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Analog Horror VHS for Godot 4 — 8 presets + runtime tape failures

I built a focused VHS/analog-horror post-processing system for Godot 4.7.x. It includes 8 editable tape presets, runtime Tracking/Signal Loss/Tape Damage events, source shader + GDScript, and a browser demo. I focused on tape behavior rather than bundling unrelated retro effects. Obssidian Analog Horror VHS — Godot 4 by obssidian-art

How do I make properties ignore the `set` function when they're initialized?

Godot Version v4.7.2.stable.official [ed1daf0bf] Question My game has a few different fonts, and in order to quickly switch between them and change custom_minimum_size to adapt to them, I added a function that does exactly that. @export var font_style: Styles: set(value): font_style = value update_font_style() # load the fonts match value: Styles.DIALOG: custom_minimum_size = MIN_SIZE_DIALOG Styles.DIALOG_SMALL: custom_minimum_size = MIN_SIZE_DIALOG Styles.MENU: custom_minimum_size = MIN_SIZE_MENU Styles.TITLE_CARD: custom_minimum_size = MIN_SIZE_TITLE_CARD if font_style == Styles.DIALOG or font_style == Styles.DIALOG_SMALL: text_color = ColorPresets.REGULAR elif font_style == Styles.TITLE_CARD: text_color = ColorPresets.GOLD However, while this is really handy when I need to change the font style, it’s not so handy when my labels change their minimum size after a reload. So how can I say something like “I want you to change minimum size when you don’t have a custom font resource or if you have one but it’s not the same as the one you already have loaded”? I tried if not has_theme_font_override("font"): update_font_style() , but that doesn’t work since when the node is initialized, it doesn’t have a font loaded either way

NodeWorthy - The visual Godot game creator

They are basically just demo games, showing how you can build these games without any coding and just using our graphing tool, its basically an FSM but built on our highly optimised C++ engine. Lots of ready made game components. NodeWorthy is faster than hand written GDscript. No problem compiling the games for you but they are small demos.

NodeWorthy - The visual Godot game creator

NodeWorthy lets you make a whole game in Godot without writing code. You draw how things behave as states and arrows, then pick what each state does from 292 ready actions, all in plain words. It runs on a compiled C++ engine, so it stays fast. Seven complete games ship inside it, all built that way. There’s an action RPG, a platformer, a first person shooter, a rally stage, a bullet hell boss fight, a 400 enemy swarm and a pixel art village. Open any of them and see exactly how it works. http://statecraftgames.com

C# project can no longer be built: "ERROR: An EditorPlugin build callback failed."

The error means that the Vulkan loader cannot find a functioning ICD for you graphics card. I suggest having a look at the Arch wiki for Vulkan it’s likely you’ll find the answer there. As a quick work around follow tibaverus’ advice to start in compatibility mode. tibaverus: You can launch Godot with OpenGL instead by opening it from your terminal with the following arguments: --rendering-driver opengl3 Which will start Godot itself in compatibility mode, but it will switch to Vulkan to run the project if the renderer is not also changed in the project. Change forward_plus to gl_compatability Save the settings and restart. See if that helps.

Quirks with the boost state

Nevermind, I figured it out myself. Figured out that it was because it was reading it as Just_Released meaning it would only work if BOOST was false on the same frame I released the button

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