The world may not be ready for its cuteness, but here it is:
https://t.co/ivkBwRrTLK
Help yourself to a cuddly coding companion ✨, and help the @godotfoundation at the same time!
All revenue made on our end will directly benefit the Godot Development Fund.
Thanks to the amazing work by @KenneyNL on their platformer kit, @migueldeicaza efforts to bring Swift to Godot, and of course @godotengine themselves.
With it, the platformer kit has been rewritten in Swift as a jumping off point for other devs! #gamedev
https://t.co/H7tIQLIr4C
If anyone wants a device with the same form factor as the @rabbit_hmi r1, which is also designed by teenage engineering, without AI, which is just about fun, and available for the same price, you should get the @playdate.
@passivestar_ Surely better!
I think the fade during the appear phase should be removed though, feels less snappy and it's generally not consistent with OS behaviour
✍️ Playdate developers: the Swift team's newly-announced embedded language support means you can now write Playdate games in Swift! Read more about it on the Swift blog: https://t.co/iER9TE8GFb
Thank you for helping me reach 100,000! 🎉 As a gift, Kenney Game Assets All-in-1 is FREE for 24 hours instead of the usual $19.95!
🎁 https://t.co/d3u0cM3U59
Completed the guide to run Godot games and compile the engine on the GameShell portable device!
There should be everything you need, open an issue if anything is missing:
https://t.co/OmSo5V07Fl
#GodotEngine#GameShell#gamedev#raspberrypi
@ChristianSelig The issue probably is: updating a property of an Observable used by a View redraws the entire View, there's no concept of partial View redrawing.
To get that, you have to split your components into separate subViews, at that point each View should correctly performs its updates