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Cake day: November 20th, 2024

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  • You mention Raylib in another comment. I can definitely see that for anyone who wants a tilemap/pixel project or small-scope 3D… but even then it’s likely to involve making boilerplate stuff, unless you can lean on libraries (which makes more sense if you know exactly what you’re trying to make).

    I’ve really only tinkered with Godot TBH, but lots of things are easy to do in the editor that would be something manual in Raylib. Considering both have bindings capability, Godot makes a lot of sense for the systems it has.

    Even with my difficulty I’m not sure what’s “complex” about Godot, I would agree some systems need more work (nobody stepping up, some requests rejected for being ‘too niche’) but that is something else entirely. Is the “complex” part that you want a framework rather than an engine?

    Also “competing” is odd when one is free (and easy to run) while the other is trying to screw over its users. I would say it competes as much as it needs to. Any sane game developer probably isn’t attempting to make a questionably-large-scope game. Especially if they can’t even run the questionably-big engine on their hardware.


  • I guess just the color tag on the character is enough, though will likely need to manually enter the color-code each time (I have my own palette, even worse if I even need to change* it). Also neat that the outline can be change this way too (not shadow?), though seems a bit messy to stack these in BBCode.

    I’m guessing custom effects might be the thing that would allow me to make my own color map. Not sure if that would always apply or if I’d have to wrap any icon in custom BBCode for that to apply, and either way still not textmesh (or label3d).

    Also for my complaint on the node itself, I guess it’s the same as a normal label with font scaling, just throws me off with the small default font size looking blurry in the editor (and existing fonts probably make more sense for smaller text, or even 2D text in general)

    * shader globals don’t seem to work here (unless I’m missing something), though also my palette is ordered (7x5) so a vertical list isn’t great anyway. OTOH I did use 3-digit hex codes, so it’s not difficult to type in (remembering/interpreting, not so much)

    What’s your game about? 👀

    No game yet (and maybe never), currently have mainly messed around with models+vertex colors (Blender, not good with that either), not quite happy with the gridmap node.

    With my world so far I guess it has sort of a low-poly dream-core aesthetic, but without a pixel filter (nor textures mostly). Tile floors, purple sky and glowing moon, random stuff everywhere, and it’s all on a floating island.


  • Things such as? I went searching and only found the drama, that they’re trying to make their own engine, and that somebody made a fork of Redot as well.

    If they don’t like Godot (and if add-ons etc don’t help) a fork probably won’t address that. I’d sooner believe some web engine (less setup, perhaps easier systems) or framework (if they don’t mind lacking an editor, also easier to work with bindings) might be a better direction at least for starting out.

    Some options might also make sense if they’re interested in a particular language, or even a particular type of game.

    some options off the top of my head (minus some that were already mentioned)

    GDevelop (web+flowgraph) recently added 3D

    Pygame (Python)

    p5.js, Tic-80 (javascript)

    Wick Editor (also JS, but also more of an animation thing / Flash-like)

    WASM-5 (many bindings)

    LibGDX (Java)

    Luanti (LUA, block-based games)

    Also there’s Gamefromscratch who has covered many options like this, including a per-language YT playlist.



  • It’s more obvious with the image (which should be loading now) but I’m talking about custom icons. Like having a fire icon be red/yellow while the rest of the text has its own color.

    The richtextlabel does font+sizing etc differently*, I don’t like seeing pixels (can be dialed in, but not my favorite to require) though at least for the standard label the new stacked effects are a bit snazzy (and theme-like) so I guess I don’t hate it now that I do have it dialed in.

    * which does not surprise me given the other text methods all have benefits and drawbacks (and even with the 2D label, color emoji can kinda look off with outlines but that might be down to the font?)


  • Anyone else have any progress to share?

    Not much, but I explored custom fonts a bit.

    Low-poly, freeform text in 3 forms: 2D, Textmesh, and label3D. They each say "Look" with a single-color fire icon, though the label3D has an outline and the 2D text has stacked outlines/shadows which add color (also, a default eye emoji on the 2D text).


    Not sure if you’ll see the image, seems the host is having some issue now. Didn’t notice right away as it was cached for me.

    I wish color font were easier (via FontForge, or instead using 1-command to bundle SVGs into an OTF file).

    Then again, I also prefer textmesh which does not support color font either (even though the vertex color shader itself does, maybe someone better can/has figured out some sort of per-glyph color map).





  • Sure, I was mainly highlighting it as it’s very non-standard even for 3D. Not good for motivation that I don’t expect much activity here (at least for me). That, and obviously I don’t have much relevant to say to other posters either.

