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Keith Jones

@keithjones.bsky.social
235 followers 231 following 862 posts

He/Math/Games/Code/Ginger Beer/ Ne partez pas sans moi / making some games in Godot/ Reincarnate me as a tech artist My neglected site: inputrandomness.com Fun shaders: godotshaders.com/author/sturm_troup…

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Reposted by Keith Jones
Shelly Jones (they/them) @shellyjones.bsky.social · 09/09/2026
Where are my #cozy, fall-loving, #D&D playing, #mystery reading nerds? "Murder, She Rolled" features: 🎲 A GM who mysteriously dies on camera 🍁 A Fall Festival and hay maze that might be the perfect place for overhearing clues... ☕️ Lots of caffeine to keep the investigation going 💙📚 💙🎲 ☕️💀📚 ⚡️📚 🔎💀📚
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Keith Jones @keithjones.bsky.social · 28/08/2026
Works great for classes inheriting Resource, too!
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Keith Jones @keithjones.bsky.social · 28/08/2026
It is pretty neat. I've been enjoying it. It's less automated than say factorio, but has nice exploration and kind of storyline elements. And the progression is pretty interesting.
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Reposted by Keith Jones
openindie - your indie game podcast @openindie.eu · 28/08/2026
Nice people over @robsgameshack.bsky.social made a helpful guide on how to structure your Press Release. Make sure to check it out if you plan to present your game to the world. Thank you for supporting #indiegamedevs
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Keith Jones @keithjones.bsky.social · 28/08/2026
I just picked up Sandustry which is a kind of pixel automation game that's been fun.
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Keith Jones @keithjones.bsky.social · 26/08/2026
Coincidentally, the Godotneers YouTube channel has a nice video from a couple years ago on Data Models in Godot. It's lengthy, but as part of that he builds up an inventory scene and you might find it interesting to see how he builds it out with subscenes.
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Keith Jones @keithjones.bsky.social · 26/08/2026
It looks like python on the surface, and lots of people say it's very close to python, but I disagree with that. Good thing is that it doesn't matter! Keep working with either and you'll learn general programming skills that will serve you anywhere.
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Keith Jones @keithjones.bsky.social · 26/08/2026
At a glance it really doesn't look bad at all. One thing might be having each of those major branches be its own scene and class/script for internally managing its own stuff that you can load. For me that always feels like a cleaner organization. Others may disagree. Nice theme btw.
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Keith Jones @keithjones.bsky.social · 25/08/2026
Love the title
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Keith Jones @keithjones.bsky.social · 24/08/2026
Custom Resources are so nice!
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Keith Jones @keithjones.bsky.social · 24/08/2026
For me half the time it's because I was soooo clever yesterday and *did* click a button to set things up a different way. And totally forgot by today... Stupid process_mode.
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Keith Jones @keithjones.bsky.social · 24/08/2026
I assume you're using Jenkins because you're already rolling your own for the most part and generally very comfortable in this setting? For someone new already letting github handle anything outside their pc, do you see github as a reasonable choice for CI/CD even if it's not your personal choice?
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Keith Jones @keithjones.bsky.social · 24/08/2026
Yeah I just got hosting and domain service through Bluehost and it was simple to set up my own WP. Probably there are cheaper ways but at this point I can't be bothered to change. I haven't done enough so far to really warrant the price but it's not a big deal. Someday maybe I'll fully utilize it.
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Keith Jones @keithjones.bsky.social · 24/08/2026
I can definitely appreciate the promise of longterm time savings.
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Keith Jones @keithjones.bsky.social · 24/08/2026
Didn't mean to pop up the big visual link...
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Keith Jones @keithjones.bsky.social · 24/08/2026
That makes sense. It can't really replace a proper site. But nice that it seems to be enough for devlogging. Another alterative I've seen is some pretty good articles on itch.io publisher pages.
itch.io
Download the latest indie games
itch.io is a simple way to find, download and distribute indie games online. Whether you're a developer looking to upload your game or just someone looking for something new to play itch.io has you co...
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Keith Jones @keithjones.bsky.social · 24/08/2026
Make that one more!
