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Eva Codes 👩‍💻

@eva.codes
2.1K followers 472 following 775 posts

Sleepiest coder and poster of selfies Gamedev working on saltwater-bodi.es 🎮 Sometimes stream www.twitch.tv/evacodes 🖤🩶🤍💜

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Eva Codes 👩‍💻 @eva.codes · 27/09/2026
evils your fish #gamedev
Screenshot of godot's inspector pane.

The node is labelled "EvilFish"

The script is "fish.gd"

There are various parameters such as animation player, scare range, unscare range, flee speed, idle speed.

The highlighted paramter is "Is Evil" and is a ticked checkbox
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Eva Codes 👩‍💻 @eva.codes · 11/09/2026
Why are the clouds irl rendering non-volumetrically, when did we switch to an alpha cutout layer with edge fill
A photograph of the sky, the clouds are in an extremely thin but dense layer
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Eva Codes 👩‍💻 @eva.codes · 10/09/2026
Adjusting some lighting, there's a chimney structure here you can use to refill your air. Hopefully it's fairly obvious there's a hole in the ceiling from the lit area, but may need to adjust the geometry somehow if not... #godotengine #indie #gamedev #saltwaterbodies
A screenshot of Saltwater Bodies. The player is underwater in a cave. There is a light area, with a particularly bright spot on the floor.A screenshot of Saltwater Bodies. The player is underwater in a cave. The player is looking upwards at a hole in the ceilingA screenshot of Saltwater Bodies. The player is poking their head just above the surface of some water
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Eva Codes 👩‍💻 @eva.codes · 08/09/2026
behold the saviour of Hyrule
an image of a "troll doll" with yellow hair
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Eva Codes 👩‍💻 @eva.codes · 07/09/2026
Image of an interview from Garth Marenghi's Darkplace, the subtitle reads:
"I'm one of the few people who've written more yaoi than they've read"
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Eva Codes 👩‍💻 @eva.codes · 02/09/2026
I wonder where they're off to? #godotengine #indie #gamedev #saltwaterbodies
A screenshot of Saltwater Bodies, showing a tower and some stone protrusions below. On top of the tower barely visible is a helicopter's blades not doing anythingA screenshot of Saltwater Bodies, showing a tower and some stone protrusions below. On top of the tower barely visible is a helicopter's blades, they are spinning and form a translucent disk (presumably due to the after-image effect)A screenshot of Saltwater Bodies, showing a tower and some stone protrusions below, as well as an ominous black pillar in the distance with some rings. A helicopter is flying through the air heading to the right side of the screen
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Eva Codes 👩‍💻 @eva.codes · 28/07/2026
It's kinda giving Anton
Anton from no country for old men, sat down with a bottle of milk and a neutral expression
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Eva Codes 👩‍💻 @eva.codes · 09/07/2026
And a video showing the behaviour (hacked on top of the last UI screen I was working on)
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Eva Codes 👩‍💻 @eva.codes · 09/07/2026
As a "button presser" this should handle most cases you want:
@export var my_button: Button
@export var duration: float = 1.0

var tween: Tween
var default_toggle_mode: bool = false

func _ready() -> void:
	default_toggle_mode = my_button.toggle_mode

func trigger():
	if tween:
		tween.kill()
	
	tween = get_tree().create_tween()
	tween.tween_interval(duration)
	tween.tween_callback(unpress)
	
	my_button.toggle_mode = true
	my_button.set_pressed_no_signal(true)
	if default_toggle_mode:
		my_button.toggled.emit(true)
	else:
		my_button.pressed.emit()

func unpress():
	if tween:
		tween.kill()
	
	my_button.toggle_mode = default_toggle_mode
	if default_toggle_mode:
		my_button.toggled.emit(false)
	my_button.set_pressed_no_signal(false)
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Eva Codes 👩‍💻 @eva.codes · 06/07/2026
A screenshot of the classic Dril "corncob" meme post, but the display name is changed to Tithonus and the year to 800 BCE.

