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I promote software freedom by creating video games in Godot :godot:: \-Draw Emojis (AGPL): https://tabfreesoftware.itch.io/draw-emojis https://codeberg.org/tab/draw\_emojis

Avatar is "joystick" by Lisa Schulz. All emojis designed by OpenMoji – the open-source emoji and icon project. License: CC BY-SA 4.0. (I am not affiliated with OpenMoji)

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Comments 5
Godot 4.3 FINALLY fixes web builds, no SharedArrayBuffers required!
  • @popcar2 guess I've been lucky, just enabled sharedarraybufffer and worked on itch

  • Godot 4 Help Understanding Signals
  • @plixel @Rodeo if the parent is creating the children at runtime then that's the time to connect signals in code.

    If the child already exists as part of the parent's scene you could connect it's signals in the editor (built-in signals or your own signals). Then in code just run singal_name.emit(args) when needed. You can still connect them in code if you want [e.g. iterate over get_children()].

  • Godot: The Good, the Bad, and the Ugly
  • @ShittyRedditWasBetter @vivadanang if my life is on the line I wouldn't put trust in any business's proprietary black box solution.

  • Godot is not the new Unity - The anatomy of a Godot API call
  • @abbotsbury @BrikoX
    Consider checking out the feature requests to see if specific changes you like are planned (or not for core). They won't predict the future exactly but should make things more clearer.

    https://github.com/godotengine/godot/blob/571cd0eb791b37e9a8adda9f909251138170f6b7/CONTRIBUTING.md

    https://github.com/godotengine/godot-proposals