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Keith Jones @keithjones.bsky.social · 24/08/2026
C# in Godot 4 is pretty lovely for experienced devs as long as you don't want to do a web build (but even in that use case, there is progress being made: github.com/godotengine/...)
github.com
[.NET] Add web export support by raulsntos · Pull Request #106125 · godotengine/godot
Use Mono embedding APIs statically linked to load the Mono WASM runtime. The Mono runtime is fetched using the GetRuntimePack C# project. It needs the wasm-tools workload. The GetRuntimePack defin...
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Keith Jones @keithjones.bsky.social · 24/08/2026
I just started doing pixel art for this first time this past week, myself (see a bear in my feed). I'd spent a lot of time trying on drawing non-pixel sprites, with moderate success, and didn't think I wanted pixel. But my latest idea seems to call for it, and it's fun! Good luck with the journey!
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Keith Jones @keithjones.bsky.social · 24/08/2026
I might come begging for advice on CI/CD some day! I transitioned from programming (to math) long before CI/CD was anything like what it is today, and just coming back, like I get it in principle but it's just another thing in the backlog to pick up that takes time from game dev code.
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Keith Jones @keithjones.bsky.social · 24/08/2026
I am interested in hearing how you're feeling about using a GitHub page, since I've been considering that myself.
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Keith Jones @keithjones.bsky.social · 24/08/2026
I think the answer to the 2nd Q is that it's a many-headed beast w/ a wide variety use cases. Let's face it, people don't complain that git is too simple, and this extends that. Not speaking for or against here; I've just been mucking with github myself a lot more deeply lately than I had before.
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Keith Jones @keithjones.bsky.social · 23/08/2026
I think writeups like this are always some of the most amazing contributions. I look forward to seeing it when you have the time.
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Keith Jones @keithjones.bsky.social · 23/08/2026
Thank you for mentioning this because I literally saw that recommendation a few days ago (don't remember where, maybe on here from you?) And I thought it was wonderful advice. And of course by today I had already forgotten that trick. And 9 times of 10 that's probably all I need anyway.
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Keith Jones @keithjones.bsky.social · 23/08/2026
I hope people find it useful! Def needs some work before it's mature, but I spent a chunk of time today setting up custom export hints for finer grain control, enabling individual properties to prefilter by category or turn the plugin on/off. But super happy to say I've contributed at all.
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Keith Jones @keithjones.bsky.social · 23/08/2026
Oh that makes total sense
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Keith Jones @keithjones.bsky.social · 23/08/2026
But seriously, I believe they're actively working on overhauling the type system to be much cleaner. (I learned this from the traits discussion.) Do we know if deep nesting of types will be a thing when that is ready? #GodotEngine
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Keith Jones @keithjones.bsky.social · 23/08/2026
Some day, #Godot. Some day.
A line of code reading "var registry : Dictionary[String,Array[String]]" that is highlighted red to indicate an error in Godot's Script editor.
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Keith Jones @keithjones.bsky.social · 23/08/2026
Seems like a nice balance. So how does tour GDScript/Godot UI interact with the rust game state code if not through a gdextension? Are you using LibGodot?
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Keith Jones @keithjones.bsky.social · 23/08/2026
Makes sense. I haven't actually used rust but everything I've seen makes it look philosophically satisfying from a math perspective. I do like GDScript's tight integration with the engine and speedy iteration
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Keith Jones @keithjones.bsky.social · 22/08/2026
You can get aseprite free if you complete it from code
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Keith Jones @keithjones.bsky.social · 22/08/2026
I think (but don't know) that it doesn't work for web or mobile though, but I've not really looked into it myself
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Keith Jones @keithjones.bsky.social · 22/08/2026
Yes there's a gdextension github.com/godot-rust/g...
github.com
GitHub - godot-rust/gdext: Rust bindings for Godot 4
Rust bindings for Godot 4. Contribute to godot-rust/gdext development by creating an account on GitHub.
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Keith Jones @keithjones.bsky.social · 22/08/2026
Are you talking about executable code in custom resources or something else? Just curious.
