occasional Twitch streamer, even occasionaler artist. 🚫 No AI. linktr.ee/phyoke

Making speech bubbles that move dynamically to not cover the speaker’s face, thinking I’d need some complicated math to get the speaker’s 3D position mapped onto the 2D view. Nah, cameras just have an `unproject` method. I love #gamedev haha #indiegame #godot

Phyoke@phyoke.bsky.social · 3mo ago

The more I do #gamedev the more things I assumed would be complicated turn out to be really simple (working with #godot 's particle emitter right now) I'll still get stuck on something dumb for hours, but it's nice when something I expected to take a while is done in minutes

Working on a devlog + being on-call at work + kiddo having a couple rough nights of sleep + brainstorming about the backend of a dialogue system without having any UI yet = a real lack of updates to post about huh lmao #gamedev #indiegame

More Pokopia 🥳 New Xenoblade 😮 "In a kingdom ruled by the gods--" "In a land where one kingdom remains--" "In a world where kingdoms rise and fall--" Thumb wrestling 👍 Link with RTX on 🫪

Bit the bullet and fully replaced the AnimationTree with a custom tool script. I needed: - some animations to auto-advance when they finish - simple centralized custom speeds for certain animations Best time to code it right: from the start. Second best time: right now. #godot #indiegame #gamedev

A code snippet defining the custom properties for an Animation Manager class. The dictionaries that define when animations automatically advance and which ones have custom playback speeds are set up in the _get_property_list function such that they will have dynamically-populated dropdown lists to pick from all animations present on the provided AnimationPlayer.A screenshot of the Animation Manager's interface once it's attached to a node. The Animation Player is set and both the Auto Advance Anims and Custom Playback Speeds dictionaries are populated with animation names and values.
Phyoke@phyoke.bsky.social · 3mo ago

I love #godot but man I've got to believe there's a way to make animation trees usable or at the very least legible once you need more than like ten animation nodes. Most things in my game so far don't, but my player character is ROUGH. #indiegame #gamedev

Screenshot of an AnimationTree in the Godot game engine with at least 35 animation nodes. It makes an illegible spider web of transition arrows from node to node and is very hard to parse.

The more I do #gamedev the more things I assumed would be complicated turn out to be really simple (working with #godot 's particle emitter right now) I'll still get stuck on something dumb for hours, but it's nice when something I expected to take a while is done in minutes

Brainstorming what to use as health in my game. Levels are dreams you enter, and “dying” is taking enough damage to wake up, so I want it to indicate how deeply you’re asleep. Hearts? Nah. Z’s? Maybe. Then it hit me! 🐽🫧 #gamedev #indiegame

Luffy from One Piece asleep with a bubble coming from his noseMario and a piranha plant from Mario 64, both asleep, and the piranha plant has a nose bubble