blinry
blinry
Yeah, that's really unfortunate. It might be ideal to make it look like a "checklist"!
Yeah, Godot is a bit over-the-top sometimes with printing warnings and errors! As long as the game functions correctly, this is no reason to worry, and stems from Godot's garbage...
Thanks for reporting and sending the screenshot! Hmm, the `scripts/fake-editor` Perl script is supposed to be the mechanism to open an editor in-game. It will ping the game on port...
It would be helpful to have the debug output that gets printed when you run the game from the command line in both cases! (Do you know how to do...
Thanks for reporting, @jonadem! Sorry you're having trouble with this. > This looks like filesystem permission problem. I agree! The code in question is the `write_file` function in `scenes/helpers.gd`. Wanna...
Hey! Thanks for commenting on this, @namirsab, and providing such thoughtful imagery! This is intentional. We displayed it like you suggest at first, but when playtesting, many people were confused...
A toggle like that would really be lovely! :) Also for displaying all objects (like trees and blobs). When we started this project, we had a series of "low level"...
Re-opening to capture that idea.
Thanks for suggesting all of these! These UX issues might be brilliant first issues for anyone looking to get familiar with Godot's UI system!
We're so glad you're enjoying the game, @LeSnake04! :) Oh, really good point! In the best case, the game should accept both versions, I guess!