The post reads:
"I'm not mortal! I'm not mortal!!", I continue to insist as I slowly shrink and transform into a cicada
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Eva Codes 👩‍💻 @eva.codes · 02/07/2026
unironically kinda a thing in GitS:
a screenshot of Ghost in the Shell. Subtitle reads:
Are you running in cyberbrain autistic mode?
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Eva Codes 👩‍💻 @eva.codes · 29/06/2026
Doing some automation in my lightmap baking, and there *has* to be some simpler way in #godotengine to trigger this...

var bake_lightmaps_button: Button

func get_bake_lightmap_button():
	if bake_lightmaps_button:
		return bake_lightmaps_button
		
	var ctr = Control.new()
	var plugin = EditorPlugin.new()
	plugin.add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, ctr)
	var but: Button
	for child in ctr.get_parent().get_children():
		if child is Button and child.text == "Bake Lightmaps":
			but = child
	plugin.remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, ctr)
	ctr.queue_free()
	plugin.queue_free()
	
	bake_lightmaps_button = but
	return bake_lightmaps_button

func bake():
	EditorInterface.edit_node(get_lightmap())
	EditorInterface.set_main_screen_editor("3D")
	await get_tree().process_frame
	
	if get_bake_lightmap_button():
		pre_bake()
		bake_lightmaps_button.pressed.emit()
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Eva Codes 👩‍💻 @eva.codes · 27/06/2026
Sounds like an interesting problem, certainly something I've thought about a bit myself Fwiw here's the notes I took at some point:
A discord screenshot:

diagetic interface (switches, levers etc) but controlled by both joysticks, or WASD+space and mouse, for left and right hands
two buttons per hand, grab and "interact", interact is like poke
eg can hold joystick that has button, grab item and use it, etc
button that switches to legs? for when outside of vehicles/stations
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Eva Codes 👩‍💻 @eva.codes · 12/06/2026
What did she mean by this 🤔
The above post edited to just say "warfare is based" "lying to someone   be cool"
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Eva Codes 👩‍💻 @eva.codes · 06/06/2026
I've also worked more on the bathysphere control gameplay. You now have to manage the descent rate to avoid over-stressing the hull, otherwise it can implode :o
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Eva Codes 👩‍💻 @eva.codes · 06/06/2026
Some #godotengine #gamedev clips for #screenshotsaturday: Firstly, removeable planks. I'm gonna be adding a few different obstacles, some that will take tools but some like planks are going to be simpler to deal with
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Eva Codes 👩‍💻 @eva.codes · 03/06/2026
"lack of capital, tools and know how" Why are people opposed to using open assets from websites like opengameart.org ? A lot of open game assets are even CC0, so you don't even need to give attribution! Working on a game then going "btw I don't think XYZ field of gamedev warrants effort" is wild
AI Generated Content Disclosure
The developers describe how their game uses AI Generated Content like this:

Some sounds are made with AI software due the lack of capital, tools and know how.

Depending on how successful the game is,
i will invest money to replace sounds and self made things by hiring professionals.

AI was partly used for fixing bugs in the Code and translation game text into different languages.
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Eva Codes 👩‍💻 @eva.codes · 03/06/2026
A very productive stream of SWB #gamedev! Added pulleys that can form a sequence, and can be jammed to stop bathysphere movement until the player fixes it. #indiegame #godotengine
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Eva Codes 👩‍💻 @eva.codes · 02/06/2026
Got some very simple "rope rendering" working... just scaling and rotating a cylinder mesh😅 Might make this fancier in the future with a skeleton or even custom shader with per-instance slack etc, but for now I think it'll be good enough! Tomorrow will look at adding pulleys, for the bathysphere..
A screenshot of Saltwater Bodies, it shows an elevator with two ropes leading upwards off of it. It kinda looks like a window-washer's elevator platform?
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Eva Codes 👩‍💻 @eva.codes · 05/05/2026
Not much to show visibly from today's #gamedev stream, mostly under the hood stuff, but here's the debug display for the stats:
A screenshot of Saltwater Bodies, showing a vending machine on the left and a corridor to the front. On the top left of the screen are some bars displaying various stats:


