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How to Handle Disconnects & Reconnects (in Godot)

Most tutorials about creating online multiplayer games only show the very first step: connect peers -> instantiate players. That’s nice and helped me get a basic online game going within a few hours … but it’s obviously not the full story. Continue reading ...
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⌛ Published || Tuesday, Mar 3, 2026
🎗 Tags ||
  • [tutorial]

How To Quickly Debug Online Multiplayer in Godot

This article explains my lessons learned when creating my first online multiplayer games in the Godot Game Engine. More specifically, it talks about how to make the development (or “debugging”) process as pain-free as possible. Continue reading ...
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⌛ Published || Tuesday, Mar 3, 2026
🎗 Tags ||
  • [tutorial]

Programming Tip: No Hidden Dependencies

A common programming tip is to make your code as “modular” as possible. Every piece of functionality should be its own self-contained module, not depending on anything else, so you can freely reuse and combine those modules into a game. Continue reading ...
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⌛ Published || Tuesday, Mar 3, 2026
🎗 Tags ||
  • [thoughts]

Supporting Both Online And Offline Multiplayer (Godot)

This article will briefly explain how to create a game in such a way that you can play both online multiplayer (one player per device, connected over the internet) and offline multiplayer (all players behind the same device, local). Continue reading ...
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⌛ Published || Tuesday, Mar 3, 2026
🎗 Tags ||
  • [tutorial]
Thumbnail / Header for article: Bidding Blocks

Bidding Blocks

Welcome to the devlog for my game called Bidding Blocks. It will be a short one, as the game was developed rather quickly and considered more of a “mini game” in-between bigger game projects. Nevertheless, the game turned out more than good enough, otherwise you would’ve never even known of its existence ;) Continue reading ...
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⌛ Published || Monday, Jan 26, 2026
Thumbnail / Header for article: Mapped Out

Mapped Out

Welcome to the devlog for my game called Mapped Out. It will probably be rather short, because I was so swamped with work that I didn’t write this devlog while making the game. (Usually, I write down my thoughts as I develop a project, because it helps me keep things straight and solve problems. At worst, I write the devlog one or two days later, perhaps on the weekend. In fact, this was the first time in years that I wrote the devlog this late.) Continue reading ...
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⌛ Published || Monday, Jan 26, 2026
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