Wednesday, September 9, 2026
Rhythm Game Tutorial Final Product
Wednesday, July 8, 2026
Transparent Godot
I FELL DOWN A RABBIT HOLE solving this problem! The best explanation I found is here:
Honestly, GOATed, very simple and clear. It's mostly a few settings. But what if you want to click through? NAD LABS has another tutorial, click here, where he gets that working using some Polygon2D nodes, but I couldn't get it.
I dug around forever, and finally tripped over this in the Godot docs: Click here to read about mouse pass through
Long story short, the polygon method works great on Linux and Mac, but not Windows, which I'm currently on. Barf.
You CAN get it working in Windows! Look at this reddit post.
Howmstever, the Windows solution:
- Does not work in Linux or Mac
- Is in C#, which is an absolute puke of a language, all my homies hate C#.
- Yes I used to use Unity, how did you know
So if you're making a game, are you expected to have a Windows version and a Linux/Mac version? Honestly, yes. That wouldn't be super weird.
... maybe I'll stick to making web games.
Wednesday, July 1, 2026
Juniper Jam 2026
Wednesday, April 1, 2026
Makealotl Music Updates
Wednesday, December 3, 2025
I Don't Get It Either!
Makealotl Music is getting a new game with a lilipad piano. I wanted to include a mode where you play Simon Says with Delia to learn some of the songs in the program. You can see the final version working here:
An oversimplification of what's going on under the hood is that the game stores the song in several different arrays, and then as you progress through the song, it glues the arrays together to build what Delia "listens" for to check if you're wrong or right. Originally I had the arrays stashed on the button itself that you click to pick a song. So, for example, the Mary Had A Little Lamb would store C D E D in an array, and then the game would load C D E D and see if that's what you were playing. You can read the code here in this Pastebin if you want the technical-atude of it all.
This worked great until I added a second button to add a second song. (Brother John, if you were curious.) Once I did that, Godot would not read any array at all, and would crash with a null reference error. (Are those called null reference errors in GDScript? That's what they're called in C#, I've never heard them called anything in GDScript.) I cannot explain why the code would work fine with one object and go south with two objects.
I got to a point where whatever the explanation was wasn't important, I needed the code to work. I got the idea to:
- Have ONE object, just a regular ol node, run the code that lets Delia check what notes the user plays
- Store all these arrays in a resource
- Have the button send the resource up to the regular ol node and force it to read the arrays out that way. Tell me it's null now, you sonofabitch.
Godot 4.5 have a feature that I have been vibrating for. See that fancy "append node" checkbox? A signaling node can now send itself up with a signal! So we can store the resource on the button, have the button signal up, send the button on that signal, then read the resource!
Wow! Except it doesn't work!
If that song_data variable is null then I'm in Unity Engine. No. For whatever reason Godot simply would not read the resource off the button. Notice that the button itself isn't null? I guess it did manage to send itself, but none of its own data?????
Google suggested that sometimes you had to read the resource, duplicate it, then send it up. This doesn't work either.
So, like, don't do that, I guess, or suggest it.
Godot really loves the load() and preload() functions, those are pretty secure, so I tried this on the button:
Which doesn't work, but it lead me to the working solution. I don't love this solution, it's not slick and clean, but it's the only thing that actually works and allows the game to run multiple songs so let's goooo:
Using the connect dialog, send the resource's path as a string.
Then force the Teach Me object to load the path.
So I got this far, I got this working, party party, and then I remembered that I totally forgot that .bind() exists. Oh well, I can't promise that it would work, given that append node wasn't working.
Again, this makes me cranky, I'd rather just merrily be putting .tres files in the inspector by drag and drop. I'd love to know why the other solutions didn't work, and I'm curious to know if any of these will actually work in the upcoming 4.6. If you can explain it, let me know!
Wednesday, November 26, 2025
Dialogic Alternative Styles -- I Had No Clue!
Wednesday, June 11, 2025
A Bad Word Filter
One of the last tasks I had to program in for Delia's game was a bad word filter. I taught, I am 100% aware that kids cannot be trusted and have to have that filter. But: what bad words do we include?
I know that older games have bad word filters that have been cracked and are probably sitting around in the open on TCRF, but I didn't even know where to begin to find those. Soooooo I asked on the Kentucky Developer's website, and someone linked me to the Banned Word List. Did you know there's an official bad word list? Had no clue.
I'm gonna link it here, and it's obviously not safe for work, so you're clicking at your own risk: The Banned Word List
Just for good measure, some people put me up on these other two lists, which are also not safe for work, and you are also clicking these links at your own risk: Wikipedia's list of ethnic slurs and Wikipedia's list of common nouns derived from ethic group names. I went through and picked the ones I figured kids would be most likely to use.
Now, if you've read down this far, you're grown enough to know this, but I still need to say it: I'm not providing this information so you have a cool new list of awful things to call people. I'm providing this in case you're ever in the same situation and you need to block words. When I would let kids choose names on Kahoot, to put it politely, they would use something off these lists pretty much every time. Kahoot has a feature where it picks names for the kids. It made them complain, but it also meant that I wasn't displaying the Banned Word List on my projector.
I'm actually not sure how this factors into products for adults, but if you know I'd be interested to hear.
(You know, for whatever reason they'd pick nice names for Blooket. Can't explain that.)
Wednesday, March 12, 2025
SOUNDS!
Wednesday, February 26, 2025
Progress on Delia's Game
Wednesday, February 19, 2025
My Testing Process
- First, I test it. If I can't break it, we're doing great.
- Then, I make my husband test it. He's a software developer, and he ususally works okay after I remind him that if his testers don't come back with extremely detailed reports he gets mad, so yes, actually, he is expected to play my game longer than 30 seconds.
- At this point, I stop and fix things that he's found.
- I send it out to my local programming club's discord.
- I beg for testers on Bluesky. Seriously, don't sleep on this step, plenty of people are willing and ready to help you. Use the #indiedev and #gamedev hashtags.
- I take the comments, and if I like the suggestions, I integrate them into the next build. I don't always change everything. That's art, baybay. But I do pretty much 95% of what my testers say, because the program has to make sense to people who aren't me.
- My programming club, my husband, and Bluesky all get copies again to beta test
- HOPEFULLY that's the final boss of testing and I can go on to something else










