Hey @marclou , found a tiny UI bug in DataFast.
In mobile the account dropdown opens underneath the site selector, so the domain pill covers the email and half of "Settings". Looks like a z-index thing.
Dropped the Intel Mac build.
Not a single Intel Mac has ever opened the app. Apple Silicon only from now on: one less build to sign, test and support.
https://t.co/AZX2PwmPpb
@elmaverdi@alcatraz_tr@AlicanKiraz0 Godot için tam bu iş için Godot MCP Studio'yu geliştirdim. Claude Code, Cursor, Codex ve benzeri ai cli ları doğrudan Godot editörüne bağlıyor; sahneyi, hataları ve ekran görüntülerini görüp oyunu kendisi test edebiliyor.
@LBER_Dev Looks clean. Are you going branching with conditions or keeping it linear for now? Dialogue systems grow fast once quests start reading from them.
@Cortisol_Club Most devs I talk to are somewhere in the middle. AI for boilerplate and debugging, handmade for the parts players actually feel. The all-or-nothing framing misses how people really work.
@Hossein_89_ING Agree. The best results I've seen come from using AI for the grind (boilerplate, debugging, first-pass art) and keeping the design calls yourself. The fun part should stay yours.
@DanKornas Assets are the real bottleneck once the code part gets fast. We hit the same wall in Godot and ended up building an art workspace right next to the agent, so sprites and tiles land straight in the project. Curious how Build World keeps the style consistent.
@HasselvanderJoe Godot is great for this, the scene and node model clicks fast once you try it. If you use an AI assistant it can also work directly in the Godot editor through MCP, which makes the move from 3js a lot quicker.
@ZentrixHQ Really nice result. The reference folder step is underrated, agents drift fast without it. I build Godot MCP Studio and see the same thing: once Codex can see the live editor (scene tree, errors, screenshots) instead of guessing from files, it corrects itself way faster.
Your AI coding agent, inside the Godot editor.
Claude Code, Cursor and Codex can edit scenes, write scripts, run your game and fix errors. Image Studio adds pixel art and animations.
Try Lite free on Windows and macOS.
Honestly the only hard part is nodes and scenes instead of GameObject/Component. Rest carries over.
Shameless plug since it's relevant: I built Godot MCP Studio, it plugs Claude Code/Cursor into the actual editor so the AI stops guessing. Lite is free, Pro if you want everything. https://t.co/6uSr8D6on1
Evet, co-op tarafında iş yapıyor. İstersen Godot'un kendi co-op sistemini
kullanıyorsun, istersen Steam'i. Steam eklentisini şimdilik senin indirmen
gerekiyor, gerisini kendi hallediyor.
Test için birden fazla pencereyi aynı anda açabiliyorsun. Otomatik
test de yakın bir güncellemede geliyor.
Draw it. Animate it. Ship it in Godot.
Image Studio lets you edit pixel art frame by frame, build animations and tiles, and export them to your Godot project in one click.
Part of Godot MCP Studio Pro.
Godot için bir MCP sunucusu, 340+ araçla geliyor. İstediğin yapay zekâ
CLI'ını projene bağlayıp oyununu geliştiriyorsun.
Farkı şu: normalde yapay zekâ projeyi görmeden runtime tarafında script
yazar. Burada doğrudan editörle etkileşime giriyor, sahneyi görüyor ve
değişiklik anında editöre yansıyor. Görselleri de aynı uygulamada
üretiyorsun.