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Flatgub 🐝

@flatgub.dev
132 followers 411 following 151 posts

Emily -=- it/she -=- late 20s -=- enjoyer of bugs both insect and computer -=- occasional game developer -=- 🏳️‍🌈✨ www.flatgub.dev

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Flatgub 🐝 @flatgub.dev · 09/08/2026
its still very rough around the edges but items can be equipped now! An item in the hand is technically still in the world so we get mouse-over interactions for free, which is nice! next up: default/"primary" verbs for using equipped items #godot #gamedev
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Flatgub 🐝 @flatgub.dev · 04/08/2026
We've got verbs! We've got Interactions! We've got items and almost sorta kinda an inventory! #gamedev #godot
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Flatgub 🐝 @flatgub.dev · 02/08/2026
well its been like 6 months since i last worked on this but it feels good to be back! getting in the groundwork for interactables! my intention isn't to make an immsim but i'm certainly immsim-adjacent so i'm trying to keep it flexible and generic right from the start
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Flatgub 🐝 @flatgub.dev · 15/01/2026
post a game you remember playing that nobody else remembers
A screenshot from Frozen Fruits (freeware, released in 2000)
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Flatgub 🐝 @flatgub.dev · 13/01/2026
as everybody knows, the most role in any game development team is the Testing Bee she's working so hard everybody be proud of her #gamedev #godot
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Flatgub 🐝 @flatgub.dev · 09/01/2026
Another update to the website and with it another blog post, this one is about Pixel Composer and the benefit of learning new tools. (and also 88x31 buttons) www.flatgub.dev/post/04-pixe... #pixelcomposer
A screenshot of the Pixel Composer interface, showing a graph of a more than a dozen nodes arranged to produce a 88x31 button which looks like a lesbian flag. Across it in a wavey pattern scrolls the text 'Have you heard of women?'
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Flatgub 🐝 @flatgub.dev · 06/01/2026
its beginning to feel a lot like something~ 🎵 the product of like 3 evenings of work, an ongoing excuse to both get an idea out of my brain and refactor a bunch of stuff from project fragmentation into a more generalized form along the way #godot
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Flatgub 🐝 @flatgub.dev · 07/12/2025
okay now we're getting somewhere #godot #gamedev #indiedev
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Flatgub 🐝 @flatgub.dev · 02/12/2025
Its got a long way to go, but I'm finally getting around to implementing a new movement mechanic! #godot #gamedev
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Flatgub 🐝 @flatgub.dev · 16/11/2025
"I should add some utility entities to my mapping setup to help make better test maps" has quickly spiraled into "we've got source engine I/O at home" I haven't mapped for source in like 8 years but a handful of entities is enough for it to already feel like home again #godot #gamedev #trenchbroom
A screenshot of my trenchbroom editor, showing a test map with a variety of entities that resemble entities from the source engine, including similarly styled icons.
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Flatgub 🐝 @flatgub.dev · 06/11/2025
I've been having fun being a bit silly with the victory sounds for beating the built-in times now that saving and loading of PB times is in. Another testing build grows ever closer. #gamedev #indiedev #godot
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Flatgub 🐝 @flatgub.dev · 03/11/2025
the joke writes itself
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Flatgub 🐝 @flatgub.dev · 01/11/2025
The new tutorial map is nearing completion. I'm happy with how it feels to play now, just need to start texturing it properly! #godot #indiedev #trenchbroom
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Flatgub 🐝 @flatgub.dev · 31/10/2025
Finally replaced my old 800x800m fog plane setup with individual fog volumes i can define as part of the map. I'm getting silly with the colours here for testing but this does let me do more interesting things with interiors #godot #trenchbroom
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Flatgub 🐝 @flatgub.dev · 26/10/2025
And yes i'm already putting timetrial checkpoints in it ~w~
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Flatgub 🐝 @flatgub.dev · 26/10/2025
Spending some time gray-boxing a new tutorial map. #godot #gamedev #trenchbroom
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Flatgub 🐝 @flatgub.dev · 22/10/2025
My adventure into rebindable inputs comes to a close for now as I've implemented some UI for the system I wrote yesterday. I'm not 100% with the design here, I think it could be better, but this is good enough now for me to move back to actual gameplay stuff. #godot #gamedev
