A bit more Godot work this evening. I wanted to add a foreground layer of tiles that obscured in the player. This is for making false walls to hide secrets around the level. It took me a while to work out how to turn off collision of this foreground layer: there wasn’t really any way to do so within the designer.
Fortunately, this Github comment showing how to do so using a script worked like a charm:
extends TileMap
const foreground_layer = 1
func _use_tile_data_runtime_update(layer: int, coords: Vector2i) -> bool:
return layer == foreground_layer
func _tile_data_runtime_update(layer: int, coords: Vector2i, tile_data: TileData) -> void:
tile_data.set_collision_polygons_count(0, 0)
Only limitation seems to be that it will disable collision for the whole layer, but that’s perfectly fine with me.
After the last peanut incident, I added a rule to mark emails with the lunch menu red when the word satay
or nut
appears in the body. It’s been working pretty well so far. There is the occasional false positive β “coconut” is a common one β but it’s doing it’s job in alerting me to be careful.

One other thing I did yesterday was get my nostalgia fix by playing Wario Land on OpenEmu. Such an amazing game.
Spent more time on my Godot platformer yesterday, mainly rebuilding the first level from scratch. The previous version was rush and was just not fun (it didn’t look good either, but I didn’t dress it up yet). This new one is much nicer, and allowed me to use a few new mechanics I’ve built.
I still need to build out the level ending sequence. I’ve got less than the basics at the moment: a drawbridge descends and that’s pretty much it. I need to add the conditions for when the bridge descends (specifically, a minimum number of coins), stopping the player movement for a brief scripted sequence, then transition to the next level. I think I know how I want to do this, it’s just a matter of implementing it. Once level 1 is dressed up and working, I think that’ll be the next thing I do.
I’m enjoying working on this project so far, although part of me is a little afraid that I’m spending time on something that just isn’t good, like there’s some sunk cost with the time I’m spending on this that’s better put to use on something else. Of course, when I give in to these feelings, I usually just spend the time watching TV. So which activity is the real waste of time? Is producing something that may be crap (or worse, just boring) better than not producing anything at all?
Anyway, not should how this became a feeling post. This game might be rubbish, but I still enjoy working on it: Godot is actually quite fun to use. Surely that is reason enough to continue.
Got caught in heavy rain while on my walk this morning. About effin’ time! π§οΈ

Here’s a terrible idea for any social networks with a boost feature: for any post with an external link, intercept any requests going to the site, and inject some tracking into the destination page that will monitor how long the user is on the site plus the position of the scroll bar. What you’re interested in knowing is that they’re reading the article, as best as you can determine that through heuristics such as average reading time, and whether they’re moving the scroll bar. Then, when they go back to boost the original social media post with the link, indicate in some way that they’ve actually read the linked article.
As nice as it would be to have a way of boosting a link with a clear indication that you’ve read it, this approach will not be fool proof and no one wants tracking injected into their sites. So don’t actually do this. π
Our bocce group needs to get out more. Seems like the only time we see any rain is when we organise a bocce session.
At the cafe for lunch. Someone came by and asked if they could put up flyers for their shop. Owner said “yes.”
Should try that someday. Not putting up flyers, but just asking people for something I may want. At worst I get a “no,” which is not nearly as bad as brooding at myself for staying quiet.
Oof, Gruber’s piece on the Siri AI fiasco is quite damning. Understandably so. One thing I’ve heard from Apple pundits all these years is that Apple does not show vaporware. That they have done so probably should shake these pundits to the core.
Needed some passwords generated, and I set about doing something involving Go until I remembered that random.org exists. You’d think that by being a regular listener of the Incomparable Game Show, it’d would come to me immediately. π
Oof, quite tired at the moment. Woke up today with the correllas, which this morning was at 2:30 am.
π How to Work Better
Sage advice from Kev Quirk. I feel like I’m struggling a little at work recently, like things are slipping. Like Kev I can’t multitask, and I know I’ve got to get better at doing a single thing at a time. But unlike Kev, I need to care more about making an effort.
Not sure I’ll ever get used to web forms that don’t have an explicit submit button.
Request to work from home tomorrow has been denied. That means I’ll have to deal with, what someone at work so elegantly put it, “rich people in go-karts driving round in circles.” π
I’d be curious to know why running Golang linter slows my system to a crawl.
John Gruber, on the casing of “Internet”:
The Internet is a lot like the Earth. Itβs everywhere. It is our universe, in a sense, from the human-scale perspective. But itβs a unique and distinct thing, thus deserving to be treated as a proper noun. Itβs almost disrespectful to lowercase it, and the Internet is one of the great achievements in the history of mankind.
It’s also grammatically wrong. As my Networks lecturer would say, “the Internet” β the thing hosting the Web that we use everyday β is distinct from “an internet” β a collection of interconnected networks. The Internet might be an example of an internet, probably the prime example, but there’s no law in computer science stating that there must only be one. Anyone is welcomed to make their own internet. No-one will because there are massive network effects associated with network protocols, not to mention the amount of money already invested in the TCP+IP stack. Why do you think it’s so hard getting people to move to IPv6?
That said, the style guide of this site has no hard requirements over the casing of “Internet”, mainly because it’s easier not to press the shift key. π
My reputation for a bottle opener.
Was looking at how I could add hazards to my Godot project, such as spikes. My first idea was to find a way to detect collisions with tiles in a TileMap
in Godot. But there was no real obvious way to do so, suggesting to me that this was not the way I should be going about this. Many suggested simply using an Area2D
node to detect when a play touches a hazard.
I was hesitant to copy and paste the scene node I had which handled the collision signal and kill the player β the so-called “kill zone” scene βbut today I learnt that it’s possible to add multiple CollisionShape2D
nodes to an Area2D
node. This meant I needed only a single “kill zone” scene node, and just draw out the kill zones over the spikes as children. The TileMap simply provides the graphics.

This discovery may seem a little trivial, but I’d prefer to duplicate as few nodes as a can, just so I’ve got less to touch when I want to change something.
Tried opening my Godot project this morning and was greeted with the following error:

scene/resources/resource_format_text.cpp:284 - res://scenes/falling_platform.tscn:14 - Parse Error:
Failed loading resource: res://scenes/falling_platform.tscn. Make sure resources have been imported by opening the project in the editor at least once.
Failed to instantiate scene state of "res://scenes/falling_platform.tscn", node count is 0. Make sure the PackedScene resource is valid.
Failed to load scene dependency: "res://scenes/falling_platform.tscn". Make sure the required scene is valid.
Traced it back to the technique I was using to respawn the falling platform. Looks like Godot didn’t like the two preloads I included:
# file: scripts/falling_platform.gd
@onready var FallingPlatform = preload("res://scenes/falling_platform.tscn")
@onready var FallingPlatformScript = preload("res://scripts/falling_platform.gd")
This resulted in a parse error and Godot thinking the level scene was corrupted. In retrospect, this kinda makes sense. What I doing was technically a circular dependency, where the scene and script was trying to preload itself. I was hoping Godot was smart enough to recognise this, but I guess not.
So I had to change the respawn code. I modified it to make use the duplicate method. Here’s the revised version:
func respawn():
var dup = self.duplicate()
dup.global_position = init_global_position
# Duplicate also copies the velocity so zero it out here
dup.velocity = Vector2(0, 0)
get_tree().current_scene.add_child(dup)
After some limited testing, this seems to work. One good thing about this approach is that it looks like duplicate copies the script, so I no longer need to do anything special here.
So I guess the lesson here is don’t try to preload the script within itself.