Oxygen
Stamina
Hunger
Fatigue
Pain
Damage
Hotness
Coldness
Caffein
Blood sugar
Happiness
Comaraderie
Fear
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Eva Codes 👩‍💻 @eva.codes · 02/05/2026
Also worked on a vending machine! Nice to get some use out of this inventory system, not sure what effect I'll tie to drinking soda or whether I want them to be something that can be picked up and used elsewhere 🤔
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Eva Codes 👩‍💻 @eva.codes · 02/05/2026
More productive #gamedev on the stream earlier, added air tanks. These will be standalone and also as part of the scooter: #screenshotsaturday #godotenginer
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Eva Codes 👩‍💻 @eva.codes · 02/05/2026
A little demonstration~ Might tweak the speed, and add some kind of "warming up" to the motion, I want the player to still be swimming around manually when not travelling between locations.
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Eva Codes 👩‍💻 @eva.codes · 02/05/2026
Technically #screenshotsaturday here now so a peek at what I was working on during this evening's #gamedev stream: The diver propulsion vehicle, aka "scooter", will be how players get around larger areas quickly. I'll probably also use it to store equipment or as air restoration point.
A blue cylindrical vehicle with fins on either side. It has rust and some green discoloration. At the front a large inlet is visible
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Eva Codes 👩‍💻 @eva.codes · 01/05/2026
Getting back into the habit of taking selfies, enjoy some vaguely professional ones (though I definitely need a hair cut soon 😭)
A selfie of Eva in front of some trees, wind is blowing her hair across her face.A selfie of Eva in front of a road, she is wearing a white t-shirt and a dark blue blazer, she is wearing a purple heart necklace.A selfie of Eva in front of some trees, her hair is tucked behind her ears she is wearing a white t-shirt and a dark blue blazer, she is wearing a purple heart necklace.A selfie of Eva sat in a bus stop, she is wearing a white t-shirt and a dark blue blazer, she is wearing a purple heart necklace.
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Eva Codes 👩‍💻 @eva.codes · 25/04/2026
Doing some "Body Building" in SWB #gamedev #indiegame #godotengine #screenshotsaturday
A screenshot of saltwater bodies, the player is in a bathroom but in place of a bath there is some metal frame. Off the frame hangs a blue transparent bag, inside are two lungs and a heart
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Eva Codes 👩‍💻 @eva.codes · 17/04/2026
When you see a Witch Hat with no brim
An edit of a Witch Hat Atelier background (Showing the atelier). A T-posing bunlith is on the left, and a child wearing a Witch Hat Atelier costume is on the right. The text "Woag, yankee with no brim" is superimposed on top, as the Witch Hat Atelier costume has a brimless witch hat whereas bunlith has one with a brim. The entire image is low res/jpeg-artifacted
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Eva Codes 👩‍💻 @eva.codes · 15/04/2026
And of course I accounted for flipping the card! Horizontal flipping reverses character order as expected, vertical flipping reverses the bit-order of each character (allowing for characters not on the keyboard 👀) Punching multiple times bitwise ORs the results #godotengine #gamedev #godotwildjam
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Eva Codes 👩‍💻 @eva.codes · 15/04/2026
Added punched cards and a card puncher machine! Unwieldy but that's half the fun #godotengine #gamedev #godotwildjam
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Eva Codes 👩‍💻 @eva.codes · 15/04/2026
The little indicator flags on the machines are actually functional, you can tie them to levers using cables! #godotengine #gamedev #godotwildjam
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Eva Codes 👩‍💻 @eva.codes · 14/04/2026
Fan physics... kinda mesmerising #godotengine #gamedev #godotwildjam
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Eva Codes 👩‍💻 @eva.codes · 13/04/2026
Working on a little something for the #godotwildjam and trying out some physics-based automation/factory type game. Enjoying this "offhand" mechanic to build stuff, but it's quite finicky 😅 #godotengine #gamedev
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Eva Codes 👩‍💻 @eva.codes · 10/03/2026
the girk guarantee
a render of bunlith psx leaning over a railing on an overpass, lifting up her goggles from her eye. the background is a cyberpunk pink city.

To the left is green text arranged with the capital letters "YEAG" vertically downward, and each line is continued to form "
Yeag, this 
Episode was
Animated by a
Girk
"
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Eva Codes 👩‍💻 @eva.codes · 11/01/2026
Some progress on my entry for the #LynchianIdeasGameJam . Have some of the UI working and have started on the environment renders (it will all be prerendered, at least the plan for now). #godotengine
A screenshot of Portents of the Dreamer, a work-in-progress game for the david lynch game jame.

The game is a 4:3 aspect ratio window, with a pre-rendered backround showing some mountains and an ocean. There is a very WIP dock, train station and mine. Each of these has a small number next to them.
To the left is some UI with four boxes, with one containing a square covered in pink and black squares (placeholder texture).

