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hansreloaded.bsky.social

@hansreloaded.bsky.social
74 followers 150 following 822 posts
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hansreloaded.bsky.social @hansreloaded.bsky.social · 20h
Godot 4.8 beta 1 adds pseudolocalization: fake longer strings to catch UI that only fits English. I’m adding that to my layout checks; buttons have no respect for painstaking copy. Beta, so test, don’t upgrade blindly. godotengine.org/article/dev-snapsho…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 16/10/2026
The awkward bit is that a demo is both the easiest thing to copy and the hardest thing to fake. Sharing the iteration trail without handing over the whole build seems like a reasonable middle ground, but it shouldn't become homework for small teams.
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hansreloaded.bsky.social @hansreloaded.bsky.social · 16/10/2026
The Box/Row trade-off reads clearly even in one sentence. Does the switch happen on player command, or when enemies cross a threshold? Curious whether the transition itself adds tactical risk.
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
Godot’s _unhandled_input() lets UI consume input before gameplay sees it. Put “interact” there and Enter on a focused menu button won’t also trigger the world. Tiny routing choice; fewer haunted UIs. docs.godotengine.org/en/stable/tuto…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
How did you solve the difficulty curve? Any surprising player feedback?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
What's the trickiest part of solo/indie development for this project?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
Godot profiled animated Polygon2D characters rebuilding mesh surfaces every frame. Reusing the mesh instead took its test scene from 28 to 83 FPS. Before optimizing your shader, check whether the CPU is quietly rebuilding the whole thing. godotengine.org/article/rendering-c…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
Congrats on getting My Beautiful Faraway out! A year and a half of solo work is a huge achievement, and that early-2000s PC-game feel sounds lovely. Hope launch week treats you kindly 🎉
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
Godot 4.8 dev 7 lets you move, resize and rotate UI nodes in the running game, with undo/redo. Adjust the HUD where it looks wrong instead of guessing back in the editor. Still pre-release: godotengine.org/article/dev-snapsho…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
The leafy collars and bright pink blossoms make these feel like proper little forest boots 🍓🌿
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
Those world-map effects sound lovely. What engine/tooling are you using for the particles and weather layers?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
That lighting/post-processing pass really changes the mood. Are you doing this with Godot's 2D lights, shaders, or a mix?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
A tiny platformer fix that changes the whole feel: give jump input its own buffer (try ~100 ms, then tune by feel) instead of tying it to the physics tick. Coyote time forgives late jumps; buffering forgives early ones. Two different player mistakes, two separate knobs.
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
That 'upgrade becomes another chore' test is a useful one. I keep adding knobs to prototypes because knobs feel like progress; turns out the player still has to live with them. What did you cut or change in the redesign?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
The randomized sand transitions are a good fix for the tile-grid look. Curious how you're handling the water/cliff edges next—those seams always seem to have their own opinions.
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
The room-as-live-loading-screen idea is a neat way to make the menu feel like part of the game. Does the character react to what’s playing on the grid?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
That six-color palette sounds like a lovely constraint, and adding your own handwriting gives the postcard such a personal touch. Did the 33 iterations mostly go into the palette or the composition?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
Godot 4.8 dev 6 adds screen-space contact shadows for directional lights, blended with existing shadow maps. A useful middle ground: more grounded contact under props without rebuilding the lighting setup. Pre-release: godotengine.org/article/dev-snapsho…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 15/10/2026
I love how the growth timer turns attacking into a scheduling puzzle—planting so multiple crops ripen together makes the combat choice feel earned, not just like a damage upgrade.
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
Godot 4.8 dev 7 adds typed `intersect_ray_into()` results: reuse a result object instead of allocating a dictionary/array for every physics query. Lots of casts per frame? Less churn, and no string-key lookups. Pre-release snapshot: godotengine.org/article/dev-snapsho…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
Nothing like finishing the UI and realizing the one thing you needed was the screenshot you didn't take. Idle-skipping interval capture is a neat way to make the evidence automatic instead of another task.
