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Casual Garage Coder

@casualgaragecoder.com
2.7K followers 632 following 641 posts

Indie game developer. casualgaragecoder.com Support me on: ko-fi.com/casualgaragecoder

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Casual Garage Coder @casualgaragecoder.com · 27/09/2026
Finally took the decision to do a "demake" of my prototype to really focus on gameplay. But still need some placeholder. No problem ! Let's check #blender3D documentation about animation , and here we are.
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Casual Garage Coder @casualgaragecoder.com · 23/09/2026
It doesn't mean a lot, but I'm almost back with consistent gamedev schedule. Finding balance between draining 9-to-5, family and #indiegamedev is not easy. After a rough couple of months, I'm back with more "black magic" things in my backlog (did I mention GPU-backed #textile simulation ?).
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Casual Garage Coder @casualgaragecoder.com · 18/09/2026
Fixed the "thumbs" issue. In fact, Kenney's asset source lacked some bones, and more specifically finger tips. So, i've picked a skeleton from an asset that works, and replace it, and #Godot rebound it automagically. Et voilà ! #gamedev
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Casual Garage Coder @casualgaragecoder.com · 17/09/2026
Errr ... I think I did something wrong with bones remapping ... #gamedev #blender #GodotEngine Please, send help ! :)
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Casual Garage Coder @casualgaragecoder.com · 16/09/2026
Managed to cut down @kenney.nl (all glory to you) asset into pieces to make a proof of concept of modular character in #GodotEngine. One skeleton, one animation player/tree, several interchangeable body parts. #indiegamedev
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Casual Garage Coder @casualgaragecoder.com · 20/08/2026
It is SO addictive ! Really love the concept. Always wanted to make the same sort of game. Good job !
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Casual Garage Coder @casualgaragecoder.com · 19/08/2026
I know, I know ... Locking tuners ? Really ??! They are useless right ?! ... But they look so good ! (Oh, and I've fixed the nut already, and both have fixed bridge ...). Split post tuners maybe ? Sure, sure ... Don't care. I wanted those ones. Tried them in my AR250. Now on my ESP. #guitargear
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Casual Garage Coder @casualgaragecoder.com · 19/08/2026
Doing #programmerart for my daughter's game. #noai #aseprite #indiegame #pixelart
A sprite of the main protagonist, a round bunny, displayed in Aseprite along with the animations timeline.
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Casual Garage Coder @casualgaragecoder.com · 13/08/2026
Added rebound jumps : when done right after landing, propels you further/faster if running, else higher. Added wall jump too. #gamedev #indiegamedev #GodotEngine
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Casual Garage Coder @casualgaragecoder.com · 11/08/2026
First couple of hours teaching my daughter how to #gamedev. For now, I'm showing her how to start. Then, she'll probably implement simple bits here and there, trying to modify scripts and/or scenes to add gameplay features. #GodotEngine
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Casual Garage Coder @casualgaragecoder.com · 05/07/2026
Coded another mini-game. The last one was about logic/reasoning. This one is more about memory/address. (And yes, you've certainly seen that kind of mini-game, but where ?). #indiegamedev #minigame
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Casual Garage Coder @casualgaragecoder.com · 15/06/2026
Sketching over screenshot. It helps to design UI somehow. Will it be the final design ? Let's try out with another sketch. #krita #gamedesign #uiux #indiegamedev
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Casual Garage Coder @casualgaragecoder.com · 12/06/2026
Back at the lil buddy and its inventory system. Simple item disposal with inventory rearrangement. But this is only the beginning : item composition and decomposition are next in line. In short : basic crafting. And this will trigger a mini-game (sounds familiar ? ;) ). #indiegamedev #GodotEngine
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Casual Garage Coder @casualgaragecoder.com · 07/06/2026
Made a simple prototype of a "Annoying Game-Loop-Breaking Mini-Game". Of course, I've set it to some nightmarish difficulty. The goal of this minigame is to align all the green sections. Before launch, one can choose the number of rings, the min/max number of influences and max shift. #indiegamedev
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Casual Garage Coder @casualgaragecoder.com · 04/06/2026
Day 9 of part-time prototyping. This time, a real inventory with a selector (even if it does nothing for now). Btw, everything is placeholder here, courtesy of @kenney.nl for the models (go get the all-in-one package !) and game-icons.net for the icons (go contribute !). #indiegamedev #GodotEngine
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Casual Garage Coder @casualgaragecoder.com · 03/06/2026
Instant loot (for now) and oversimple inventory. The inventory is meant to be as simple as that with a little twist. The loot will have a dedicated animation and even some more complex interaction. The radial menu seems to be shaking 'cause it's tied to the character head. #indiegamedev #GodotEngine
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Casual Garage Coder @casualgaragecoder.com · 02/06/2026
Highlighting nearest interactable object (but without using a stencil buffer for some reason, and without using any CollisionShape3D). #GodotEngine #indiegamedev
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Casual Garage Coder @casualgaragecoder.com · 31/05/2026
Will I be able to make a totally procedural animated character without using the Animation* nodes ? #procgen #GodotEngine #indiegamedev
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Casual Garage Coder @casualgaragecoder.com · 20/05/2026