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Keith Jones @keithjones.bsky.social · 22/08/2026
If she likes the idea of pixel art, she can use Aseprite and there's lots of tutorials for getting started with that.
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Keith Jones @keithjones.bsky.social · 22/08/2026
It definitely takes time. And spending quality time toying with examples, both to develop a sense for architecture and just tweak and experiment, pays huge dividends in the long run. A little bit each day.
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Keith Jones @keithjones.bsky.social · 22/08/2026
It can certainly use some improvements, but I hope others find it useful. I set min version to 4.7 since that's what I tested it on, but I expect it will work fine with other recent versions. The GUI stuff should be fine for C#, but people will want custom list-building handlers for their needs.
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Keith Jones @keithjones.bsky.social · 22/08/2026
My first contribution to the #Godot asset store is live! store.godotengine.org/asset/keith-... It's a small convenience -- track and list "acceptable" String[Names], live filter dropdown selection, and get a check mark when good. #GodotEngine
store.godotengine.org
Inspector String Verification - Godot Asset Store
A Godot inspector plugin for verifying that Strings or StringNames typed into exported resource properties in the inspector are contained a list of strings considered valid.
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Keith Jones @keithjones.bsky.social · 22/08/2026
I think what I'm describing most closely matches gameprogrammingpatterns.com/subclass-san... It's worth saying you could choose to structure this through signals as well, though that adds some complexity at the offset. It can be worth it as things get large, more flexible and decoupled.
gameprogrammingpatterns.com
Subclass Sandbox · Behavioral Patterns · Game Programming Patterns
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Keith Jones @keithjones.bsky.social · 22/08/2026
I just posted my thoughts on the page. Good idea to have different scripts each implement their own interaction function, but have them all use the same exact signature (same name, same args, same return), send same info to all of them, and they take what they need to make it happen.
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Keith Jones @keithjones.bsky.social · 21/08/2026
This is amazing, thank you!
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Reposted by Keith Jones
Shelly Jones (they/them) @shellyjones.bsky.social · 21/08/2026
Spotted this teeny fellow on my hike today. A reminder that adventures and adventurers come in all sizes. 🧡
A tiny newt next to an acorn.
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Reposted by Keith Jones
Effin' Birds @effinbirds.com · 21/08/2026
A painting of a bird beside the text "some assholes do not deserve your attention"
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Keith Jones @keithjones.bsky.social · 21/08/2026
Yeah I don't even like saying GDScript is similar to python, but the point is it doesn't matter... Once you learn the concepts of programming, it takes less time to pick up a new one (barring edge cases both in choice of language and advanced features in any language) than it does to read a novel.
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Keith Jones @keithjones.bsky.social · 21/08/2026
I never end up filing an issue in github because I always assume I'm the source of error. Usually I'm right, though sometimes less than ideal documentation led me astray.
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Keith Jones @keithjones.bsky.social · 21/08/2026
I honestly love both so much. Pros and cons. Do wish C# had web export in 4, but that was one reason I learned GDScript and I'm happy I did. It's got plenty of pros.
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Keith Jones @keithjones.bsky.social · 21/08/2026
You can do the vast majority of things in code with Godot. Since 4.6 you can even load it just as a library through LibGodot. If you don't want to use the inspector, just don't use export. For signals, use Signal.connect/disconnect().
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Keith Jones @keithjones.bsky.social · 21/08/2026
Not that I hated using it, but diving in without a prebuilt community around me advising, "yeah ignore this, just do that", you fall into a lot of traps. With Godot, it was (almost) completely obvious.. 3 or 4? There's a few traps but nothing like that, mostly smooth like butter.
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Keith Jones @keithjones.bsky.social · 21/08/2026
This was what turned me away a few years back. It seemed like three implementations, one all the experienced devs use from 8 years ago, the one coming out next year that the they're telling you to start using, and the one from recent years that the docs provide info on. UI was the big offender.
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Keith Jones @keithjones.bsky.social · 21/08/2026
I've heard people say good things here on bsky about Godot dev on Linux, but I'm sure there are some things to look out for. Mileage probably varies based on exactly what you're trying to do.
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