horryportier.bsky.social
game dev | blender | pixel art Weeb (ᚪᛋᛏᚩᛚᚠᚩ ᛁᛋ ᚦᛖ ᛒᛖᛋᛏ ᚹᚪᛁᚠᚢ) Kofi page https://ko-fi.com/horryportier Itch-io https://horryportier.itch.io/ Website https://horry-portier.neocities.org/
👤 Joined on 20 October 2024
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@horryportier.bsky.socialIt's absurd and dystopian that payment processors get to decide what we can and can't see on the internet. That companies like Visa and Mastercard can use their enormous size to bully companies into taking stuff offline - based on the reactionary politics of a small group.
Show PostLooks great, and just as I was planing on using something like this for my game
Show Postoh just got an idea maybe if you are working with chunks like you say... maybe you can use the "level" feature from LDtk for that cuz essentially those work like different chunks of the map
Show Postgithub.com/deepnight/ld... It's this if you want to have a look but it's for HAXE like I said not Godot. But essentially what it does is I move logic that's present in the LDtk editor into the API. And that allows me to add/remove/update tiles like they update when you are drawing the map in editor
Show PostOh yeah right. I had a modified version of LDtk to allow exactly that. I needed a way to add or remove tiles at runtime. LDtk doesn't allow that so I did a fork and did it myself. But yeah it was kinda hacky and not really for Godot but something else.
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