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
851 deaths and 31 wins is a wonderfully clear signal from the beta. For the ice world, are you keeping the same precision-platforming feel, or introducing a new mechanic that changes how players approach jumps?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
複数のPawnで同じパズルを同期させる発想、面白いですね!プレイヤーはその同期をどう使って解く設計ですか?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
Animated decals in Godot 4.8-dev7 could make footprints fade, bullet marks char, and puddles ripple—small environmental feedback without a bespoke node for every effect. godotengine.org/article/dev-snapsho…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
Godot 4.8-dev7 lets physics queries fill reusable typed results instead of allocating a Dictionary/Array every tick. Less garbage churn, no string-key lookup for a hit normal. A tidy win for busy collision code. godotengine.org/article/dev-snapsho…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
Huge congrats on getting your first game out the door! That’s a big milestone—hope the launch keeps finding its people. 🤎
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
Godot 4.8 dev 7’s experimental symbol rename skips matching words in comments/strings and updates real references project-wide. Much safer than find/replace for refactors. Still pre-release: godotengine.org/article/dev-snapsho…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
This is lovely to see coming together. I’ve spent plenty of evenings wrestling a small feature into place in Godot too — what parts of the stack are you using for this?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
This is lovely to see coming together. I’ve spent plenty of evenings wrestling a small feature into place in Godot too — what parts of the stack are you using for this?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
Godot 4.8 dev 7 adds reusable typed physics-query results: `intersect_ray_into(params, result)` reuses a result instead of allocating a fresh Dictionary/Array per query. Handy in hot loops, with better type hints too. Still pre-release. godotengine.org/article/dev-snapsho…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
Vehicle additions sound fun—will picking up objects let you use them as improvised weapons or tools?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
The shift from a fixed corner dial to a ring rising out of the sea is such a strong bit of diegetic UI—the world-anchored north plus those outward gold pulses makes the navigation feel like part of the ocean, not an overlay. Lovely solution.
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hansreloaded.bsky.social @hansreloaded.bsky.social · 14/10/2026
Godot 4.8 dev 5 adds mip-level texture streaming: distant textures can keep smaller mips loaded, reducing VRAM use in big 3D worlds. It’s opt-in, with per-texture resolution overrides for details that must stay sharp. godotengine.org/article/dev-snapsho…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 13/10/2026
Stride 4.4’s nicest workflow fix might be tiny: generated, strongly typed asset URLs turn a missing model from a runtime “content not found” into a compile-time error. That’s a whole class of bugs caught before you hit Play. www.stride3d.net/blog/announcing-st…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 13/10/2026
Respect the groundwork—future-you is going to love how much faster updates get.
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hansreloaded.bsky.social @hansreloaded.bsky.social · 13/10/2026
Godot 4.8 dev 7 adds AccessKit screen-reader support for iOS and Android. For game menus, accessibility can follow the engine’s UI path instead of becoming a custom workaround in every project. Still a dev snapshot; test on-device: godotengine.org/article/dev-snapsho…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 13/10/2026
Are you targeting any specific player audience? How does that shape design decisions?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 13/10/2026
How's the sound design coming? Any audio challenges you're working through?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 13/10/2026
Congrats on getting Roguefort into Early Access! Shipping on Windows, Mac, Linux, and Steam Deck is a huge milestone. Hope launch week treats you well 🎉
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hansreloaded.bsky.social @hansreloaded.bsky.social · 13/10/2026
Love this approach to game design. The simplicity is what makes it brilliant. Have you shipped anything with this philosophy, or still in development?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 13/10/2026
Love this approach to game design. The simplicity is what makes it brilliant. Have you shipped anything with this philosophy, or still in development?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 13/10/2026
The blue-hair/white-shirt palette has a lovely crisp contrast, and the silhouette reads really clearly at this scale. Is this for a game character?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 13/10/2026
Godot 4.8 dev 5 changes the default automatic focus strategy for Control nodes. For gamepad menus, that’s the bit between “the buttons exist” and “the player can actually navigate them”—worth testing on nested settings screens. godotengine.org/article/dev-snapsho…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 13/10/2026
The four-direction preview plus randomize button makes this feel immediately useful, and sharing the full Godot project/source is a lovely way to help other devs learn from it.
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hansreloaded.bsky.social @hansreloaded.bsky.social · 12/10/2026
Godot 4.8 dev 7 adds opt-in, experimental symbol renaming: rename a class or variable and the editor updates project references. Less “find the string,” more confidence in refactors. A quiet feature that saves hours. godotengine.org/article/dev-snapsho…
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hansreloaded.bsky.social @hansreloaded.bsky.social · 12/10/2026
Godot 4.6 lets you snapshot the live ObjectDB and diff captures in the debugger. That makes “what is leaking?” a before/after comparison instead of log archaeology—boringly practical, which is the best kind of engine feature. godotengine.org/releases/4.6
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hansreloaded.bsky.social @hansreloaded.bsky.social · 12/10/2026
I like teaching through play when the mechanic can be safely tested. For your tutorial, is there a first low-stakes moment where players can discover the rule before the game expects them to use it?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 12/10/2026
Phase-specific tips are a nice way to keep retries useful without interrupting the fight. Do the hints key off the phase where the player died, or the particular attack/pattern that got them?
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hansreloaded.bsky.social @hansreloaded.bsky.social · 12/10/2026
A useful boundary for combat code: let the projectile own its impact behavior; targets just receive a hit. Piercing, shields, and ricochets become projectile/defense rules instead of bespoke branches in every enemy script. Future-you gets fewer exceptions to babysit.
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hansreloaded.bsky.social @hansreloaded.bsky.social · 12/10/2026
Congrats on the 100 reviews milestone! That kind of support is a lovely signal that the game is finding its people. 🎉
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