YarnCat Games @yarncatgames.com · 29/07/2026When you remember you have free will and you add a "Booty Slider" to the game's options menu. #BuildInPublic #GameDev #IndieDev #Godot #MadeWithGodot #Devlog 1154
YarnCat Games @yarncatgames.com · 24/05/2026Training dummy barbecue 😂 #godot #gamedev #indiedev #godotengine 072
YarnCat Games @yarncatgames.com · 28/03/2026Hahaha fair. Usually navmesh involves collisions that’s why I was wondering xD 000
YarnCat Games @yarncatgames.com · 16/03/2026Sweet!! Looking forward to seeing the PR ^^ I’ll definitely be using it! 010
YarnCat Games @yarncatgames.com · 16/03/2026Is that in GDScript or for an engine PR? :o that does look/sound great, would love to see it as a built-in feature. 100
YarnCat Games @yarncatgames.com · 12/03/2026But that’s probably because when I found the center container I was already used to doing things in other ways so never really saw the need for it and kept doing things as I was already doing it. If the center container solves your problem that’s fine XD 110
YarnCat Games @yarncatgames.com · 12/03/2026Ah I misunderstood what you meant. Still wouldn’t use center container for that, would still use the shrink center horizontal on the vbox, or alternatively an h box with 1 empty container with full horizontal on each side of the vbox 110
YarnCat Games @yarncatgames.com · 12/03/2026Not really it’s just that it already is centered in the vbox without it, it just seemed superfluous to me. It isn’t really doing anything. (Shrink center horizontal in the layout settings for the button to center in this case) 110
YarnCat Games @yarncatgames.com · 12/03/2026About node setup I wouldn’t have used center container only used it because you mentioned it 100
YarnCat Games @yarncatgames.com · 11/03/2026Just noticed I forgot to to the pivot offset in the button for rotations. 010
YarnCat Games @yarncatgames.com · 11/03/2026Awe, too late, already made the little project lol. drive.google.com/file/d/1P0Rf... I didn't run into the same issue. I ran into a little issue when I tried animating scaling up when adding to the vbox, and the workaround for that was waiting 2 frames after adding before animating.drive.google.comTweenExample.zip 210
YarnCat Games @yarncatgames.com · 11/03/2026I don’t usually use a center container, I wonder if that’s the issue, I’ll whip up a quick test project 100
YarnCat Games @yarncatgames.com · 11/03/2026When I was doing it the pivot ratio variable didn’t exist, I think it’s new with 4.6 I would just set the pivot value with .size * 0.5 100
YarnCat Games @yarncatgames.com · 11/03/2026You can scale and rotate things just fine within a container in runtime, just can’t on the inspector on the editor. For position you can once you have all the children populated but it’ll snap back when the children change. I solved it by creating my own custom box containers that tween things 100
YarnCat Games @yarncatgames.com · 25/02/2026As gpu particles? I wonder how to leverage that to do a whole bunch of enemies. Having the overhead of different nodes for each really tanks performance 😰 there must be a way to do enemies like that talking directly to servers 000
YarnCat Games @yarncatgames.com · 10/02/2026yarncatgames.itch.io/flame-forge-... Posted the demo for Flame & Forge on Itch.io now :) playable right on your browser, mobile included! #godot #indiedev #indiegames #gamedevyarncatgames.itch.ioFlame & Forge Demo by YarnCatGamesFlame & Forge is a Worker placement, deck-building, push-your-luck full of interesting choices! 0132
YarnCat Games @yarncatgames.com · 10/02/2026I don’t know what third party support means. I used w4games’ console port version if that’s what you mean o.O 010
YarnCat Games @yarncatgames.com · 09/02/2026Fairly easy. Mine was a bit harder because it has online multiplayer and there was some stuff that wasn't ready for that and I had to expose some methods myself. But I think now it's all good. www.nintendo.com/en-ca/store/...nintendo.comKeep The Heroes Out for Nintendo Switch - Nintendo Official Site for CanadaBuy Keep The Heroes Out and shop other great Nintendo products online at the official My Nintendo Store Canada. 110
YarnCat Games @yarncatgames.com · 09/02/2026I’ve been using it for years. I can now feel like those hipsters that’s like “I used it before it was cool 😎” 260
YarnCat Games @yarncatgames.com · 09/02/2026The import files are text, could maybe figure out how it’s done in the text file and make the necessary changes in the text files instead? 100
YarnCat Games @yarncatgames.com · 08/02/2026You can make the button itself a script and just reuse it when creating new buttons? That’s what I do. The tweens and sounds etc are all contained in the script. 030
YarnCat Games @yarncatgames.com · 08/02/2026This is from a particle system I made that mimics the way unity particle system works. The burst is a refcounted class. I did write custom to make the inspector for it look like that, but yeah xD it’s an array of that class. 120
YarnCat Games @yarncatgames.com · 08/02/2026You can make the loot table entry a class extending from either resource or refcounted. Then you can have an array of that. I definitely use that a lot. You can also write your own serialization deserialization of variables to control better how they show in the inspector. 110
YarnCat Games @yarncatgames.com · 08/02/2026Can you give an example? Almost everything I can think of is a variant o.O and you can also write your own resource types if needing something more specific. 100
YarnCat Games @yarncatgames.com · 02/02/2026Made an Addon for #godot to help unity developers changing to godot feel more at home in the engine. 0140
