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Walaber

@walaber.com

JellyCar creator, lead designer of "Where's My Water?" | Making games solo and 1/2 of Toyful Games | ゲームを作っています!日本語だいたいワカル | He/him https://linktr.ee/walaber

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Latest posts by Walaber @walaber.com

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When you get the code working but the *way* it works is just too janky:

10.03.2026 14:23 👍 19 🔁 0 💬 1 📌 0
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I’m working on an update for JellyCar Worlds that will add over 50 new community-created levels!

09.03.2026 14:22 👍 25 🔁 1 💬 0 📌 0
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new Steam publisher page is lookin' nice!

08.03.2026 05:53 👍 86 🔁 9 💬 2 📌 0
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My cartoons to introduce each world started getting more and more cinematic as I made them 🤓
This was from world 7 which introduced the grappling hook ability

08.03.2026 02:44 👍 37 🔁 6 💬 2 📌 0
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How JellyCar got its antenna

06.03.2026 15:31 👍 27 🔁 0 💬 1 📌 0
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Recently I got invited to join the new Godot UX team. When I have time I will be helping testing editor PRs and make Godot more usable for everyone.

What are some of the most annoying things about Godot UI/UX that you think need attention?

05.03.2026 10:16 👍 724 🔁 75 💬 93 📌 0

If you drag a scene from the FileSystem into the scene, the item in the file system still has focus so when I hit F2 to rename my newly placed node, I end up renaming the source scene in the file system.

05.03.2026 15:54 👍 8 🔁 0 💬 0 📌 0
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It’s a simple little physics setup but it’s still exciting when it works like you hoped

05.03.2026 15:44 👍 38 🔁 3 💬 2 📌 0
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What you DO in my game 4x4 in a Furniture Store

04.03.2026 15:13 👍 17 🔁 0 💬 1 📌 0
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I think this one (World 4) is where I started to get a little better at making the flipbook intros for JellyCar Worlds

03.03.2026 06:35 👍 36 🔁 5 💬 0 📌 0
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🚗🆚🛑 “Grow”
Every world in JellyCar Worlds opens with a hand-animated and voiced flipbook cartoon

01.03.2026 05:15 👍 42 🔁 4 💬 0 📌 0
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Ok perhaps a bit more patience is in order 😬

28.02.2026 16:41 👍 27 🔁 1 💬 2 📌 0
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Did you know I added a 2P co-op world to JellyCar Worlds?

28.02.2026 05:10 👍 35 🔁 4 💬 1 📌 0

yes! although the demo is quite generous so I haven't finished it yet. I can imagine a crafting mechanic would obviously lead itself to selling / running a business / etc, but the framing here of people helping each other out is a great replacement.

27.02.2026 20:59 👍 1 🔁 0 💬 1 📌 0

The demo is fantastic! Really sucked me in with the writing and pacing.

27.02.2026 19:10 👍 19 🔁 3 💬 1 📌 0
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Level design is my passion

27.02.2026 15:20 👍 27 🔁 1 💬 1 📌 0

basically yes. the small parts round the edge have a spring orientated toward the center of the main tire body. it gives the tires some ability to deform / conform to the terrain

26.02.2026 21:45 👍 1 🔁 0 💬 0 📌 0

when you activate a mission, there is a passenger in the car, so the game physics just simulates 2 people constantly (to keep things balanced as you indicated), but I want them to react differently to actions (such as shaking the car), so there is 2 instead of 1.

26.02.2026 21:44 👍 1 🔁 0 💬 0 📌 0

I haven't done a lot of dynamic, runtime connections between bodies though, so there might be some surprises related to how and when the joints decide their relative transforms to each body, etc.

26.02.2026 21:41 👍 1 🔁 0 💬 1 📌 0

yes, you can create a new joint, and then set the node_a and node_b to the *path* to the bodies involved, usually using something like joint.node_a = joint.get_path_to(body_a) etc.
you can also position and orient the joint first so that the relative axis, etc is how you need it.

26.02.2026 21:40 👍 1 🔁 0 💬 2 📌 0

Yes I have a debug script that hides all visual meshes and then creates and enables meshes made from the physics colliders.

26.02.2026 15:16 👍 3 🔁 0 💬 0 📌 0

The mattress mesh is a single mesh with a grid of bones for the top and bottom layer, and I have a script that maps the positions of the boxes to the bone positions to update it and make the bendy visual.

26.02.2026 14:57 👍 3 🔁 0 💬 1 📌 0

Not yet surprisingly. This is using Jolt on Godot 4.6, current build runs smooth on Steam Deck at least.

26.02.2026 14:56 👍 12 🔁 0 💬 1 📌 0

the tires are also rigid bodies (multiple per tire), so all of the reactions are the direct result of contact between the rigid bodies

26.02.2026 04:03 👍 0 🔁 0 💬 0 📌 0

Here's a look at how the mattress physics look using my debug view. A mattress is essentially a 3x5 grid of rigid bodies connected with joints to flex, and then stacked on another grid kinda like 2 pieces of bread, with springs between them for compression

26.02.2026 04:03 👍 139 🔁 11 💬 7 📌 3
Preview
4x4 in a Furniture Store on Steam 4x4 off-road physics-based precision driving in a mini open world mega furniture store

This is the game btw, you can see some mattresses flying for a brief moment in the trailer on Steam as well store.steampowered.com/app/4135570/...

25.02.2026 23:41 👍 9 🔁 0 💬 1 📌 0
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“30 RigidBodys Well Spent” 😅🤓

25.02.2026 15:22 👍 73 🔁 3 💬 4 📌 1
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I’m working on missions 4x4 in a Furniture Store right now on twitch.tv/walaber, come say hi!

24.02.2026 22:29 👍 20 🔁 2 💬 0 📌 0
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Basic mission structure I’m planning for 4x4 in a Furniture Store

24.02.2026 15:23 👍 8 🔁 1 💬 0 📌 0

My god that skill tree is GIANT. Good luck with the fest!

23.02.2026 22:19 👍 1 🔁 0 💬 1 📌 0