Devlog 2026-08-06

Let’s start with a minor but very important change…

We’re gonna change the Button nodes into Texture Button nodes.

The name should make the change evident, but the difference is that Texture Buttons are basically images with a button hitbox, whereas regular buttons are made to have text and whatnot.

It also has not just all the states from “hover” to “disabled” on it, but you can add a LOT of different texture types depending on your needs.

Incidentally, one bit in Godot I appreciate is that I named this “Menu1” and hit duplicate and the next one was called “Menu2” automatically.

Right now I’m interested in the Click Mask function since that would allow for a LOT of freedom in how I design the buttons (allowing transparency and such). Turns out Click Mask needs to use a bmp file where black means unclickable and white means clickable.

This is when I find out that Affinity (which I’ve been using because fuck Adobe in the ass with a cactus) cannot export files as bmp for some reason. Which led me to unironically needing to use MS Paint.

Then I was briefly stumped as to why I couldn’t select the hitbox until I learned something fun.

The Import tab I’ve never needed came into use now. What it does is indicate how you want to import or reimport individual files. In this case I added a .bmp file but it was imported as a texture… so I just reimported it as a BitMap.

Aaaaaand it doesn’t work.

Well, I was just being dumb. The problem was that sure I duplicated the buttons and whatnot but sorta kinda… forgot to move them so not only was I clicking on a button-less area, all the buttons were piled together.

Affinity also can’t edit gifs, what the hell…

I guess I’ll just have to find the CS6 installer I have in a hard drive somewhere from all the way back in college.

Anyway…

A small bit of housekeeping, I made a shitton of clear png dummies so Nashira can mess around with the buttons later just by replacing the textures.

With that step done, we roughly add the moving patter to all other buttons and…

…uh…

Hold the thought for a moment.

Okay that’s better.

The next step is to disable the buttons when the state changes. In terms of logic this means when whichmenu is different from 0 OR movemenu is true.

I like that you can drag an object into the editor to get its path.

What we’re doing here is calling the node that has all the moving code and if the menu is moving or is anything other than the default state, the buttons disappear.

I ALMOST made individual scripts for each button, but the individual behavior is stored elsewhere, I can just use a single button script and be fine.

Right, so now we need the button that lets you return to the basic state. What’s interesting is that this button has to be able to switch between two states: One where it’s a Settings button, and another where it’s the Return button.

What I’m thinking is a signal, and I’m thinking a signal because I can trigger a signal at the point of the code where things stop moving. It can tell the button’s code “hey, change up”.

So first let’s add the button. I just grabbed the white hitbox and cut it to1/9th of its size. We need it to exist on top of of the bottom right button without being in conflict with it. Basically, we need to be able to hover between both corner buttons with no conflict.

Which is the default…

I’ve done quite a bit and I gotta finish some other paperwork, but let’s update the current pending list:

To-do list:

  • Finish the movement pattern for all menu states. All but “return to previous” but it’s technically done.
  • Create a state change where the settings button becomes the return button.
  • Create the “return to start” motion.
  • Make each menu spawn buttons. Changed to Make each menu spawn a placeholder.
    • Nashira has to design each menu so I’ll leave an image that she can replace with a placeholder that I then work on.


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