Stick in the mud
hgtvler.bsky.social
Stick in the mud
@hgtvler.bsky.social
My little eco-communism corner of the internet
We're doing stocks and dev work now
Please witness peak cinema: https://m.youtube.com/watch?v=dVmJtAAnH2A&pp=ygUKU2hyZWsgampiYQ%3D%3D
Reposted by Stick in the mud
The “prosecute the former regime at every level” candidate has my vote in 2028.
January 7, 2026 at 8:26 PM
Reposted by Stick in the mud
The US government shut down much of its operations on October 1 as deep partisan divisions prevented Congress and the White House from reaching a funding deal, setting off what could be a standoff that could lead to the loss of thousands of federal jobs reut.rs/4nvyxF9
US government shutdown begins as partisan division rules Washington
The U.S. government shut down much of its operations on Wednesday as deep partisan divisions prevented Congress and the White House from reaching a funding deal, setting off what could be a long, grueling standoff that could lead to the loss of thousands of federal jobs.
reut.rs
October 1, 2025 at 4:17 AM
Reposted by Stick in the mud
Ok
Let me guess
A Republican shot up a Mormon church because a Mormon shot a republican hate monger
Do I have that right
MICHIGAN: “Multiple people shot at a Mormon church 50 miles north of Detroit… church on fire…” apnews.com/article/morm...
September 28, 2025 at 8:45 PM
My father, a first-generation US citizen by birthright and Trump advocate would be so thrilled to hear that he may get the chance to defend himself against Trump actions www.scotusblog.com/2025/09/trum...
Trump urges Supreme Court to decide whether to end birthright citizenship
The Trump administration on Friday asked the Supreme Court to weigh in on the legality of President Donald Trump’s executive order seeking to end the guarantee of citizenship to virtually […]
www.scotusblog.com
September 28, 2025 at 10:45 PM
Are you anti-christian? Pro LGBT? Now you're part of #antifa

Sometimes I wish God was real. Then there would be a real hell for believers
www.whitehouse.gov/presidential...
September 26, 2025 at 9:07 PM
Saving and loading are now operational #godot
February 15, 2025 at 2:34 AM
Menu now has working quit options! #godot
February 14, 2025 at 12:54 AM
Every day we get a little further along.
Today we got the framework for an in-game menu. #godot
February 13, 2025 at 3:25 AM
Added a discriminator between random encounters and scripted encounters! #godot
Approaching the enemy sprite triggers a fight with that enemy, while wandering may result in random fights.
February 12, 2025 at 3:23 AM
No post yesterday. In lieu of that, here's the 2-fer I did:

Random encounters give you random enemies,
Random enemies are generated from a dictionary global (sprites and all!)

#godot
February 11, 2025 at 2:45 AM
Built out some boilerplate for dynamically determined enemy models and stats. Architecture for actually using them to be determined. #godot
February 9, 2025 at 3:48 AM
Location global was helpful.
Today (once and for all?) I fixed the indexing on instantiated enemies and resolved a signaling issue with victory conditions. #godot
February 8, 2025 at 5:24 AM
No significant visual changes, but I'm doing a rework on the main game architecture and starting to play with globals. Here's a sample for my player location global code #godot
February 7, 2025 at 6:29 AM
I was getting tired of constantly terminating the game window. Now, combat scenes end when all enemies are killed! #godot
February 6, 2025 at 5:07 AM
Very late, I'm very tired. But I added an enemy death mechanic. #godot
February 5, 2025 at 6:42 AM
Today: randomized enemy counts using node instantiation rather than a static set of enemy nodes.
I also added an enemy death condition (and introduced an array bug to be fixed)
#godot
February 4, 2025 at 5:29 AM
Made some animation changes. Rather than using an animation node for sprite color modulation I'm using a scripted tweener now. #godot
No more need to worry about queuing or determining which sprite to point to!
February 3, 2025 at 1:29 AM
No real visual changes today. Just in case the direction I'm headed wasn't obvious before though... #godot
February 1, 2025 at 6:19 AM
Little bits at a time. Bugs haven't been squished, but the world map and battle scenes have been merged in #godot!
Fight event can be triggered by walking past the enemy (Seen here) or by 'interacting' with them!
January 31, 2025 at 5:47 AM
Today's #godot
Bugs to squish
*Primary enemy is still the only one being animated
*Once selected, attack command cannot be unselected
*Attacks can be executed rapidly, but do not queue animations or hp changes
January 30, 2025 at 5:55 AM
Today's godot session was a short hunt for the animation bug, but with no success. Instead, we clarified the battle scene framework!
But, so you've got something to look at, here's a chart I made with a python script to show the difference between Open and Close prices of any given stock ticker.
January 29, 2025 at 5:41 AM
Reposted by Stick in the mud
If you’d like to know more about the extremely valid philosophical basis for this admonition, well… that’s exactly what my last publication was about. Give it a read!
January 28, 2025 at 3:46 AM
Obviously has some bugs to work out. That said, progress is steady, if slow! #godot
January 28, 2025 at 3:30 AM
You'll never guess what I'm building in #godot today
January 27, 2025 at 12:53 AM
Not really a functional update, but the testing ground is a little more appealing now! #godot
January 25, 2025 at 9:08 PM