Rémi Verschelde
Rémi Verschelde
Following https://github.com/godotengine/build-containers/pull/84 we're now going to make universal builds for macOS Mono, but the iOS cross compiler which we bundle (which is from the CI builds here, as I haven't...
In the Godot project, we're using Bullet2 only but for the longest time we've had to chug along Bullet3 libraries too as some Bullet2 libraries seemed to reach for Bullet3...
**Describe the bug** GCC 12 (currently in regression fixing stage before releasing as stable 12.1 in April) finds some new `-Warray-bounds` warnings (which are treated as errors by default, causing...
It should come up after clicking "new game", and let human players select their character. The AI players (currently "non-playing" humans though) would get their character picked up randomly from...
I'll have to check again how it was done in Bomberman, but my initial idea would be to let the user define the level height and width, and then create...
That's the main feature that should make this a real game. I have absolutely no idea on how to do this, but with some help from @KOBUGE-Games, it should be...
Should show and congratulate the winner, or a draw screen if it's there's no winner. Clicking it should send back to the main menu (at least until we implement multi-round...
This recent upstream change (https://github.com/godotengine/godot/pull/3189) might simplify a bit the current global.set_from_cfg function: https://github.com/akien-mga/dynadungeons/blob/master/scripts/global.gd#L132-L140
The current bomb logic was written without much experience about how to do this stuff correctly, and I'm pretty sure my code could be improved a lot. The main idea...
As a followup on those comments in #23: @akien-mga: > Then maybe some more characters could be useful, as the current ones are also IMO placeholders. We would need first...