Nightmarish situation : parallel streams, merges and splits next to each others, with small ponds here and there ... The mesh generation algorithm is not ready yet, but i sense difficulties right there ... #procgen #water #heightmap #indiegamedev
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Casual Garage Coder @casualgaragecoder.com · 17/05/2026
Experimented a continuous path-finding to resolve streams curve generation. It works. Unfortunately, it is really too slow for some tricky cases, and I think there's some smokes and mirrors I could use to hack my way to a simpler solution. #procgen #GodotEngine #indiegame
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Casual Garage Coder @casualgaragecoder.com · 17/05/2026
Switched back to "Rapids and Waterfalls" mesh generation. I'm solving issues one by one. Once it will be totally solved, the result will be gorgeous. Until then, I need to fight against artifacts and invalid water cell classification. #procgen #meshgen #indiegamedev #terrain
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Casual Garage Coder @casualgaragecoder.com · 14/05/2026
Sometime it's good to have a reminder that the maps I'm using are only 128x128. The bicubic Bézier interpolation on GPU is fast enough to achieve good results. But that's only the foundation of the "small worlds" I want to create : Terrain is one thing, not all. #procgen #indiegame
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Casual Garage Coder @casualgaragecoder.com · 13/05/2026
Spent the whole day trying to make a better erosion post-processor just to discover that I already had the tools to make a simple (and very cheap) gradient-based erosion. Water will wait a bit longer. (There's no water yet, only conveniently placed colors 😛 ). #procgen #GodotEngine #indiegamedev
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Casual Garage Coder @casualgaragecoder.com · 12/05/2026
Added comments for convenience. Should add a button to toggle bigger terrain preview. Anyway ! Now, i'm ready to refactor my water body computation. For now, I relied on one solution (random water source placement). Now, i'll experiment further as I'll be able to tune parameters easily. #procgen
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Casual Garage Coder @casualgaragecoder.com · 11/05/2026
Post processing is doing well. I've implemented an algorithm inspired by "snowball" based erosion (see jobtalle.com/simulating_h...). Thanks to the editor, I've been able to tune the value correctly to achieve a satisfying result. #indiegamedev #procgen #GodotEngine
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Casual Garage Coder @casualgaragecoder.com · 11/05/2026
Started to migrate terrain post-processors : - First, the terrain is generated using raw data from a noise function. - Second, the terrain is post processed to be smoothed, be eroded, generate additional data (water distribution and more). #indiegamedev #procgen #GodotEngine
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Casual Garage Coder @casualgaragecoder.com · 11/05/2026
When coding in C++ for #GodotEngine, I usually perform internal computation using my flavor of C++ and then return/expose data in a more "godot way" (for script usage, usually). But I'm curious. How would you have done this ? (for me, it's fine ;) ). #cpp #coding
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Casual Garage Coder @casualgaragecoder.com · 07/05/2026
Refactoring my native terrain generator to use it instead of computing the terrain with gdscript. The heightmap computation is now lightning fast. And i've changed the visualizer : no more blocks ! My good old bicubic Bézier interpolation is back. #GodotEngine #procgen #heightmap #terrain
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Casual Garage Coder @casualgaragecoder.com · 07/05/2026
Colors for #GodotEngine nodes and resources icons. (I've dug into the 'editor/icons' folder just to see that all the colors were defined in the 'editor_color_map.cpp' source file 😅). #GodotTips
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Casual Garage Coder @casualgaragecoder.com · 04/05/2026
The graph editor framework is done ! Applied to noise composition, it's the ideal tool to design terrain biomes. I've added custom node like the histogram to get an idea of the data distribution. The gradient color is purely decorative but somehow handy. #GodotEngine #procgen
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Casual Garage Coder @casualgaragecoder.com · 19/04/2026
Can't wait to implement data evaluation and preview in operator nodes. Again, everything is defined using resources. Of course, there's sub-scene for type edition/preview. But that's all. #GodotEngine #procgen #noise #graph
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Casual Garage Coder @casualgaragecoder.com · 18/04/2026
My take on custom `StyleBox` displaying a grid, here shown in use in a curve editor. The value indicators are not ideally placed tho. But as I'll publish the code very soon, feel free to make it better ! #GodotEngine #uiux
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Casual Garage Coder @casualgaragecoder.com · 15/04/2026
Today, made an in-game curve editor custom control for #GodotEngine. The curve is theme-able. The edition capabilities can be disabled (so one can choose to only give access to point edit but not the value/domain range or even tangents). Code soon be available at @thegodotbarn.com #UIUX
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Casual Garage Coder @casualgaragecoder.com · 12/04/2026
Lots of new features: - Node tree from which you can directly drag'n'drop any kind of node - Custom node (here demonstrating constraint feature) - Multi-output operators Next: - Load/Save - Data Preview Everything here is generated based on user defined operators, types and nodes. #GodotEngine #uiux
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Casual Garage Coder @casualgaragecoder.com · 09/04/2026
Quick dive in `code_edit` code and managed to add something to modifying the background only ... However, the syntax highlight would require a bit more of work. Plus the way the user as to modify the region text is node ideal ...
