This week marks the start of my Weekly Logs! I’m sharing updates on my various game projects—what’s been tested, improved, and what’s coming next. I also plan to write some project-focused devlogs. I’ve got way too many projects started and abandoned here and there, so it’s high time to get things organized.
Side_side_side_side_project_version_finale_2.exe
It was long overdue to clean up and organize all these infamous game projects and other side projects I love to stockpile. I started this work a few weeks ago (read Cosmic Zombies Attack! : post-mortem), and this week got some good motion. I decided to focus on two projects only. I won’t share specifics yet, as there isn’t much to show.
Project 1: Started 2019/2020
- Engine history: Began in HaxeFlixel, later ported to Godot 3.5. Everything from HaxeFlixel was restored, Android export worked, possible future in-game ads integrated.
- Hiatus: Moved to another country, then Covid happened.
- 2024 revival: Switched to Godot 4.3 (Godot 3.5 was released 2 years old at that time). Gap between versions + learning curve → full refactor.
- Current status: Project still exports to Android, but many features are broken or incomplete. I’m starting again, but this time smarter: I created a GitHub repository.
It was first started using HaxeFlixel for the engine. It’s a simple, cute game aimed for Android. I later switched the engine to Godot (version 3.5), managing quite easily to bring back everything to the level I had with HaxeFlixel. Export to Android was working, integration of possible future in-game ads working too. Then, I moved to another country, followed by Covid.
Around summer 2024, I wanted to go back to it, alas the gap between my version of Godot and the new one was quite important (v4.3 was released in August 2024). Adding that I was still discovering the engine, I preferred then to switch to the new engine. Operating, at the same time, a full refactor.
Though, it seems that I stopped in the middle of it!
The project still exports successfully to Android, but a lot of features aren’t working anymore, or simply didn’t have been rewritten at the time. I’m gonna start back from that, even if it went through my mind that scrapping everything may be a better way. Anyway, the project is on rails again. And this time I’m going to try to be a bit smarter: I created a repository on Github.
Project 2: Started 2025
- Engine: Godot (recent version).
- Progress: First minor release (v0.1.0) committed; some mechanics already working.
- Goal: Simpler project, mainly to experience publishing on the Google Play Store.
- Next steps: Continue development and prepare for first publish.
It’s another Android app made with Godot. Though, this time, more recent, as I started it this year. I just committed my first minor release this week (v0.1.0), and some mechanics are already working as intended. Nothing especially to show for now. The concept of this one is quite simpler than the other, it’s mostly because I want to use that one as one that will let me experience my first publish on the Google Play Store. The project is simpler, but it will nonetheless be a challenge, as the publication of the app will be a first for me.
That being said, can’t wait to continue the work!
Errata memento
These Weekly Logs are also about remembering dumb mistakes, erratic tips, random shortcuts, and a plethora of things I learned.
This week: launching remote debug on Android from Godot v4.3.
- Problem: It worked perfectly in v3.5 on older projects, but nothing in v4.3.
- First attempt: Reinstalled the full development environment—no luck.
- Discovery: The reason was simple and easily forgotten.
In Godot 3.5: Click the little Android icon in the top-right corner of the window.

It was imprinted in my mind, you needed to click on the android that was sitting on the left of the media icon.
In Godot 4.3: The icon is slightly different, almost indistinguishable from others. Clicking it shows all available terminals for remote debug. A tiny UX change caused a whole day of frustration. Lesson learned: sometimes a “bug” is just a UX issue!

If only I had been curious enough to do so, I would have discovered that it then show all available terminals for remote debug. I would also have saved a day.
For what I know, it doesn’t seem that it’s possible to start a remote debug from the main project menu. So if you miss that icon, and had some problems by the past with android export in general, your first reflex is not going to think it’s just an UX problem!
Anyway, that’s all for this week!
Cheers.
w.
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