    I’m not even new to it but Blender isn’t even really my thing (not that I have an alternative even just for this niche), so that will be its own challenge getting into the swing of things. I may try some very basic tests with newer stuff (grease pencil, geometry nodes) just to see if I can even get meshes (+animations?) imported to Godot as I expect.

    Side-note, image hosting is also an annoyance for me. I would like something that allows saving+editing alt-text (for copying markdown), plus upload organization.


  • Not really applicable to my art medium*, but I have thought about doing a modified challenge. My thinking is 12 entries (based on 4-per-week for 3 weeks) which gives more freedom for timing and prompt choice (also prompt/theme mixing, creative interpretations, or doing extra allows picking your best entries). Aside from being easier.

    * 3D+vertex colors (Blender), used in Godot.

    I have my own palette and can paint in grayscale (and then multiply the color twice per node in Godot) but that is sort of a stretch.

    Still tinkering with the workflow though, the basics are for sure there but a lot of the methods available are tedious if I need to change colors/material names. Unlikely to get help on that, though.



  • I can’t say they didn’t/won’t try to remove/cover it further, but on another article it’s at least dry (and seemingly not obstructed) pointing to the removal as calculated by Banksy as others have suggested.

    A white brick wall with the ghostly shadow of a judge beating a protester with their gavel, created by an attempt at erasing a Banksy mural.

    Perhaps being a historic site, paint is not really an option instead needing a more costly restoration to obscure it.


  • €1,950,000 5,124 people for the first event goal

    I think it should be on the moon with a Black-Mesa-branded rocket (with a gnome on-board), for thematic reasons. It’s no Xen, but you could probably add some decorations and even without that it’d be a better match than Italy.

    Not sure about dodgeball though, I think area combat would fit more as well. Just make sure to have first-aid stations and have everybody sign waivers.

    …or maybe you should just do free meet-ups with people to play dodgeball or talk-about/play your favorite games etc. (and maybe you’ll find some overlap) without it being some record-breaking event?


  • I dunno, do you think it’s too rough for prototypes or jam-like games?

    Seems to me like many of the issues are likely specific, workaround-able stuff. It’s mainly developed by 1 person, so pretty much any type of involvement (even posting issues or showing off projects) could help improve the future of the project.

    In some cases you can keep your logic in its own file and not dependent on any engine. For instance I made a (non-game) software demo (number converter) for the 3.X bindings and then easily redid the GUI and rewired it for the 4.X bindings. (similarly I made a polygon-from-text-format parser for Naylib, I could transfer it but Godot has polygon editing so less need there)


  • I haven’t done enough to consider myself a programmer, but I could’ve written your post. It hits a niche that I have long wanted from programming.

    You should check out the Godot 4 bindings if you haven’t already (gdext-nim, see my post on !nim@programming.dev). There’s also one for Raylib (specifically, Naylib).

    My biggest functional gripe (that I can say for certain is not just me) was that support for (Bellard’s) TCC was dropped. It was nice for quick prototyping, though Clang is a pretty efficient middleground/default.


  • That doesn’t really solve the issue for me considering I have even less motivation for some of those other things (writing/comics), or I’ve tried them with small successes that didn’t go anywhere (music, stand-alone art, even a finished simple prototype program related to writing).

    I have thought about animation*, but that is probably just as high of a bar if not higher in terms of effort and thinking up a viable idea. Something like a desktop pet maybe, though I am stuck on functionality. In a similar vein an OLED screensaver-type thing (or music visualizer?) is another idea, but I don’t have the screen (aside from an old phone that I’m not sure would work, plus exporting overhead).

    Stagnant life issues are probably a big part

    (fellas such as myself aren’t exactly self-actualized) though it probably does not help when I do try something and run into some technical issue/limitation (or just have no idea what to try next).

    Maybe I’ll get further if I keep trying, though I feel like I need to find the right thread to pull/follow… or maybe I just need to thread the needle on manageable small-scope projects that I actually like the idea of.

    * which is only a slight deviation for the workflow I’ve been tinkering with, just with very little simple scripting needed (really only initially)





  • The problem for me is that it repeats many of the issues I had with Minecraft, so I don’t really have a good base to start with. Not really interested in LUA either, so there is even less motivation for me to make something from the ground up (I should probably be doing something with Godot instead).

    I imagine the benefit for Luanti would be if you want to make a simple grid-based game it should be easy to do so (similar-to-but-easier-than a MC mod for example). Trying different games though, it was hit-or-miss for me especially when it just spits you falling into an empty world (I assume that’s a known config-error or incompatibility).