YarnCat Games @yarncatgames.com · 02/02/2026When I need to push performance on something in Godot I go into C++ land and there I can optimize to my hearts content, but with C++ the iteration times aren’t the same 😂 030
Reposted by YarnCat GamesGCD - Wishlist Fishing 95 🎣 @greencrowdev.bsky.social · 02/02/2026This is a project I’ve been working on for quite some time… I always wanted to write something to help beginners, because I’ve been there. This is the book I wish I had back then! Any share or support is truly appreciated. Hope you enjoy it! #godotengine #tutorial #indiedev 0102
YarnCat Games @yarncatgames.com · 29/01/2026Pssst, you can also do static variables in gdscript 🫣 110
YarnCat Games @yarncatgames.com · 26/01/2026I just backed Flame & Forge on @kickstarter.com www.kickstarter.com/projects/lui...kickstarter.comFlame & ForgeBuild your deck. Press your luck. Reclaim your throne. 011
YarnCat Games @yarncatgames.com · 21/01/2026If you’re willing to dig into C++ you could create a copy of GraphEdit and modify it to work the way you want, and be sure that no one else would end up changing it and creating conflicts in the future 😅 000
YarnCat Games @yarncatgames.com · 19/01/2026If you still have the question feel free to message me :) I mostly do 3d games 100
YarnCat Games @yarncatgames.com · 13/01/2026The actual environment is a resource, you can save the resource to the project, just reference the resource itself on the player, change there, and it’ll change on the world environment node for free. 100
YarnCat Games @yarncatgames.com · 08/01/2026The UI system is great, big fan of it, just gotta understand how it works then you can do whatever you want easily with it 😅 100
YarnCat Games @yarncatgames.com · 08/01/2026.. change the custom minimum size of it to the size you want, then you can control the size with custom minimum size docs.godotengine.org/en/stable/cl...docs.godotengine.orgControlInherits: CanvasItem< Node< Object Inherited By: BaseButton, ColorRect, Container, GraphEdit, ItemList, Label, LineEdit, MenuBar, NinePatchRect, Panel, Range, ReferenceRect, RichTextLabel, Se... 100
YarnCat Games @yarncatgames.com · 08/01/2026That is correct, the size of a container is determined by the container. In that case if you want to specify you can change your texture text to fit width or height proportionally in its expand mode, then in the layout section of it change the size flags to shrink center instead of fill and change.. 100
YarnCat Games @yarncatgames.com · 08/01/2026docs.godotengine.org/en/stable/cl... EXPAND_KEEP_SIZE = 0 The minimum size will be equal to texture size, i.e. TextureRect can't be smaller than the texture.docs.godotengine.orgTextureRectInherits: Control< CanvasItem< Node< Object A control that displays a texture. Description: A control that displays a texture, for example an icon inside a GUI. The texture's placemen... 000
YarnCat Games @yarncatgames.com · 15/12/2025I was looking into the issues tab of godot for an unrelated issue, and ran into this: github.com/godotengine/... It sounds like the issue you're experiencing. They seem to believe it's a driver issue, and that running godot with --single-window fixes the issue for now. Worth a shot \ogithub.comLinux version crashes with popups/dropdowns/tooltips · Issue #103249 · godotengine/godotTested versions Reproducible in v4.3.stable.official [77dcf97]. I can't test any other versions right now System information Godot v4.3.stable - Linux Mint 21.2 (Victoria) - X11 - Vulkan (Forward+)... 110
YarnCat Games @yarncatgames.com · 14/12/2025Not sure 🤔 my gpu on the fedora is nvidia, and I’m using KDE Plasma as a desktop (Wayland) 110
YarnCat Games @yarncatgames.com · 14/12/2025My main machine is running fedora 42 but I bounce around to windows 11, osx, and cachyos in different machines. Haven’t noticed any issues in any of them with my current Godot build based on 4.5.1stable 120
YarnCat Games @yarncatgames.com · 14/12/2025Actually I've been using 4.5.1 stable, In the github repo there's a bunch of branches with different versions/iterations. I haven't noticed anything less stable with 4.5.1 O.o has been pretty good to me, but I haven't been doing a lot of VR development lately. 110
YarnCat Games @yarncatgames.com · 14/12/2025This is what it looks like in practice, you can see there that it's treated as a mesh itself like the .obj files are, so you can just plop it into a scene or into an existing meshinstance3d. You can also toggle save to file for it to create a .mesh file if you want to get rid of the .glb later 020
YarnCat Games @yarncatgames.com · 14/12/2025It's a part of my catch-all module of my own improvements and utilities: github.com/DanielSnd/Go... it's the "ResourceImporterGLBasMesh", unfortunately since it is a module it does require re-compiling the engine with it. But you could take the cpp files and make it into a gdextension easily enoughgithub.comGitHub - DanielSnd/GodotYarnEngine: Collection of helpful classes, variables and methods for making games in the godot engine, as a C++ Godot Module (targetting 4.2+) Godot Yarn Engine ModuleCollection of helpful classes, variables and methods for making games in the godot engine, as a C++ Godot Module (targetting 4.2+) Godot Yarn Engine Module - DanielSnd/GodotYarnEngine 210
YarnCat Games @yarncatgames.com · 14/12/2025If it’s props and such (not rigged objects), I made a custom importer for glb that works akin to the obj importer. It makes life so much easier 😅 it also has little QOL features like resizing/changing position/rotation offset, optionally reconnecting materials to existing ones and calculate normals 231
YarnCat Games @yarncatgames.com · 12/12/2025Are you using CharacterBody's move_and_slide() for the movement? I've been running into some performance issues with it when characters are moving close together like that ;o 110