new bopimo shapes idea
hollyleaf 29
Joined Dec 2024
snowflake + inverted pyramid




thats all
nickels 39
Joined Dec 2024
i want hollow spheres
Umbreon 32
Joined Nov 2025
I want masks, so I can remove parts of a block and easily make windows without having to create 4 individual blocks.

Fun fact, the only reason I want that now is due to a graphical bug in the editor where translucent blocks overlapping each other could sometimes cut right through them, though it seems to fix itself after reloading so it's useless.
crime 15
Joined Nov 2025
chicken shaped block
LearnCrow 29
Joined Dec 2024
is there a hollow cube? that'll help with level optimization i think
nerdydev 7
Joined Jan 2025
Originally posted by Umbreon 32 2 weeks ago
I want masks, so I can remove parts of a block and easily make windows without having to create 4 individual blocks.

Fun fact, the only reason I want that now is due to a graphical bug in the editor where translucent blocks overlapping each other could sometimes cut right through them, though it seems to fix itself after reloading so it's useless.
This is a bug with Godot. I'm pretty sure if you change the renderer, it should be fixed. You can do this by creating an override.cfg file in the same folder as the client executable. Make sure to type in


[rendering]
renderer/renderingmethod="RENDERER"


but replace "RENDERER" with "forward
plus", "mobile", or "gl_compatibility".
NyanCat 29
Joined Dec 2024
Originally posted by Umbreon 32 2 weeks ago
I want masks, so I can remove parts of a block and easily make windows without having to create 4 individual blocks.

Fun fact, the only reason I want that now is due to a graphical bug in the editor where translucent blocks overlapping each other could sometimes cut right through them, though it seems to fix itself after reloading so it's useless.
actually this is based on some kind of priority system. blocks that were created first render over blocks created afterwards. pushing block data can screw with this, but when a level is loaded the priority is back to creation time. this can be viewed and rearranged in bopjson files (blocks listed in the array are in order of creation) and also applies to hit detection and likely other cases of interacting with multiple blocks at once
NyanCat 29
Joined Dec 2024
Originally posted by NyanCat 29 2 weeks ago
actually this is based on some kind of priority system. blocks that were created first render over blocks created afterwards. pushing block data can screw with this, but when a level is loaded the priority is back to creation time. this can be viewed and rearranged in bopjson files (blocks listed in the array are in order of creation) and also applies to hit detection and likely other cases of interacting with multiple blocks at once
saying they "render over" other blocks is a bit of an oversimplification though to be clear it's just kind of hard to explain and easier to observe