Nino van der Mark
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ninovandermark.bsky.social
Nino van der Mark
@ninovandermark.bsky.social
Child of the living God, father, husband, software developer, literal evangelist and musician.
Thanks! It's easy to forget she's not a kid anymore, but this helps remind me 😁
December 12, 2025 at 5:30 PM
I had feared we'd see it no more, very glad to be wrong! 😁
December 3, 2025 at 7:40 AM
Ah, I understand what you mean. You could do something like that if you need to pass scene references around.

I don't have a need to do that, all I wanted was a single entry-point for instantiating scenes that would also cache the loaded scene so a second instance could reuse it.
November 26, 2025 at 2:17 PM
I tried searching for SceneReference, but I keep ending up on Unity documentation pages, are you sure that's in Godot as well?
November 24, 2025 at 10:54 AM
Since all dynamic scene loading is now centralized, I can cache the PackedScene objects there, so initializing it a second time reuses those.

That might not be the idiomatic way to do that, so feel free to tell me how wrong that is. 😅

#gamedev #indiedev #godot
November 22, 2025 at 4:49 PM
Admittedly, not every solution might be idiomatic for Godot, and it might be a while longer before I'd catch on.

I've created a singleton to encapsulate loading scenes and instantiating them, which is something I do a lot.

#Gamedev #indiedev #godot
November 22, 2025 at 4:48 PM
In this new project, the game 'core' is separate from the Godot classes, where the latter functions as a presentation layer.

The core then raises events when things happen that the Godot part needs to know about, so messages can be shown, sounds played, or anything else.

#gamedev #indiedev #godot
November 22, 2025 at 4:46 PM
This is why it's so invaluable watching people play your game, it gives you so much information about what is and isn't intuitive!

Also, shout out to @killerchair.bsky.social for helping me play-test this bad boy 😎
November 11, 2025 at 7:58 AM
I settled on having an "OK" button at the bottom of the dialog, reusing the "selected" and "disabled" states from existing menus.

Hopefully using the same visual language throughout the game is a clear enough signal so that players will understand that the button is temporarily disabled.
November 11, 2025 at 7:57 AM
So I spent about a week doing some refactors of my menus so that I can specify a delay before they accept player input.

It was important to add a visual clue about when it becomes interact-able again, or it would seem like the game was stuck.
November 11, 2025 at 7:57 AM
This was honestly my biggest fear working towards a release, so now it's mostly playtesting and making sure the design itself is solid.

#dotnet #terminal #gamedev
November 6, 2025 at 8:56 PM