#StateMachines
[2024 Apr 16] statemachines!
November 10, 2024 at 1:43 PM
You can't switch nodes in statemachines. You have to delete it and it disconnect every existing connection (so again, you have to reconnect everything)

Basically, it's fine if everything you do works as intended first try, and you don't need to modify your setup. (Lol)
March 5, 2026 at 11:46 AM
V1.1 of Statement features Statement Lens: A fully interactive advanced visual debugger for Statement! A very powerful debugger for your #statemachine!

Itch
refreshertowel.itch.io/statement

Docs
refreshertowel.github.io/docs/stateme...

#gamemaker #indiedev #gml #finitestatemachine #statemachines
December 11, 2025 at 2:49 PM
agora to animado pra ver statemachines

(a frase mais chata de todos os tempos ja dita)
March 11, 2026 at 7:52 PM
Really liking the assets nodecanvas and flowcanvas together. The ability to nest flowscripts as states in statemachines or leafs in behavior trees helps keep the visual scripts nice and focused. #gamedev #unity
January 4, 2025 at 7:58 PM
How do you simplify a state machine without losing behaviour? I explain how I approached state-machine minimization, equivalent states, and reducing complexity.

dev.to/okpalan/how-...

#ComputerScience #StateMachines
How I minimized a state machine.
Hi, my name is Nnamdi Michael Okpala, and I’m a researcher passionate about solving problems...
dev.to
September 14, 2026 at 1:08 AM
trying to figure out playmaker statemachines so i can use that for boss behaviors instead of coding statemachines myself. it feels fairly easy to grasp, just a matter of knowing how to make each state do what i want it to.
June 5, 2025 at 1:14 AM
March 12, 2025 at 11:31 AM
Summer of #Windjammers 🥏🥏🥏 clone in #GodotEngine

Progress update ⏳

#GameDev #IndieDev #IndieGame #StateMachines
August 13, 2024 at 3:41 PM
I’ll deep dive into #Rive / #Lottie in 2026.

#RiveScripting is powerful like #Flash & Lottie got #StateMachines finally.
Rive is better for future but Lottie is integrated with #AE.

What do you think about Rive / Lottie, #animator friends?

rive.app/blog/scripti...
lottiefiles.com/state-machines
Scripting is live in Rive
A professional programming environment inside a professional design tool.
rive.app
January 16, 2026 at 8:11 AM
I published a new version of ProtoSurvivor.

Am happy I found the motivation to rework mob patterns to learn StateMachines and make it a bit more diverse
Next I'll rework the boss-figth, but I want to introduce elements about storytelling and chat boxes
I still need to figure out player abilities...
December 30, 2025 at 10:42 PM
Me too i wanna add some dynamic attacks and dashes but i am still quite the beginner with ai statemachines and stuff 😅
April 5, 2025 at 10:53 PM
🚀 Introducing the next evolution in distributed systems management! Guidepad's state machines framework brings real-time automation & unmatched flexibility to IaC workflows. 🌐 See how we are redefining runtime state management. guidepad.io/blog/introdu... #DevOps #StateMachines #Terraform #OpenTofu
Introducing State Machines
Guidepad's state machines move us towards a future of autonomous system management
guidepad.io
January 14, 2025 at 5:53 PM
Wow this starterpack thing is dope! To celebrate new friends, check out a prototype called LightDog in #godot where I was learning about pathfinding, statemachines, and Dialogic!
It was about a repair service and the repair man is stuck with piesek-- a yapaholic dog with lightbulb head..
November 19, 2024 at 8:20 PM
Pretty silly idea: generating cactus plants with state machines

cactus-tycoon-3d.vercel.app

#React #ThreeJS #StateMachines #xState #Javascript
August 6, 2024 at 9:41 PM
Comparisons to existing state machine implementations like XState (TypeScript), Rust Type States, and Haskell libraries helped contextualize Polystate's design and potential trade-offs. #StateMachines 4/6
June 24, 2025 at 5:00 AM
Genuinely, its the bazooka.

One of my big complaints about Armored Core 6 is its totally dominated by its damage model and everything else in the game is completely secondary.

Turn-rates break the entire meta and design. Full-body animation statemachines also cripple the game's control design.
AC6 - BALTEUS in 12 seconds (World Record)
YouTube video by Cardinal
youtu.be
November 15, 2024 at 7:50 AM
Architectural sync isn’t magic—it’s a mindset.
Treat your model as the engine, not a static sketch.

Use OCL for fast derivations and Statemachines for implementation logic.

You'll achieve pure, synchronized execution across your stack. ☺️

#MDriven #SystemSyncing #MDD #SoftwareEngineering
February 24, 2026 at 6:07 PM
i mean i'm still enjoying making tricky but part of that is because i did all my gameplay prototyping in like early 2024 so a lot of what i'm doing now is production work and AI programming. boss statemachines can be a bitch
November 17, 2025 at 7:44 AM
Yeah Unity's Animator is tough X(
It's very finicky and very prone to do spaghetti nodes with.

There's a lot of stuff you can know about the Animator like
Sub-StateMachines or Blend Trees that can ease the process for a bit (organization and stuff), but yeah it's still pain to deal with...
April 22, 2025 at 10:14 PM
☕ AM Pick

The point about status columns masking concurrency issues rather than solving them is underrated. Side effects still fire twice even if the column looks correct.

#Postgres #Concurrency #DatabaseDesign #StateMachines
Inserting State Transitions in Postgres
An append-only status model gives you full history, but concurrent transitions can produce contradictory records. Here’s how to prevent that.
robots.thoughtbot.com
August 24, 2026 at 1:33 PM
Btw good search terms for trying to dig through the abominable intelligence slop are: GoalOrientedActionPlanning (GOAP), BehaviorTrees, UML Statemachines, pathfinding algorithms.
July 29, 2026 at 11:35 PM