TwistedTwigleg
@TwistedTwigleg
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A self taught game developer making games and writing tutorials. Admin on Godot community forums. Supports, creates, and contributes to open source software.
Joined January 2017
I have decided to deprecate this account. The account will still stay up, but I will no longer be posting nor using Twitter for the foreseeable future. If you want to follow me, please subscribe to my YouTube, as it's where I'll likely show any new works:
youtube.com
What is RandomMomentina? It's my (TwistedTwigleg) channel for my Tutorial website, which you can find here: https://randommomentania.com/ You can also support RandomMomentania on Patreon: https://w...
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You can also find me on the Godot community forums, though I'm not as active as I used to be: https://t.co/smefBGXkuy Finally, I also have a website, though I have not posted nor updated it in quite awhile: https://t.co/iOvo3ACPTR Thanks! π
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I just released a new tutorial! It shows an easy way to test and develop with Godot on iOS without needing to use a Mac more than once! Very helpful for making iOS apps on Windowsπ https://t.co/sqcfH9WUWI
#godotengine #screenshotsaturday #indiedev #gamedev #IOS #mobiledev
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My custom, mobile-friendly TextEdit-like node has been released! It still has a few issues, but hopefully it can help as a reference solution for TextEdit-like functionality on mobile. π https://t.co/Huks7VhZle
#screenshotsaturday #gamedev #indiedev #GodotEngine
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The default Godot TextEdit node was a little too performance heavy on mobile for my needs. I hope to open source my custom TextEdit node soon. It needs some code cleanup and refactoring first. Once open sourced, anyone needing something similar can use itπ[3/3]
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I've been experimenting with making a full mobile Godot editor: The idea is that the mobile editor will be a way to make small 2D game prototypes entirely on iOS or Android! It is not quite ready to show just yet though. [2/3]
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I've been working on a project (see next tweet) and I needed to make a custom text editor! Text editors are surprisingly complex, but I'm really happy with how it's turned out so far! [1/3] #GodotEngine #screenshotsaturday #indiedev #gamedev #workinprogress
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Decay is out! A real time experience made with #godotengine. Available for Linux, macOS, and Windows. Download today at https://t.co/hsD9ys6zOy (just make sure you have a decent rig, it's a high end demo). #godot #madewithgodot
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Godot Super Scaling has been released on Github. Free and MIT license. Scale the render resolution of your game and apply a post-process for increased performance or improved image quality. https://t.co/PTg4THMVib
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Demo of my @godotengine supersampling anti-aliasing (SSAA) and render scaling. Works in GLES3 for 2D projects. Can scale up to 200% (video is 4K sampled down to 1080p). Will publish to Godot AssetLib soon, and I'm working on a 3D version now.
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The Godot Community Forums just got an update to improve performance. If you were previously having any speed-related issues, it should (hopefully) be fixed now! It's also a great community to joinπ https://t.co/smefBGXkuy
#gamedev #indiedev #godotengine #forum #community
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Announcing Decay, a real-time demo made w/ #GodotEngine and #Linux. The #Rendering on #Godot is great with nice #3DArtwork. Need to finish up some #Coding on the camera, will release in the next week or two. It'll also be supporting #3D glasses. Stay tuned.
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I created a proof-of-concept module adding Wren for Godot! I ended up using a different solution, but I wanted to release the module so it can potentially be used a reference.π Check it out here: https://t.co/ujOKWPwXNV
#GodotEngine #Wren #module #gamedev #programming
github.com
A proof-of-oncept module adding real-time Wren support to Godot - TwistedTwigleg/Godot_Wren_Module
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The #godotengine 2021 Godot games showreel is now online, featuring dozens of desktop, console and mobile games! π½οΈ https://t.co/gej0Xql1rP
godotengine.org
The Godot games showreel videos for 2021 are up (desktop and mobile)!
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The big reason for the change from Breakpad to Crashpad is that Crashpad offers better cross platform support. Breakpad requires a different setup per OS, while Crashpad just requires a few tweaks. Crashpad should also have better MacOS support as well.
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Updated my automatic crash report module to use Crashpad instead of Breakpad! Now it supports Windows, MacOS, and Linux π Check it out here: https://t.co/gsBtaarbyC
#gamedev #indiedev #godotengine
github.com
A module for Godot 3.x that makes it easy to send crash reports to Backtrace - TwistedTwigleg/Godot_BacktraceModule
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Automatic error reporting is extremely helpful for tracking and resolving errors quickly, especially when you rely primarily on user feedback. It is very WIP, but I'm hoping to add more to it soon, so it's even more useful for Godot developers! [2/2]
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I made an automatic crash reporting module for Godot 3.x that is intended to be used with #Backtrace @0xCD03 You can check out the repo here: https://t.co/gsBtaarbyC [1/2] #godotengine #indiedev #gamedev
github.com
A module for Godot 3.x that makes it easy to send crash reports to Backtrace - TwistedTwigleg/Godot_BacktraceModule
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