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Chase_Mutz

@Chase_Mutz

Joined June 8th, 2026

  • 6Devlogs
  • 2Projects
  • 0Ships
  • 0Votes
An engineering student with a love for 3d modeling, STEM, and world building.
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2h 20m 8s logged

On this session, I fine tuned the display for the month, date and year, learning to make the Godot family tree work so the date labels are anchored to the clock interface sprite, and helping the engine know where to look when referencing. Next I would have to figure out how to add the hours, minutes, and possibly seconds. (I am dreading this next part)

On this session, I fine tuned the display for the month, date and year, learning to make the Godot family tree work so the date labels are anchored to the clock interface sprite, and helping the engine know where to look when referencing. Next I would have to figure out how to add the hours, minutes, and possibly seconds. (I am dreading this next part)

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19m 4s logged

During my last update, I mentioned the problem of Godot crashing when I ran my code. Since I had no clue what was causing it, and knew that my time code was safe, I decided to test sessions of my main code. I put in code breaks (Red dots that I assume stop the code short) every so often and tested the code over and over again to see if it works, and it surprisingly did, even though I didn’t change anything. How? I have no idea, but regardless, I am safe to continue forward.

During my last update, I mentioned the problem of Godot crashing when I ran my code. Since I had no clue what was causing it, and knew that my time code was safe, I decided to test sessions of my main code. I put in code breaks (Red dots that I assume stop the code short) every so often and tested the code over and over again to see if it works, and it surprisingly did, even though I didn’t change anything. How? I have no idea, but regardless, I am safe to continue forward.

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2h 12m 51s logged

So it turns out, that Godot has it’s own time system. With the help of Google Gemini, I was able to find this code, and so I worked on troubleshooting and testing it fully. I created a separate project to fully test the time system just in case it crashes the code on my main project, and I eventually got it to work! I also created a clock sprite to display the finished clock when done.

When I put the working clock into my main project, I couldn’t load the game/site when I pressed run. Out of fear of crashing, I stopped it before things could start making expensive sounds and visuals.

On the next session, I need to figure out what is causing the crash, and how to fix it.

So it turns out, that Godot has it’s own time system. With the help of Google Gemini, I was able to find this code, and so I worked on troubleshooting and testing it fully. I created a separate project to fully test the time system just in case it crashes the code on my main project, and I eventually got it to work! I also created a clock sprite to display the finished clock when done.

When I put the working clock into my main project, I couldn’t load the game/site when I pressed run. Out of fear of crashing, I stopped it before things could start making expensive sounds and visuals.

On the next session, I need to figure out what is causing the crash, and how to fix it.

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1h 18m 49s logged

Coding Session 3:

As I mentioned in devlog 2, I wanted to add a clock to allow me to tell people how many quests (tasks) they got done in a day, and how many are tomorrow’s problem. After a bit of research, I found a tutorial by MakerTech (which I will link at the bottom for anyone who wants to use it), and I followed a long to begin creating a time system.

The only problem with it is that when I went to test it at the end, it crashed Godot, so I am not sure if it works. I will have to figure out if I did everything right next time I sit down for this.

Anyways, here is the playlist for a time system on Godot that I used: https://www.youtube.com/playlist?list=PLMQtM2GgbPEUsLNqlyHb_qFC8wZr5w7FW

I don’t entirely know if I am allowed to use online tutorials, but without it, I would never have been able to figure it out. Thanks Maker Tech!

Coding Session 3:

As I mentioned in devlog 2, I wanted to add a clock to allow me to tell people how many quests (tasks) they got done in a day, and how many are tomorrow’s problem. After a bit of research, I found a tutorial by MakerTech (which I will link at the bottom for anyone who wants to use it), and I followed a long to begin creating a time system.

The only problem with it is that when I went to test it at the end, it crashed Godot, so I am not sure if it works. I will have to figure out if I did everything right next time I sit down for this.

Anyways, here is the playlist for a time system on Godot that I used: https://www.youtube.com/playlist?list=PLMQtM2GgbPEUsLNqlyHb_qFC8wZr5w7FW

I don’t entirely know if I am allowed to use online tutorials, but without it, I would never have been able to figure it out. Thanks Maker Tech!

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43m 8s logged

During this session, I was able to get the text box to stop overlapping with the label. I also gave a use to “quest_tracker” to keep track of how many items are on it. The problem is that the text box does not auto clear when I hit the command for it to do so, and I can only put one quest up there, otherwise it breaks.

Goals for the next session:

1.) Get the text box to automatically clear when enter is pressed, while still typing the label.
2.) Find a way to add more labels through the code for each time a new quest is made.
3.) Add a variable for completed quests
4.) Add a clock at the end of the day (8:30-9:00) it tells me how many quests I had, how many I completed, and how many are left. (This one may need its own session)

During this session, I was able to get the text box to stop overlapping with the label. I also gave a use to “quest_tracker” to keep track of how many items are on it. The problem is that the text box does not auto clear when I hit the command for it to do so, and I can only put one quest up there, otherwise it breaks.

Goals for the next session:

1.) Get the text box to automatically clear when enter is pressed, while still typing the label.
2.) Find a way to add more labels through the code for each time a new quest is made.
3.) Add a variable for completed quests
4.) Add a clock at the end of the day (8:30-9:00) it tells me how many quests I had, how many I completed, and how many are left. (This one may need its own session)

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1h 8m 57s logged

Spent over an hour learning GoDot’s programming and creating these lines of code. After a lot of headaches, and some help from both youtube tutorials that I had to mash together, and Google Gemini for Troubleshooting, I was able to come up with a (partially) working base code.

I still need to figure out spacing issues when it comes to the text box and label (Perhaps staggering them would work)

I also need to find a way to make it create a new row each time a new item is added.

So far, I am very happy with how this is turning out!

Spent over an hour learning GoDot’s programming and creating these lines of code. After a lot of headaches, and some help from both youtube tutorials that I had to mash together, and Google Gemini for Troubleshooting, I was able to come up with a (partially) working base code.

I still need to figure out spacing issues when it comes to the text box and label (Perhaps staggering them would work)

I also need to find a way to make it create a new row each time a new item is added.

So far, I am very happy with how this is turning out!

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