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albertnez

@albertnez.com
122 followers 341 following 115 posts

Solo Indie dev using Godot Engine. Making a 2D Snowboarding Roguelike: s.team/a/4288970 Made a game about Trolleys: s.team/a/2372500 And other stuff: albertnez.com

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albertnez @albertnez.com · 16/06/2026
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albertnez @albertnez.com · 04/06/2026
I just noticed in the Credits of @blukulelestudio.bsky.social's Gambonanza, one of the names shows hearts particles when tapped, and I think it's a very cute and subte detail ☺️
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albertnez @albertnez.com · 03/06/2026
I'm 1 Wishlist away to reach 50 Wishlists. Thanks god it's #WishlistWednesday! store.steampowered.com/app/4288970/... #IndieDev #GameDev #Godot
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albertnez @albertnez.com · 22/05/2026
I reworked a bit the art because I was told it was too close to skifree, but the trailer still shows it :)
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albertnez @albertnez.com · 20/05/2026
This indie dev is doing a snowboarding roguelike arcade game. Today is #wishlistwednesday, so it's the last day you can Wishlist on Steam: store.steampowered.com/app/4288970/... #indiedev #gamedev #godot
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albertnez @albertnez.com · 09/05/2026
TIL that the History tab in the #GodotEngine Inspector, it's not just a log of messages, it's a list of snapshots that you can click, and revert to that state! 🤯 #Godot
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albertnez @albertnez.com · 23/04/2026
Long time without posting, but worked a bit on the infinite Freeride mode for my snowboard game #gamedev #godotEngine #indiedev
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albertnez @albertnez.com · 04/03/2026
It's #WishlistWednesday for Snowboard Rogues! store.steampowered.com/app/4288970/ #indiedev #indiegame #godotengine
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albertnez @albertnez.com · 28/02/2026
Having an almost perfect run at my snowboarding game #screenshotSaturday #indiedev #gamedev #godotengine
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albertnez @albertnez.com · 26/02/2026
Worked on the chairlift queuing #indiedev #gamedev #godotEngine
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albertnez @albertnez.com · 23/02/2026
Worked on the avalanche today for my snowboarding game. #indiedev #godot #gamedev
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albertnez @albertnez.com · 22/02/2026
I used the same approach as @heytibo.bsky.social explained in gotibo.fr/blog/fake-3d..., which gave better results that I expected. For my case, I overstretched the goggles to make it look like I wanted, and then clip to the body.
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albertnez @albertnez.com · 21/02/2026
Added a snow cannon, and rotating visuals for the characters in my top-down Snowboarding Roguelike game, just in time for #ScreenshotSaturday #IndieDev #GameDev #Godot
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albertnez @albertnez.com · 15/02/2026
I was wasting too much time going to the specific scenarios I wanted to test in my game (even with LimboConsole), so I made a dropdown of scenarios next to the play buttons in #GodotEngine, so I just need to press F5 and that's it.
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albertnez @albertnez.com · 13/02/2026
Oh, it's the adrenaline particles. They fill up your bar, but just the bar alone was hard for players to notice, so I made them go to the adrenaline bar to catch your attention. The more adrenaline you obtain, the bigger and more particles you get.
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albertnez @albertnez.com · 12/02/2026
Finally created the Steam page for the snowboarding roguelike game I've been developing on #godot for the last months: Snowboard Rogues! Inspired by 90's SkiFree classic. Planning to release a demo on itch in the next weeks! s.team/a/4288970
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albertnez @albertnez.com · 03/02/2026
There's this meme that's always in my head "I want to feel like I did when I first played pokemon silver in the early 00s". It's a bit funny to compare them, but Skate Story gave me 'that immersive feel'.
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albertnez @albertnez.com · 03/02/2026
Yesterday I finished @skatestory.com from @bysameng.com. This game felt and vibed to me like no other game before. It trully felt like pushing the boundaries of the media.
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albertnez @albertnez.com · 03/02/2026
Some days ago, my girlfriend and I did old vinyl painting with acrylics, so I painted my favorite album cover "Currents" from Tame Impala.
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albertnez @albertnez.com · 10/11/2025
TIL about the Evaluation in the #GodotEngine, where you can even call methods!
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albertnez @albertnez.com · 28/10/2025
#inktober day 28: skeletal
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albertnez @albertnez.com · 27/10/2025
#inktober day 27: onion
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albertnez @albertnez.com · 26/10/2025
#inktober day 26: puzzling
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albertnez @albertnez.com · 25/10/2025
#inktober day 25: inferno
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albertnez @albertnez.com · 24/10/2025
#inktober day 24: rowdy
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albertnez @albertnez.com · 23/10/2025
#inktober day 23: firefly
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albertnez @albertnez.com · 22/10/2025
#inktober day 22: button
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albertnez @albertnez.com · 22/10/2025
#inktober 21: blast
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albertnez @albertnez.com · 20/10/2025
#inktober day 20: rivals
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albertnez @albertnez.com · 20/10/2025
#inktober day 19: Arctic
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albertnez @albertnez.com · 18/10/2025
TIL In #GodotEngine, while debugging, you can hover on any variable with the mouse and you'll see the current value. You don't need to find it in the 'local stack variables' list.
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albertnez @albertnez.com · 18/10/2025
#inktober day 18: deal
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albertnez @albertnez.com · 17/10/2025
#inktober day 17: ornate
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albertnez @albertnez.com · 16/10/2025
#inktober day 16: blunder
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albertnez @albertnez.com · 15/10/2025
#inktober day 15: ragged
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albertnez @albertnez.com · 14/10/2025
#inktober day 14: trunk
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albertnez @albertnez.com · 13/10/2025
#inktober day 13: drink
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albertnez @albertnez.com · 12/10/2025
#inktober day 12: shredded
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albertnez @albertnez.com · 11/10/2025
#inktober day 11: sting
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albertnez @albertnez.com · 11/10/2025
#inktober day 10: sweep
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albertnez @albertnez.com · 10/10/2025
#inktober day 9: heavy
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albertnez @albertnez.com · 08/10/2025
#inktober day 8: reckless
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albertnez @albertnez.com · 08/10/2025
#inktober day 7: starfish
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albertnez @albertnez.com · 08/10/2025
#inktober day 6: pierce
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albertnez @albertnez.com · 06/10/2025
#inktober day 5: deer
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albertnez @albertnez.com · 04/10/2025
#inktober day 4: murky
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albertnez @albertnez.com · 04/10/2025
#inktober day 3: crown
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albertnez @albertnez.com · 02/10/2025
#inktober day 2: weave
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albertnez @albertnez.com · 16/07/2025
Is there a way to @export a slider for a (min,max) pair, like for Particle Material in #GodotEngine? They are very useful, but I'm surprised they are not builtin, like the @export_range.
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albertnez @albertnez.com · 25/06/2025
True. But also doing `var node := SCENE.instantiate()`, you get autocomplete for node's variable in the editor, but misses type checks, a bit misleading... `upgrade` was also non typed (I wish I had := type deduction). I found out Enum iteration gives you Strings once I added static typing to it.
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