Have you ever struggled with understanding how Godot’s UI system positions things? So have I, but recently I’ve figured out how it works. Hopefully what I’ve learned can help you out, too!
Programming
Postmortem: Sanity Wars Reimagined
Sanity Wars Reimagined has been released! Read about how the game was developed, and what we learned along the way.
Implementing the Messenger Pattern in Godot
Note: If you implemented this pattern and are now experiencing issues with get_tree() calls, see my Issues with get_tree() section at the end of the article. Oftentimes, in code, you need a way to have different parts of the codebase communicate with each other. One way to do this is have those components directly call…
How I Structure My Game Projects
As a programmer, I spend a lot of time figuring out how things should be named and organized. I want things to have readable, comprehensible names, and to be organized in ways that make sense to me. To that end, when I started out in game development, I wanted to figure out how I should…
Creating a Debugging Interface in Godot (Part 3)
Welcome to Part 3 of my tutorial for creating a debugging interface in Godot! In Part 1, we created the base for our debugging system, and in Part 2 we created debug widgets to show our debugging information. If you haven’t read those parts, you would be advised to do so before continuing on with…
Creating a Debugging Interface in Godot (Part 2)
Welcome to Part 2 of my tutorial for creating a debugging interface in Godot! In Part 1, we created the base for our debugging system. If you haven’t read that part, you should do so now, because the rest of the tutorial series will be building atop it. Alternatively, if you just want the code…
Creating a Debugging Interface in Godot (Part 1)
At some point during the development of a game, you need to be able to show information that helps you debug issues in your game. What kind of information? That really depends on your game and what your needs are. It could be as simple as printing some text that shows the result of an…
Creating a Global Signal System in Godot
If you’ve worked in Godot long enough, you’ll have encountered the signal pattern. This pattern has one part of the code providing signals that it emits, which other parts of the code can listen for and react to. It’s very useful for keeping the parts of your codebase separated by concern, thereby preventing explicit dependencies,…
How to Add GDScript Syntax Highlighting to Your Blog
Recently, I decided to devote more time to writing blog posts, especially tutorials about things I’ve learned in my three-plus years of learning Godot and GDScript. When I went to write my first tutorial post, however, I discovered that there is no support for GDScript syntax highlighting in any of the code formatting plugins for…
Hammertime Prototype – Phase 1 (Download)
Link to download Hammertime Prototype Phase 1.