While Godot comes with plenty of tools to help you understand your game’s behavior and performance, you sometimes need to gather game-specific metrics, and that’s where custom monitors come in.| The Shaggy Dev
The creators of the Godot engine have started beta testing their own asset store, a launch they have talked about for many years. In the future, it will replace the Godot Asset Library.| Game World Observer
Signals are Godot’s implementation of the observer pattern, making it easy to subscribe and react to events during gameplay, but what about if you have multiple signals you want to wait for? In this post, I share a small utility class I came up with to help solve that use case.| The Shaggy Dev
Answering a few viewer questions about how I parse, store, and use map data in my tactical roguelite so that units know where and how they can move and attack.| The Shaggy Dev
Post-processing shaders don’t always apply to all UI elements, so here’s a quick and simple fix to make sure they do.| The Shaggy Dev
Here’s a look at how the AI in my tactical roguelite, Unto Deepest Depths, works. We’ll break down the high level design, some algorithm specifics, and look at how I improved the quality of its output while maintaining performance goals.| The Shaggy Dev
Taking screenshots in-engine is very simple in Godot and can open up a wide range of possibilities for your game. This technique has become a go-to of mine to grab exactly what I want.| The Shaggy Dev
I’ve open sourced the post-processing shader from Unto Deepest Depths, so now you too can have a crunchy retro look to your pixel art game!| The Shaggy Dev
Here’s a look at how units are created, managed, and used in my turn-based rogutelite.| The Shaggy Dev
Transparent menus on things like OptionButtons are not exactly as straightforward as you would expect, so here’s a look at how I fixed it for Unto Deepest Depths.| The Shaggy Dev
Here's a brief answer to a viewer question concerning unit selection and movement in Unto Deepest Depths.| The Shaggy Dev
Let’s look at how my latest strategy game, Unto Deepest Depths, is designed. I’ll break down the application architecture, how I manage turn order, and show the core code snippets behind the main game loop.| The Shaggy Dev
An adaptation of my Unity Flight Controls project for Godot! … More Godot – Flight Controls, Just The Way I Like It!| Keith M. Programming
Happy New Year! :fireworks: How has everyone been?Ah yes, I can already hear the scorn and disdain of some of you wondering where I’ve been all this time. Short answer: Igot lazy. Long answer: I have a lot to do, but I’m also procrastinating. Man, I swear, it’s probably a comedic routineat this p...| codingindex.xyz