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Flatgub 🐝 @flatgub.dev · 21/10/2025
Today's tomfoolery: While there's no UI for it yet, remappable inputs are now implemented. A side-effect of allowing any valid key or mouse input for any action is that you can now bind jump to mouse scrolling, which has... consequences. I don't know whether i'll fix this or not ;) #godot
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Flatgub 🐝 @flatgub.dev · 21/10/2025
For UI sounds, yeah pretty much just that. Each "widget" (bool or float setting) contains its own audio emitter and plays sounds based on its own signals internally For saving, I have an "Options" autoload which abstracts over ConfigFile and provides stuff like saving/loading/signals on change/etc
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Flatgub 🐝 @flatgub.dev · 20/10/2025
I don't know if video encoding is gonna like me for this one but... Behold the fruits of my labour! A modular settings menu! Saves to disk and everything! And some actual UI design instead of hastily thrown together shapes! I'm starting to get the hang of containers and theming #godot #gamedev
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Flatgub 🐝 @flatgub.dev · 20/10/2025
sometimes its important to add a cheat for no reason other than to goof off as a treat helps break up the more monotonous stuff #godot
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Flatgub 🐝 @flatgub.dev · 18/10/2025
Spent a while today porting the LD-58 map from the janky setup I was previously using (exporting each trenchbroom layer as a separate map for lightmap reasons) to the new workflow, and as a bonus it gave me an excuse to add timetrial checkpoints to it! #gamedev #trenchbroom #godot
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Flatgub 🐝 @flatgub.dev · 17/10/2025
so it turns out the "add a timetrial mode" rabbit hole is surprisingly deep... its certainly fun though! there's still some things to fix but for now i'm gonna call this "good enough" so i can return to implementing actually important features :D #godot #gamdev #indiedev
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Flatgub 🐝 @flatgub.dev · 15/10/2025
I've been trying to embrace something I remember brendon chung mentioned with skin deep about making small maps to test one feature at a time, so i've been slowly developing a collection of test maps. I've raved about it before but funcgodot + trenchbroom makes my life so much better
another map in the same foggy voice, this time a sort of climbing gym made from orange and gray grid textures with a few pads of green, with various ledges and jumps and a thin beam
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Flatgub 🐝 @flatgub.dev · 15/10/2025
It started with adding a speedrun mode to the jam version that shows the timer and a speedometer and disables checkpoints in place of instant-respawn, and from there its just spiraled out of control
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Flatgub 🐝 @flatgub.dev · 15/10/2025
So work on my post-jam version of "Fragmentation" started well but after a friend managed to beat the jam version in 34 seconds i've rapidly fallen down a rabbit hole of "what if i added a mirrors edge style timetrial-with-splits speedrun mode" behold my crude test map for this mode #gamedev #godot
zoomed out screenshot of a map comprising a long concrete hallway with chainlink fences boxing off the short sides in the middle of a foggy void. there's a blockade in the middle and some areas marked with stripy red rectanglescloseup of the blockade in the precious screenshot, showing that there's one route over a short wall and one route under a low ceiling. across either path is a stripy red volume
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Flatgub 🐝 @flatgub.dev · 05/10/2025
alright it took six hours but the sound pass is basically done! i don't normally dip my toes into this level of audio design but i'm very happy with how this turned out! #ldjam #ld58 #gamedev #godot #gameaudio
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Flatgub 🐝 @flatgub.dev · 05/10/2025
Feeling pretty good so far! #ld58 #ldjam #gamedev #godot
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Flatgub 🐝 @flatgub.dev · 13/09/2025
it's not at all the direction i'm actually taking this project *but* it is surprisingly fun to just throw in a goldsrc character controller asset and run laps around my little test map #godot #gamedev
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Flatgub 🐝 @flatgub.dev · 10/09/2025
I am once again up to stuff... #godot (extremely placeholder "borrowed" textures not included)
an overhead, no-clip screenshot of three rooms, two of which are identical. The identical rooms have a red and a white light in each, but one room uses baked lighting and the other uses purely dynamic lights. In the background is the third room which is much larger and only half of it is lit, with a white default cube sitting in it.
