lol too funny.. please dont shoot my comment.
Skulltip
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I get what you’re saying, and I didn’t mean for my comment to come off like I was knocking your workflow or the tools you used. You definitely built it in legit 8‑bit software — I’m not questioning that at all. What I was trying to get at is just the vibe of the final track. Even stuff made with true 8‑bit tools can land in different stylistic pockets, and this one just doesn’t quite match the tone I’m aiming for in the game. Think I'll end up submitting a buggy and unfinished game if anything at all, never enough time anymore.
I see the message below, then I google tutorials and my eyes glaze over. Do i have to export to mac or is there an easy way around this? It shows
- invalid bundle identifier: identifier is missing.
- Warning: notarization is disabled. The exported project will be blocked by Gatekeeper if it's downloaded from an unknown source.
- Code signing: Using ad-hoc signature. The exported project will be blocked by Gatekeeper.
Ugh have it tweaked out a bit with Godot but when I try to upload the html5, install and run it just sits there with a full loading bar like it is stuck. Could someone help? I used this website but did not help at all. How to export a Godot 4 game to run on the web on itch.io | foosel.net Also, when i select 'type of game as html' i lose my graphics, font, backcolor etc for the project page.
besides snap to grid drawing tool option suggestion, another one I have is to add a library similar to autocad. I envision a place to draw and store a selection of shapes you can drop anywhere kind of like a widget. Also be able to move them around on the canvas like a widget, then edit it if you want to customize it onto the canvas or within the library. Hope that makes sense.













