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flo12344.bsky.social
FOSS enthusiast Solo Indie gamedev using Godot and Blender 🦦🦦🦦🦦🦦 Working on Sizebound: s.team/a/3285410/ Discord : https://discord.gg/VxkeGH5g4t You can support me here : ^^ patreon.com/Flo_12344 https://ko-fi.com/flo_12344 flotterstudio.com
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Another small update ^^ Almost finished adding back the full door and button system, but with modding and multiplayer in mind this time ^^ #indiegamedev #solodev #godotengine

Small update ^^ Some more experiments with effects, in multiplayer this time, and a test with a simple Lua object (the second box) #indiegamedev #solodev #godotengine

The multiplayer server corrections are getting there After a few days of trying to figure out how to handle it and also a few days of not being able to focus x) Still some small inconsistencies, but it should be good for now ^^ #indiegamedev #solodev #godotengine

Small update ^^ The clipping issue is mostly fixed And I've added back the effect system but this time it's fully moddable ^^ #indiegamedev #solodev #godotengine

Finally managed to transfer the multiplayer to C++ ^^ Next up are the interactions and the custom data tests for modded/scripted objects And once more, I'll have to take a look at the portals because the flickering frame is back TvT #indiegamedev #godotengine #solodev

Since I'm on the Lua system, let's bring back the box spiral ^^ The button is a bit special because I'm making it so it can be scripted for any map So I need to experiment with and add most of the Lua modding system ^^ #indiegamedev #solodev #godotengine

Small update ^^ Not the multiplayer this time, but a pretty good and robust start for the Lua system ^^ #indiegamedev #solodev #godotengine

Almost back to where I was with C# ^^ It took longer than what I had in mind to bring back objects x) I had to test a lot of things to see how I'll add the Lua scripting Next, I'll bring back the multiplayer test and work on the Lua part a bit more ^^ #indiegamedev #solodev #godotengine

Small update on the C++ test for Sizebound ^^ The only missing gameplay elements are objects and interactions, and then I'll be back to a similar state as with the C# version ^^ With objects, I will experiment with the modding once more ^^ #indiegamedev #godotengine #solodev

No visual again ^^ For the past 3 days I've experimented with porting Sizebound code from c# to c++ using gdextension, and in 3 days, a bit more than 1/3 of the game code is working The main reason being the modding part but I'll see after experimenting more with it ^^ #indiegamedev #solodev

No visual update ^^ While experimenting with the current coop setup, I found out I forgot to send object-specific values. Which means that some modded/scripted objects would break So, I'll have to rework that ^^ #indiegamedev #solodev

Way smoother than yesterday ^^ Still some interpolation issues, but at least there is less jitter everywhere Next, I will test the rest of the interactions like buttons, item spawning, doors and portals ^^ #indiegamedev #solodev #godotengine

Some more experimenting ^^ Still a lot of glitches, but I think I'm starting to understand how to handle it better ^^ I've tested with packet loss and it seems good for now, but I still have to test with latency #indiegamedev #godotengine #solodev

Small update ^^ I've started experimenting with the client sending its input to the host instead of its position But at the moment, the input sending is a bit dirty x) So, I'll have to experiment more ^^ #indiegamedev #solodev #godotengine

No visual update today ^^ I'm still working on the coop, and since last time, I broke a lot of stuff x) Because it's the first time I'm playing with networking in a 3D game, and that way I learn new stuff, which makes it interesting ^^ #indiegamedev #solodev

How do people describe my game ^^ : - Fun to speedrun - Unique mind-bending puzzles - Like if Superliminal, Portal and QUBE had a baby #indiegamedev #godotengine #solodev #puzzlegame

Small update ^^ Started testing how I could manage the player->object interactions And I'm also having fun testing stuff with the Godot network system, it's pretty fun ^^ #indiegamedev #godotengine #solodev

Two different changes today! ^^ I've added the action forwarding to the shadow objects And started working on the coop system ^^ At first, I was just going to post about the shadow object, but I got carried away x) #indiegamedev #solodev #godotengine

It finally works! ^^ Now, it's just a matter of making some small tweaks to the shadow object #indiegamedev #solodev #godotengine

While fixing the previous bugs... I discovered a new one, yey! x) The box shouldn't push the other boxes while being held, I think it's because I tried doing it the easy way The remaining flickering in portals is due to physics interpolation ^^ #indiegamedev #solodev #godotengine

Fixing the perspective box is harder than I thought ^^ The first two fixes I had in mind introduced other glitches x) I still have some ideas to try, but I thought it could be fun to show some of the bugs I found while experimenting ^^ #indiegamedev #solodev #godotengine

While modifying the perspective box, I found 2 main issues with it ^^ - It's pretty glitchy because of how the resizing is managed - The weight-based limit for the duplicates is not a good idea in this case xD #indiegamedev #godotengine #solodev

No gameplay update today ^^ I decided to rest a bit and made this little test for a possible updated steam capsule What do you think of it ? #indiegamedev #solodev #godotengine

A different type of update today ^^ I've started experimenting with a custom Godot build to use oblique projection Currently, no issues ^^ Based on the current master branch and this PR : github.com/godotengine/... #indiegamedev #solodev #godotengine

Today, I experimented a bit more with the splitting I think it's going to make for really interesting puzzles ^^ And lots of headaches to make them xD #indiegamedev #solodev #godotengine