Pixel - GameDev
@pxlheart.co.uk
1.8K followers 68 following 360 posts
• 19 / Gender-Evil {They/Them} • Uni (🎉) game dev {Godot} • Wannabe composer / Songsmith • Professional Idiot Tier VIII • Funny sometimes https://patreon.com/PixelGameDev
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Pinned
pxlheart.co.uk
Hi I'm Pixel or PxlHeart! I'm a solo hobbyist indie game dev/music composer working in the Godot game engine. I'm half-Filipino, half-Irish and currently attending university studying Computing & IT and Mathematics.

Stick around a while and see what antics I get up to. I love you mmmmmmwah :3
pxlheart.co.uk
Wait what is Godot doing?
pxlheart.co.uk
New Twenty Øne Pilots album is FIRE!!! One Way/Days Lie Dormant is an instant favourite. I'm so giddy it's such a good album muehehehe
Screenshot of my last.fm profile showing that I listened to the entire Breach album (bottom to top, City Walls to Intentions)
pxlheart.co.uk
This is really cool, but could I ask why you opted for using .cfg and ConfigFile? Rather than .save and a generic FileAccess with some JSON? Curious because I've heard differing opinions on which is better for a save game specifically.
pxlheart.co.uk
It's okay, I believe in you
pxlheart.co.uk
You must give in. Learn Godot for years. Become masterful in it's craft
pxlheart.co.uk
the screen pixel to the actual player texture pixel in there, rather than whatever I was suggesting last night with a mask getting light data (which I don't even think is possible)
pxlheart.co.uk
www.youtube.com/watch?v=y2eL...
I did a little more digging because it was bothering me, I think a BackBufferCopy node might be best for this. It *might* need some refactoring of scene order, but my thought is, if the light is drawn after everything else then you can query the buffer and compare...
Create Stunning X-Ray or Masking Effect in Godot 4 | Godot Tutorial
YouTube video by Dicode
www.youtube.com
pxlheart.co.uk
Yes... Yes... Let the power go to your head... Learn Godot for years to come...
pxlheart.co.uk
Possibly? Like an invisible mask that picks up the light information and internally blends it with the real texture, which is then passed onto the overlay mask. Again, incredibly unsure on precise implementation, but could be a start to something?
pxlheart.co.uk
Waaahhhh I love seeing more and more popular devs work in Godot. Can't wait!!
pxlheart.co.uk
Ah hang on, I realise this definitely won't work if the scene is lit, bc the lit pixels definitely won't match the unlit texture
pxlheart.co.uk
The obvious edge case would be that a wall has some pixels the same colour as a player pixel but it's unlikely unless they use the same colour palette for both, which idk if you do
pxlheart.co.uk
checks the screenspace pixel (I forget what it's called) and if the pixel is not the same colour as the real texture of the xrayed object, then it's alpha is 1 and the grey silhouette shows.
pxlheart.co.uk
I'm not 100% on how exactly it would be implemented (it's been months since I've touched any Godot shader code), but you could have a grey mask on some Z index far above the xrayed object and walls, with a shader material that has a texture that's a silhouette of the xrayed object. The material...
pxlheart.co.uk
Very similar yes, where different items take up different amounts of space
pxlheart.co.uk
Thank you! I took some inspiration from Escape From Tarkov and other games with modular inventories. It's full of edge cases rn and I need to rewrite the vertex algorithm but I really like how it's coming along
pxlheart.co.uk
Me and a few others have been working on this ✨yuriful✨ masterpierece over in Canada
A wplace screenshot of an incomplete image of the Lumity kiss scene in S2E20 of The Owl House "Clouds on the Horizon"
pxlheart.co.uk
Nightmare of a thing to implement but got dragging and rotating inventory items working. As well as shape vertex generation and highlighting items and grid slots.

#indiegamedev #gamedev #godotengine #2d
pxlheart.co.uk
Been working on an inventory system teehee

#indiegamedev #gamedev #godot #godotengine
A screenshot of a barebones inventory UI with some grid boxes.
There is a 3x3 grid, a 4x2 grid, and a 5x2 grid, stacked on top of each other vertically.
pxlheart.co.uk
Woah, this is really cool! And the character is so cute!!
pxlheart.co.uk
Amazing to see Godot grow as much as it has. Can't wait to see what big games people make with it!
gamemakerstoolkit.com
These are the engines used to make 9,724 games for the GMTK Game Jam in 2025!

1️⃣ Unity - 41%
2️⃣ Godot - 39%
3️⃣ Other / No Engine - 11%
4️⃣ Game Maker - 5%
5️⃣ Unreal Engine - 4%
Pie chart. Title reads "2025. Game engines used to create 9724 GMTK Game Jam Games" Unity has 41%. Godot has 39%. Other has 11%. Game Maker has 5%. Unreal has 4%.
pxlheart.co.uk
I'm so so excited for Godot's growth. I picked it up as a hobby a little over a year ago and it's so amazing to see it being adopted by more and more people. inb4 a AAA studio makes a full game with it!
pxlheart.co.uk
I say "today" as if it isn't literally 5am and I've been at this since like 1. My ass will most certainly be at this again when I wake up at like 3pm
pxlheart.co.uk
Wasted so much time today trying to figure out a way to test this stuff on the same computer blehhhh.
Eh whatever, time doing is time learning. Made a couple of bug fixes in my endeavour anyway.

#indiegamedev #gamedev #godotengine
A Git commit message, it reads:

PxlHeartDev committed now

More multiplayer set up
Made it so packets aren't read if not in a lobby
Fixed lobby member not being appended to list
Fixed a size check on lobby_members list
Added some error checks to read_p2p_packet()
Made packet types an enum/int instead of string
Removed unnecessary "steam_id" key from packets, they are already sent in the packet header
Did some additional code cleanup in steam.gd
Connected player join signal to the spawner
Fixed player camera active check
Fixed player packet receiving (added matching id check)
Fixed player mesh instance uniqueness
Added a function to clear the player list when the player leaves the game in game_menu.gd

8 files changed. +73, -37 lines changed