In the top left is a small box showing two entries of text:
Top entry:
"Dropped A fish onto Old Mine. (Reminder)"
Bottom entry:
"Jan 1, 08:15:
Dropped A horse (?) onto Dock. I heard about a similar case in Fance."
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Eva Codes 👩‍💻 @eva.codes · 03/01/2026
More bits and pieces around the bathysphere deployment done~ Still need to add a door and more of an interior, then get the fun of trying to get NPC characters pathing into it properly >.> #gamedev #indiegame #godotengine #screenshotsaturday
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Eva Codes 👩‍💻 @eva.codes · 09/11/2025
Played through a bit of Arcus as I realised I hadn't yet, and got an unexpected hit of FF8 nostalgia from the ballroom scene :o
An image of Arcus on the left and Final Fantasy 8 on the right. The character in both are dressed in formal attire and looking bored leaning against a wall.An image of Arcus on the left and Final Fantasy 8 on the right. The character in both are dressed in formal attire and leaning over a balcony.
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Eva Codes 👩‍💻 @eva.codes · 18/10/2025
Implemented a very basic objectives tracking system & dialogue system. Need to neaten up the UI obviously and also implement dialogue choices/branching... #gamedev #indiegame #godotengine #screenshotsaturday
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Eva Codes 👩‍💻 @eva.codes · 08/10/2025
Thought I'd try out the Nightmare Kart vinyl on the new record player we got and the A-side did this 😭 @b0tster.yeag.gay NMK clown edition (probably just the player being finicky, the B-side plays fine)
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Eva Codes 👩‍💻 @eva.codes · 29/09/2025
Added dynamic air pockets. As your air gauge refills they shrink, so will be a limited respite during dives~ #gamedev #indiegame #godotengine
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Eva Codes 👩‍💻 @eva.codes · 27/09/2025
Buttons, gauges and levers! #gamedev #indiegame #godotengine #screenshotsaturday
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Eva Codes 👩‍💻 @eva.codes · 06/08/2025
Is this a sign to add a boat? 🤔 #gamedev #godot
A screenshot of the Godot game editor, showing the node hierarchy.
There is a "label" node called "Speed", and below it is a selected label node called "Speed2", which is humorously also the name of a movie about a boat
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Eva Codes 👩‍💻 @eva.codes · 26/07/2025
If you like dog behaviour then Mainecoons are a great cat. Much like how foxes are cat software on dog hardware, Mainecoons are dog software on cat hardware (though they do get massive, like 10kg and over a meter nose to tail) Roxy basically barks, and knows a lot of tricks (eg up, down, paw etc)
A photo of Roxy, a gray/silver mainecoon cat, sat on a stair with her front legs extended. She is wearing a dog bone style name tag on her collar
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Eva Codes 👩‍💻 @eva.codes · 28/06/2025
Adding more body parts to the player, currently pelvis + upper legs. Even with just this much it changes how you approach tunnels as you can bend easier in some directions than others, which will become more apparent once I add knees! #gamedev #indiegame #godotengine #screenshotsaturday
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Eva Codes 👩‍💻 @eva.codes · 07/06/2025
The value compared against isn't just the height, I wanted to eg allow travel along branches, horizontal stuff, non-uniformity in general, so I used the vertex color. Each vertex's red channel is used as the threshold, so I can direct the flow of the blend (here the whiter part will blend later):
A screenshot of blender showing a tree, the bottom is black and the color gradually lightens towards the top.A blender screenshot showing some rectangles aranged in pairs, which is used as grass in the game. Some of the pairs have light shades and others have darker shades
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Eva Codes 👩‍💻 @eva.codes · 07/06/2025
The infection state of each plant is used to drive a blend factor as a per-instance shader parameter. This is used in the fragment shader to blend materials between two different albedos/textures. The blend window can also be adjusted per-material, eg the mushrooms here "pop" in sharper than wood
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Eva Codes 👩‍💻 @eva.codes · 07/06/2025
For this #screenshotsaturday I'm taking a little break from SWB to work on an entry for the HauntedPS1 "Budding Growth" gamejam. My entry "Fruiting Bodies" is centred around fighting a spreading fungus. Been working on this shader effect where material blends can "spread", details below #gamedev
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Eva Codes 👩‍💻 @eva.codes · 24/05/2025
Adding a small "proprioception"/proximity view you can enable, to allow player to tell exact state of their body and explore darker areas. It uses dithered transparency so wouldn't be surprised if bsky compression makes it look weird... #gamedev #indiegame #godotengine #screenshotsaturday
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Eva Codes 👩‍💻 @eva.codes · 23/05/2025
The "antifascist action" flag but it instead says "girl-on-girl action", the white parts are instead lesbian flag colours and the flags in the middle are transparent showing House MD's face
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Eva Codes 👩‍💻 @eva.codes · 14/04/2025
Working on stamina/oxygen usage systems You can press "R" to retract chest, this increases oxygen usage but lets you fit through a smaller space When you let go, the chest is still bound by physics and that's what actually drives the stats, not the input directly #gamedev #indiegame #godotengine
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Eva Codes 👩‍💻 @eva.codes · 04/04/2025
They already have a drugs slider for AI apparently
Temperature is a parameter that controls the randomness of the output generated by the AI model. A lower temperature results in more predictable and conservative outputs. To compare, a higher temperature allows for more creativity and diversity in the responses. It’s a way to fine-tune the balance between randomness and determinism in the model’s output.
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