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Flatgub 🐝 @flatgub.dev · 27/08/2025
Game devs post your first shipied game and your latest shipped game: hopefully one day i can manage a second one ~w~
Lil' BugventuresLil Bugventures, again
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Flatgub 🐝 @flatgub.dev · 24/04/2025
starting to learn pixel composer and already getting some results I'm really happy with #pixelcomposer #gamedev
a screenshot of Pixel Composer, showing a graph of nodes that takes a high resolution photo of a rock surface and transforms it into a seamless tiling 128x128 retro-style dithered texturea screenshot of a crude test scene in-game, showing the rock texture from the previous image as well as a few others on some basic geometry
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Flatgub 🐝 @flatgub.dev · 06/04/2025
its important to handle your firearms safely #ldjam #ld57 #gamedev #godot
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Flatgub 🐝 @flatgub.dev · 06/04/2025
in typical flatgub fashion i have once again overscoped and may not finish on time. For once I'm medicated for ADHD and its definitely helped avoid tunnel vision, but I still just underestimate how long things will take me. I'm having fun at least, thats what counts :D #ldjam #ld57 #godot #gamedev
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Flatgub 🐝 @flatgub.dev · 05/04/2025
sometimes you just need to steal a mcguffin! i'm sure they don't need it! this is my 11 hour progres mark before going to bed, still feeling good so far! #ldjam #ld57 #gamedev #godot
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Flatgub 🐝 @flatgub.dev · 05/04/2025
I've got level swapping! The chunks are made in trenchbroom and then snap together at runtime based on an info_socket marker I'm feeling pretty good so far! #ldjam #ld57 #gamedev
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Flatgub 🐝 @flatgub.dev · 18/03/2025
its got a loooong way to go but its finally starting to look like something! #godot #godotengine #gamedev #indiedev
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Flatgub 🐝 @flatgub.dev · 12/03/2025
Bsky broke my last attempt at posting this but here's the side-by-side comparison I tried to post about the benefits of using the #godot LightmapGI node.
a screenshot of my dev environment without baked lighting. The image is overall pretty bland and the shadows aren't very darka second screenshot of my dev map from the same location, this time with baked lighting enabled. the colours are richer and the shadows are darker and there's a lot more orange light that's been bounced off the floor, it looks generally a lot nicer
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Flatgub 🐝 @flatgub.dev · 12/03/2025
thats... weird... these images were not pure black when I posted them but they're certainly pure black now? even across multiple devices? what happened
a screenshot of one of my previous posts, showing that both images attached are pure black
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Flatgub 🐝 @flatgub.dev · 12/03/2025
Basic nodegraph pathfinding!!! All I need to do is swap out the lerp-based motion for something that more smoothly moves towards the goal position and I can start working on the actually interesting stuff!! #gamedev #godot #godotengine
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Flatgub 🐝 @flatgub.dev · 10/03/2025
huge props to func_godot (github.com/func-godot) which has dramatically improved my drive for working on anything 3d in godot. Works like absolute magic and the discord community are very helpful 💛 #func_godot #trenchbroom
a screenshot of my ai test map in the trenchbroom map editora screenshot of the same level, now imported into the godot editor
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Flatgub 🐝 @flatgub.dev · 10/03/2025
it started with "what if i used trenchbroom for prototyping levels" and now we're here, with a half dozen hl1 placeholder sounds after a brief rabbit hole of premature polish why work on actual features (ai pathfinding) when I can get a little silly with it :') #gamedev #godot #godotengine
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Flatgub 🐝 @flatgub.dev · 09/03/2025
#godot Question! I have a tool script for auto-linking nodes. This requires checking if there's colliders on a certain layer blocking the way. intersect_ray via PhysicsDirectSpaceState3D works *until anyting in the scene changes* Is there an alternative that doesn't require RenderingServer tricks?
a screenshot of the godot editor, showing a collection of yellow boxes distributed around a level with some walls in between. boxes that have line of sight to one another are connected with white arrows, boxes with walls in between do not.
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Flatgub 🐝 @flatgub.dev · 12/12/2024
First major implementation milestone! The pathfinder is now ability agnostic! It searches based on whatever abilities an entity says its capable of and its the abilities themselves that are responsible for providing what moves are valid, so it works for any arbitrary set of moves! #godot #gamedev
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Flatgub 🐝 @flatgub.dev · 21/11/2024
God I love ridiculous coding for #godot so much, it seems goofy but its such a genuine boost to my productivity github.com/jotson/ridic...
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Flatgub 🐝 @flatgub.dev · 16/11/2024
of all the projects i've worked on in the last few years, this weird little thing both lasted the longest (6 months of on-and-off development) and also was the most fun i'd had with any project, so i really wanna do /something/ with the idea...
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Flatgub 🐝 @flatgub.dev · 16/11/2024
was thinking about restarting the weird deck-building dungeon-crawler into-the-breach rogue-like thing i was making a while back and the more i think about design changes and improvements the more i wonder "at what point do i just take the deckbuilding out and make it a tactics game"
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