Also: “It’s one healthy snack Michael. What could it cost? Ten dollars?”
Also: “It’s one healthy snack Michael. What could it cost? Ten dollars?”


I guess just the color tag on the character is enough, though will likely need to manually enter the color-code each time (I have my own palette, even worse if I even need to change* it). Also neat that the outline can be change this way too (not shadow?), though seems a bit messy to stack these in BBCode.
I’m guessing custom effects might be the thing that would allow me to make my own color map. Not sure if that would always apply or if I’d have to wrap any icon in custom BBCode for that to apply, and either way still not textmesh (or label3d).
Also for my complaint on the node itself, I guess it’s the same as a normal label with font scaling, just throws me off with the small default font size looking blurry in the editor (and existing fonts probably make more sense for smaller text, or even 2D text in general)
* shader globals don’t seem to work here (unless I’m missing something), though also my palette is ordered (7x5) so a vertical list isn’t great anyway. OTOH I did use 3-digit hex codes, so it’s not difficult to type in (remembering/interpreting, not so much)
What’s your game about? 👀
No game yet (and maybe never), currently have mainly messed around with models+vertex colors (Blender, not good with that either), not quite happy with the gridmap node.
With my world so far I guess it has sort of a low-poly dream-core aesthetic, but without a pixel filter (nor textures mostly). Tile floors, purple sky and glowing moon, random stuff everywhere, and it’s all on a floating island.


Things such as? I went searching and only found the drama, that they’re trying to make their own engine, and that somebody made a fork of Redot as well.
If they don’t like Godot (and if add-ons etc don’t help) a fork probably won’t address that. I’d sooner believe some web engine (less setup, perhaps easier systems) or framework (if they don’t mind lacking an editor, also easier to work with bindings) might be a better direction at least for starting out.
Some options might also make sense if they’re interested in a particular language, or even a particular type of game.
GDevelop (web+flowgraph) recently added 3D
Pygame (Python)
p5.js, Tic-80 (javascript)
Wick Editor (also JS, but also more of an animation thing / Flash-like)
WASM-5 (many bindings)
LibGDX (Java)
Luanti (LUA, block-based games)
Also there’s Gamefromscratch who has covered many options like this, including a per-language YT playlist.


It’s more obvious with the image (which should be loading now) but I’m talking about custom icons. Like having a fire icon be red/yellow while the rest of the text has its own color.
The richtextlabel does font+sizing etc differently*, I don’t like seeing pixels (can be dialed in, but not my favorite to require) though at least for the standard label the new stacked effects are a bit snazzy (and theme-like) so I guess I don’t hate it now that I do have it dialed in.
* which does not surprise me given the other text methods all have benefits and drawbacks (and even with the 2D label, color emoji can kinda look off with outlines but that might be down to the font?)


Anyone else have any progress to share?

Not sure if you’ll see the image, seems the host is having some issue now. Didn’t notice right away as it was cached for me.
I wish color font were easier (via FontForge, or instead using 1-command to bundle SVGs into an OTF file).
Then again, I also prefer textmesh which does not support color font either (even though the vertex color shader itself does, maybe someone better can/has figured out some sort of per-glyph color map).


Relevant: THOSE DAMN ALIEN BASTARDS ARE REAL. by Gianni Matragrano.


I’m going to go with the multiple causes for slowness (and that’s interpreted languages in general). In some cases, things might be usable if I weren’t on Zen+ still (newer stuff has better IPC among other things).
Things like JIT or no-GIL might reduce that, but I’m not sure that it’s that easy to fix (not being default (plus multiple options) seems to complicate bindings even).


In a world where brainless terminators seem to be the future (at least with pop-sci and techbros), sign me up to be be biohybrid and give me myconet capability.
Unfortunately, ethics laws will stop anything like that (but not brainless terminators).


Even if it’s not a good substitution for chest compressions (it’s 1AM, do you know where the horse’s heart is?), it makes me think of that CRUDBUMP song.
Scroll-wheel rolls up windows for me on XFCE (labwc). I can understand it that might not be what you’re looking for, though.
Yeah I tried it for XFCE yesterday*, noticed a few things I wanted weren’t there (because XFWM isn’t ported over) and promptly switched back. Didn’t seem to me like it was more responsive or anything like that**.
But I am still using a 1050Ti, so who knows. That also kind of kills my interest in the idea even if I didn’t have fixed-if-you-use-this-specific-DE type issues. I also don’t really like the idea of CSD.
* after looking up that labwc not being installed was why the session wouldn’t launch before
** entirely possible it is better in very specific scenarios, but the screen tearing that I see on X11 is diagonal (like the screen is 2 triangles, desynced) and honestly I don’t even know the exact game to test (as I don’t see tearing in videos or any other usage as far as I know)


In Krita, Settings -> Themes
I’m guessing you’d have to make your own Kvantum theme and then apply it there (assuming you don’t also need to copy over?). Just a guess, theming in general seems like a mess to me.
There is the other meaning, too. Not a slur, but also not safe either.
And there was this art from 2.7.2:



Give me a little bit of a transhumanist (secular) cult, as a treat.
I need the durable (natural-fiber) clothes, vegetables, and no rent.


Politician leans too close into mic: “WORKS AS INTENDED”
Reporter: “but this is a clear-”
Politician: “lmao wontfix”
Honestly, if you fear the EUC strawman (for pedestrians) and not the giant 3000lb+ metal boxes that can go 100mph+ standard (for decades) that’s a weird hill to live on. The momentum isn’t even comparable.
Just about anything around you is going to provide some protection from a stray EUC rider (a wooden fence, a bus shelter, a cemented mailbox), a car can barrel through a fucking brick wall. Yeah, EUC riders are probably more in-danger but they also probably are going to pass out on the pavement rather than on their accelerator. I’m guessing you’ll say some cars fix that (maybe if the surveillance tech is working right), but yeah not that used car they’re actually in because cars are expensive.
Also from what I see a medium-weight EUC is 60lbs and heavy is 80lbs, so I imagine a pedestrian crash with one would mostly result in leg/foot breaks. Assuming standing adult and no sweet jumps.


I’m most interested in a polygon editor first (webGL animation/Wick Editor export) and a non-destructive workflow with Godot (SDF textures, Blender as an intermediate, maybe even exporting .scn files for polygons) second.
Though for this (and also the similar, separate effort of PixiEditor) I fear that it will just try to do everything else instead.
For this specific, I see people complain that it’s web/electron-based.
Hail to KING baby DAIRY.

You mention Raylib in another comment. I can definitely see that for anyone who wants a tilemap/pixel project or small-scope 3D… but even then it’s likely to involve making boilerplate stuff, unless you can lean on libraries (which makes more sense if you know exactly what you’re trying to make).
I’ve really only tinkered with Godot TBH, but lots of things are easy to do in the editor that would be something manual in Raylib. Considering both have bindings capability, Godot makes a lot of sense for the systems it has.
Even with my difficulty I’m not sure what’s “complex” about Godot, I would agree some systems need more work (nobody stepping up, some requests rejected for being ‘too niche’) but that is something else entirely. Is the “complex” part that you want a framework rather than an engine?
Also “competing” is odd when one is free (and easy to run) while the other is trying to screw over its users. I would say it competes as much as it needs to. Any sane game developer probably isn’t attempting to make a questionably-large-scope game. Especially if they can’t even run the questionably-big engine on their hardware.