Sam @saminton.bsky.social · 17/09/2026Not entirely sure where this project is going yet, but we now have combat #GodotEngine 0261
Sam @saminton.bsky.social · 12/08/2026When you have an idea in your head and you can't stop yourself from building it #godotengine 5786
Reposted by SamSam @saminton.bsky.social · 28/07/2026My teams entry for the #gmtk game jam : Out of Oxygen (OoO2). If you like Risk of Rain 2 you should enjoy this 😉 #gamedev 2283
Sam @saminton.bsky.social · 28/07/2026Understandable, a lot less friction and risk involved to start playing. We did attempt a web build but too many things were broken. Definitely something to take into account for next time ! 010
Sam @saminton.bsky.social · 28/07/2026Thanks, means the world ! We're still in needs of some additional votes to avoid the penalty threshold 110
Sam @saminton.bsky.social · 28/07/2026Play the game here : outofoxygen.itch.io/outofoxygenoutofoxygen.itch.ioOoO2 by OutofOxygenYour submarine is destroyed, and you must survive! 041
Sam @saminton.bsky.social · 28/07/2026My teams entry for the #gmtk game jam : Out of Oxygen (OoO2). If you like Risk of Rain 2 you should enjoy this 😉 #gamedev 2283
Sam @saminton.bsky.social · 09/06/2026If that's the mindset of a company trying to hire, then it's doing me a favour. I'd rather not work there 130
Sam @saminton.bsky.social · 09/06/2026Creative Web Developer by trade, never had a LinkedIn account 😅 010
Sam @saminton.bsky.social · 15/05/2026I get the feeling it never really took off. Always love seeing your updates though, please don't go 🙏 030
Sam @saminton.bsky.social · 05/05/2026working on some low poly 80's industrial props, any ideas as to what I could add ? #blender 2151
Sam @saminton.bsky.social · 03/05/2026Zed just had it's 1.0 release, also has a bunch of AI features... but at least it's not shoved down your throat like with VScode 100
Sam @saminton.bsky.social · 30/04/2026If that becomes a thing that's one bleak future, it's like they're trying to remove all forms of human interaction. 100
Sam @saminton.bsky.social · 28/04/2026Been rather busy lately but managed to find time to start work on the fishing rod mechanic 🎣 #godotengine 0674
Sam @saminton.bsky.social · 26/04/2026Will this see a public release? I've been looking for an alternative to spatial gardener seeing that it is no longer maintained 🤞 110
Sam @saminton.bsky.social · 31/03/2026Game would be way too easy if that was the case aha. Could make the logs smaller I suppose 🤔 000
Sam @saminton.bsky.social · 25/03/2026As well as a soundcard and mics that others have mentioned you'll need something decent to treat the recordings with if you don't already have something. either a pair of studio speakers or a studio headset 000
Sam @saminton.bsky.social · 12/03/2026I do this also. I have an inherited scene of the entire blender file in Godot that way it updates as soon as I save the blender file. to which I can add logic to each prop, then I have a little script to batch export each prop as their own individual scenes 061
Sam @saminton.bsky.social · 12/03/2026Discovered this myself recently. Though yours looks much better 😅 bsky.app/profile/sami... 110
Sam @saminton.bsky.social · 08/03/2026In that case just be sure to keep a bucket nearby when playing the game 😆 (or reduce the camera movement in the settings) 100
Sam @saminton.bsky.social · 07/03/2026imo the script editor is a bit of a mess. Why does it have its own files system rather than using the one already available in the editor, why is the "Shader Editor" not part of the "Script" view but instead a tab at the bottom of my screen ? 060
Sam @saminton.bsky.social · 07/03/2026The open files tabs are really confusing for newcomers when on any other view except 2D or 3D, any sane person would logically assume from this screenshot that the asset lib window is part of my "debug" scene. 030
Sam @saminton.bsky.social · 07/03/2026How seasick does this make you ? #indiegame #godotengine #screenshotsaturday 7747
Sam @saminton.bsky.social · 28/02/2026I honestly forgot I was recording sound. One of these days I'm gonna end up posting a video with me unknowingly blabbering something over the top of it 😆 010
Sam @saminton.bsky.social · 28/02/2026Wasn't expecting this to make such a big difference, subsurface scattering looks too good 😮 #screenshotsaturday #GodotEngine 4916
Sam @saminton.bsky.social · 26/02/2026Was wondering how I've never seen these. "Cannot be used with external editors" ah, there's the reason 😄 010
Reposted by SamSam @saminton.bsky.social · 19/02/2026A friend’s been prototyping a 3d Metroidvania focused on movement and traversal. It's a blast to play. Currently looking for funding so please rt if you can. 2228
Sam @saminton.bsky.social · 19/02/2026The full trailer here: www.youtube.com/watch?v=EBRM...youtube.comClepsydre prototype TrailerYouTube video by BenBarjo 011
Sam @saminton.bsky.social · 19/02/2026A friend’s been prototyping a 3d Metroidvania focused on movement and traversal. It's a blast to play. Currently looking for funding so please rt if you can. 2228
Sam @saminton.bsky.social · 15/02/2026If you go with the post processing technique you're effectively rending at full resolution and then downscaling which imo is a waste of performance. Instead I'm changing the global viewport's scale settings, meaning all UI is also pixelated, but this can also be done with a subviewport if need be 000
Sam @saminton.bsky.social · 13/02/2026I'll have some random point where the buoyancy lifts the boat up as if a sine wave is passing by but it's visually absent. Once it's past it all goes back to normal, so I'm pretty sure it's not a sync problem but a calculation problem. It's all rather strange 010
Sam @saminton.bsky.social · 08/02/2026Oh I meant with my own waves. But seeing as you're using a similar technique you may encounter it also 120
Sam @saminton.bsky.social · 07/02/2026Yep ok that's the solution I went with also. A heads up, I have noticed some strange behaviour that pops up from time to time where a single wave will be out of sync, I haven't been able to pinpoint the issue as it's extremely rare but I believe it may be a floating point issue. 100
Sam @saminton.bsky.social · 07/02/2026If you add a 'if not is_node_ready(): return' at the beginning of your setters I think it solves most if not all these problems. It should make the behaviour consistent : do not run during deserialization, only when the value is changed. 100
Sam @saminton.bsky.social · 07/02/2026Is this using a compute shader, or just the same math on both CPU and GPU ? 100
Sam @saminton.bsky.social · 03/02/2026NPC, don't plan on having multiple playable characters, it'd make things more complicated that it is already 😄 000
Sam @saminton.bsky.social · 03/02/2026New character in the works. Still a noob when it comes to 3d modelling but I'm finally starting to feel more confortable with using #blender #indiedev 5856
Sam @saminton.bsky.social · 31/01/2026Stay strong, hope they get well soon 💪. Health and wellbeing always comes first, no need to apologize 000
Sam @saminton.bsky.social · 31/01/2026A quick breakdown of the stylised cloud shader for those interested ☁️#indiedev 012713
Sam @saminton.bsky.social · 30/01/2026I'd be interested in reading the article aha. I've used both patterns for the web and prefer functional in that use case but I don't mind OOP within Godot. Signals being my least favourite part. I find it unclear what's connected to what when using the inspector, I much prefer to do it via code. 000
Sam @saminton.bsky.social · 29/01/2026Seeing as Godot is built around it, do you program without it at all ? 🤔 I find inheritance to be super useful especially with all the built in nodes provided. 110