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Casual Garage Coder @casualgaragecoder.com · 09/04/2026
In #GDScript, you can define code regions using the "#region <name>", "#endregion" special comment. You can also change the color of (all of) them. But why not being able to specify a different color for a specific region ? Time to dive in #GodotEngine codebase ! #uiux
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Casual Garage Coder @casualgaragecoder.com · 07/04/2026
Worked a lot today on the graph editor framework. Everything you see here, the types, operators, operands, colors, even the menus, are generated by resources. You'll be able to define your own operators, types, etc. I'll detail all the features later as I still have lot of works to do. #GodotEngine
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Casual Garage Coder @casualgaragecoder.com · 04/04/2026
Just made a simple UI that allows storing/retrieving UTF-8 strings into/from an image. As it's in #gdscript, it's a bit slow when dealing with LARGE image (here, it's a 2880x1920 image courtesy of my dear friend Nessime). The core code will be soon be published as a snippet at @thegodotbarn.com .
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Casual Garage Coder @casualgaragecoder.com · 30/03/2026
Added value histogram for layers + range selection. Next, 3D billboarded tooltip to show layers value for selected cells. I need to rework the histogram tho. I have the classic "empty bin" issue. I'm also considering selecting sub-color ramp based on selected range. #gamedev #procgen #GodotEngine
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Casual Garage Coder @casualgaragecoder.com · 29/03/2026
Still tooling. It's now possible to switch over the terrain data layers and even modify the gradients used for representing data values. The white area seen below on the bottom will be filled with a data histogram to help selecting a (meaningful) data range. #GodotEngine #gamedev #procgen
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Casual Garage Coder @casualgaragecoder.com · 27/03/2026
Almost done the flora cellular automaton prototype. It lacks last features which are property layers visualizer and 3D tooltip. But you can already see that it's working ! The rules aren't good tho. They were made to test the editor, not to be run on a terrain ... #GodotEngine #procgen #gamedev
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Casual Garage Coder @casualgaragecoder.com · 22/03/2026
One tiny little step before being able to run the flora cellular automaton. Rules are compiled. #gdscript coded Virtual Machine is ready. Environment maps are computed. I just need to "launch" iteration of the automaton ! #GodotEngine #procgen #gamedev
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Casual Garage Coder @casualgaragecoder.com · 21/03/2026
In order to visualize a parameter spreading ratio, I've added a preview popup. Not sure about the colors. But it will sure help designing how a cell affect its surrounding in the Flora Cellular Automaton. #GodotEngine #procgen #uiux #gamedev
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Casual Garage Coder @casualgaragecoder.com · 18/03/2026
Nothing really impressive. Just finished my flora cellular automaton rules graphic editor. Made the graph computation (in a nutshell, compiled the rules). Very next step is to run the cellular automaton on a terrain to populate it (this should be fun). #GodotEngine #procgen #gamedev
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Casual Garage Coder @casualgaragecoder.com · 11/03/2026
As i feared, It's a mess 😅 Plus, I need basic QoL features like copy/paste cluster of node. And certainly use GraphFrame. But most importantly, "Proxy Bus" nodes. #Godot #gamedev #procgen
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Casual Garage Coder @casualgaragecoder.com · 11/03/2026
The Flora Cellular Automaton Rules Editor is fully functional, even tho it lacks some QoL. Still working on Load/Save. It's a matter of minutes before I finish it. Next, FUN: compile the content of this graph to a script, a compute shader or other and apply to terrain. #Godot #gamedev #procgen
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Casual Garage Coder @casualgaragecoder.com · 09/03/2026
In #Godot editor, you can create a new scene from previous copied nodes. I've totally overlooked that feature until now ! #GodotTips
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Casual Garage Coder @casualgaragecoder.com · 08/03/2026
Flora cellular automaton rules editor is on its way to be fully operational. #progcen #godot #gamedev #solodev
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Casual Garage Coder @casualgaragecoder.com · 26/02/2026
My tool to design flora cellular automata is progressing well. I love how #Godot already has so many nodes to make things easier, even putting 3D viewports in GraphNodes ! #gamedev #procgen
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Casual Garage Coder @casualgaragecoder.com · 22/02/2026
Should have done it earlier. I was a long time supporter back in the days and never took the time to renew the membership at the foundation. Now, it's fixed : #Godot
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