TheDuriel
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theduriel.bsky.social
TheDuriel
@theduriel.bsky.social
8 year Godot Engine Game Developer. TRPG & Graphics Designer. Open to inquiries, commission, contracting. Lead programmer on "Not Us" and "Nylon for Godot". https://theduriel.itch.io/nylon
Still tweaking the layout. We're getting to somewhere that's functional and not horrid to look at. Second image is the old layout before I took over the design.
June 5, 2025 at 1:53 PM
#GodotEngine #GodotTips: Duriels Banned Features: Groups

No Godot projects of mine have contained groups, starting since 3.2.
May 26, 2025 at 4:36 PM
May 16, 2025 at 12:25 PM
Nylon is a Deep Dialogue Addon for #GodotEngine 4.3+, featuring a node based editing workflow, localization, complex sequencing, concurrency, visuals scripting, custom text parser, and more all in one package. All designed to be easy to expand upon!
theduriel.itch.io/nylon
February 4, 2025 at 12:38 PM
#GodotEngine Looking for a framework for RPG stuff, specifically Actor and Item management? I'm looking for someone to give mine a shot. No true documentation, but I'll happily walk you through it.
January 23, 2025 at 3:26 PM
January 23, 2025 at 2:03 PM
#GodotEngine DurielRPGTools overview.
January 7, 2025 at 7:55 AM
January 5, 2025 at 4:20 PM
It's growing.
January 5, 2025 at 3:58 PM
Tired of constantly writing signal connections and setters to link UI with your game? Try out UILink, a little helper that does that for you. #GodotEngine

github.com/TheDuriel/Du...
January 3, 2025 at 12:42 AM
#GodotEngine #GodotTips: Did you know that you can interact with objects like they were dictionaries? The docs only mention "is property in object" type checks. But...
January 2, 2025 at 11:53 PM
#GodotEngine wanna try my Nylon deep dialogue plugin? Here's 3 keys to claim it on itch.io

(see replies)
December 24, 2024 at 5:50 PM
Good stuff
December 17, 2024 at 8:04 PM
Nylon for #GodotEngine will have automatic translation file generation soon.
December 17, 2024 at 8:01 PM
"Hey I might just have to load, instance, and thus potentially execute every scene in your project. Just you know, make sure you keep a decent file structure." Fun warning.
December 17, 2024 at 3:49 PM
Simple recursive file finder for #GodotEngine Find it on my utilities repo. github.com/TheDuriel/Du...
December 16, 2024 at 2:35 PM
#GodotEngine #GodotTips A summary of some neat facts about Canvas Layers, and the CanvasLayer Node.
Yes, you can have two CanvasLayer Nodes with the same Layer, and different offsets.
November 1, 2024 at 10:11 PM
Character Colliders for Legacy of Kain: Defiance.
White, a ray for the feet. Blue, primary environment colliders and hit boxes. Red, gameplay stuff and attacks. Green, soft body IK stuff.
October 31, 2024 at 12:39 PM
#GodotEngine #GodotTips Capsule colliders are not your only option! Don't get stuck with "the default" and consider other options. Rays and Cylinders are predictable and feel good for platforming. Splitting the character into tops and bottoms is useful for implementing crouching
October 31, 2024 at 12:39 PM
#GodotEngine #GodotTips I want to access a function from another script?! HELP!
October 29, 2024 at 8:33 PM
#GodotEngine #GodotTips Use custom resources to make configuring your game a breeze! Load them anywhere for easy access (Or just in an Autoload.)
October 29, 2024 at 12:56 PM
#GodotEngine #GodotTips Investigate Task queues! They're neat and let you break down complex actions into nice and simple steps, and let you compose more complex ones easily. Find one here: github.com/TheDuriel/Du...
October 29, 2024 at 12:09 PM
#GodotEngine #GodotTips About naming conventions!
I have some weirder ones I've been thinking on. And I think will present in the future once I implement them in my own projects. Namespacing doesn't official exist, but convention can achieve the same... :P
October 29, 2024 at 11:33 AM
#GodotEngine #GodotTips A word of advice about Class Names. This is a convention I use in my own projects to achieve 100% strictly typed code where at all possible.
October 28, 2024 at 10:14 PM
#GodotEngine #GodotTips While Autoloads can not be given a ClassName, they can still extend named classes. More of a funfact... but it can remove code duplication! I use autoloads for my various game states/modes, and that involves all of them having an enable/disable interface.
October 28, 2024 at 9:35 PM