Yngvarr, the game developer's Avatar

Yngvarr, the game developer

@hoodie-cat.dev

Game developer, software engineer, tea drinker, linux user. I make games with #godot, play them at https://yngvarr.itch.io/. Or don't, I won't get mad. :)

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22.12.2023
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Latest posts by Yngvarr, the game developer @hoodie-cat.dev

Preview
Light beam shader in godot So I was noclipping through d1_canals_08 in HL2 as one normally does on a saturday night when I saw this: A nice sharp volumetric light that does a lot for the mood of the scene. Half Life 2 was relea...

How to make a light beam shader in godot + download

12.09.2025 21:58 πŸ‘ 556 πŸ” 99 πŸ’¬ 11 πŸ“Œ 3

I once tried to find the answer, but didn't dig too deep. In my understanding, you're correct.

23.02.2026 11:54 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Tiki Workshop by Yngvarr, syudzius Create tiki masks and sell them for tips.

Forgot to show you a game we made for the last Global Game Jam. We made another job simulator, this time about creating tiki masks. It was hard, we didn't manage to make a proper tutorial again, and a couple of design choices didn't land. Still, try it if you want. :) yngvarr.itch.io/tiki-workshop

21.02.2026 16:31 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I keep my save data in a custom resource and use ResourceLoader and ResourceSaver. Works good enough for my arcade-like games where I mostly save stats and level's number, but should be ok to use for more complex data structures.

17.02.2026 15:30 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

As a Godot user, I get it. Godot's API can be such a pain and it's a language-independent problem. Glad you gave it a shot, though. :)

10.01.2026 23:21 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Why would I? He looks pretty good by default. :)

29.12.2025 17:07 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Hypnospace Outlaw sequel. Iron Wolf VR has a tragic story about why there won't be any updates anymore. And, while it's not cancelled, I really worry about Streets of Rogue 2.

30.11.2025 10:49 πŸ‘ 4 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

I almost cried while reading about it in Blood, Sweat and Pixels. Nobody told me that was a book with a very sad ending. :(

30.11.2025 10:43 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I'd love to have more control of the ball. Right now it feels like a time window for a successful shot is very small and the player has no reference to compare the current shot with the previous one. Just like in real life! :D

That said, what a charming little game! I really like the style! :)

22.11.2025 18:17 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I used to have a similar problem with cyclical dependencies of scenes: main menu contained a reference to game for a "starg game" button, game contained a reference to main menu so player could go back. Didn't work with references, works fine with paths. Sometimes Godot is strange. :)

17.11.2025 08:53 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

This looks pretty cool for me! Great job!

17.11.2025 08:47 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Playtest shows that no matter how hard I try, people will always skip the tutorial. And then do the wrong thing. And then be confused. And quit.

16.11.2025 15:39 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Depends on how cooked your system is, but sure a flash drive with Arch should be enough to bring it back to life. I always keep one around for exactly this case. :) Good luck!

16.11.2025 15:36 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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The easiest way to create action lines in a shader is to take some noise and convert its UVs to polar coordinates πŸ™‚

#godot #indiedev #gamedev

08.11.2025 07:38 πŸ‘ 104 πŸ” 15 πŸ’¬ 1 πŸ“Œ 0

This looks like a pin I'd wear. :) Love it!

07.11.2025 13:32 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

So, the protection is to just give the attackers what they are trying to achieve? Ridiculous! Hope it's all fine now.

25.10.2025 21:02 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I need to make an interactive tutorial for my game, but instead I'll most probably spend my weekend chilling and playing go. :)

24.10.2025 13:03 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Better than ray tracing. πŸ‘

23.10.2025 10:35 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

This looks adorable! I like that they're synchronized from different angles. :)

23.10.2025 10:34 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Sounds like a concept of a game I would like to play! :)

21.10.2025 12:54 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

1. Add a cog.
2. Skip taking a card from the deck.
3. No parking.

...what is this game about? πŸ€”

21.10.2025 07:38 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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This was fun! A little over a week ago we released a game called Pigeons aren’t Real . In this devlog I’ll describe the development process and share some insights I gained from it. We made this game as an entr...

Wrote a devlog about the game: yngvarr.itch.io/pigeons-aren...

20.10.2025 22:26 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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A week ago we participated in a local game jam and made a game about destroying surveillance drones that try to disguise as pigeons. It was very fun to make and the atmosphere of a local game jam was exactly what I needed to get the cogs rolling again. Check it out: yngvarr.itch.io/pigeons-aren...

20.10.2025 10:06 πŸ‘ 4 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0

A friend of mine uses a customized Godot 3 for his game projects. He seems pretty satisfied with it.

28.09.2025 18:05 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Not needing rcedit anymore is a huge development for me. :D

23.09.2025 12:39 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

In so many cases when you say "we can do it, but it will take a lot of time" your boss hears everything before "but" and sets you an insane deadline. So, be aware of who you tell "we can do it" to. :)

21.08.2025 09:24 πŸ‘ 3 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

More code == more features! When you don't procrastinate making ASCII art in your comments, of course. :)

12.08.2025 15:13 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Content scaling is hard until you spend enough time trying to figure it out. I mean, you can say this about anything, but content scaling is among the most annoying things for me. Thanks for the tip! :)

12.08.2025 15:10 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
A graphic showing how to resize a window and its contents in the Godot game engine. A base image is shown, followed by four "outputs." Three of them are wrong and have clear problems with their scale or sizing, the 4th is correct. The three commands used to generate the correct one are:

DisplayServer.window_set_size(new_size) # Vector2i (w,h in pixels)
get_window().content_scale_factor = scale # float (eg 2, 3, ...)
get_window().set_content_scale_size(new_size) # Vector2i (w,h in pixels)

A graphic showing how to resize a window and its contents in the Godot game engine. A base image is shown, followed by four "outputs." Three of them are wrong and have clear problems with their scale or sizing, the 4th is correct. The three commands used to generate the correct one are: DisplayServer.window_set_size(new_size) # Vector2i (w,h in pixels) get_window().content_scale_factor = scale # float (eg 2, 3, ...) get_window().set_content_scale_size(new_size) # Vector2i (w,h in pixels)

After a lot of trial and error, it turns out THIS is how to scale a window and its contents by a fixed ratio in #Godot. It's these 3 lines of code. If you leave out any of these commands, you get the "wrong" images below.

Do not ask how long it took to figure this out.πŸ˜… #gamedev #code #programming

12.08.2025 11:55 πŸ‘ 102 πŸ” 17 πŸ’¬ 4 πŸ“Œ 0

As a developer of a game about vending machines, I approve. :) We need more vending machines in our games.

08.08.2025 14:50 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0