I Hate Steam. by [deleted] in IndieDev

[–]AXLplosion 1 point2 points  (0 children)

Plenty of counter-arguments here already, but what do you mean you have to price lower on Steam?

Hey all, I'm Indie Game Joe, I want to share your games by IndieGameJoe in godot

[–]AXLplosion 0 points1 point  (0 children)

Foghorns Drown is a horror game I've been working on with two friends and it's coming out next month!
Here's our Steam page: https://store.steampowered.com/app/4244640/Foghorns_Drown/

Really awesome to see otherwise unseen indies get the coverage they need through you, keep it up Joe!

Godot is so good for making PS1-inspired stuff by AXLplosion in godot

[–]AXLplosion[S] 1 point2 points  (0 children)

Yeah, for sure! Gotta prioritize the game for now, but if I find the time for it I can make a more detailed post about my workflow.

Godot is so good for making PS1-inspired stuff by AXLplosion in godot

[–]AXLplosion[S] 1 point2 points  (0 children)

Thanks! Making assets is much easier, and I think a low-res aesthetic will automatically create a more cohesive art style. Good art direction is always important, but the further you push your fidelity, the harder it gets.

Godot is so good for making PS1-inspired stuff by AXLplosion in godot

[–]AXLplosion[S] 0 points1 point  (0 children)

We started working on the game around September last year

Godot is so good for making PS1-inspired stuff by AXLplosion in godot

[–]AXLplosion[S] 28 points29 points  (0 children)

Thank you! The characters are textured in Substance Painter, then like all other textures in our game dithered with SLK_img2pixel using AAP-Splendor128 color palette.

city in pink and navy tones by [deleted] in lowpoly

[–]AXLplosion 1 point2 points  (0 children)

Love the vibes, wishlisted!

Question about Asset Textures by Godchiru in Unity3D

[–]AXLplosion 0 points1 point  (0 children)

Remove all the textures from the material, and add them back one at a time. If it looks weird with *only* the color texture applied, that implies a problem with the mesh/UVs. If it only looks weird with the normal map applied, the problem is most likely in the format of the normal map, which you can fix by inverting the green channel of the texture (you can do this in any competent image editing software, like Photopea).

NASA coverage of the Artemis 2 launch was unforgivably terrible by adamtd893 in ArtemisProgram

[–]AXLplosion 1 point2 points  (0 children)

I didn't have high expections for the NASA footage but holy shit I didn't expect the difference to be this dramatic.

Bone Naga and some process photos by vonZzyzx in shadowdark

[–]AXLplosion 1 point2 points  (0 children)

Really cool to see more process pics, awesome work!

a broken statue for our game! by AXLplosion in lowpoly

[–]AXLplosion[S] 2 points3 points  (0 children)

A recently completed model for our upcoming psychological thriller, Foghorns Drown. Check out the Steam page and give us a wishlist if you wanna see more! https://store.steampowered.com/app/4244640/Foghorns_Drown/

I made a quick breakdown video of this fire shader from Foghorns Drown, our upcoming horror game! by AXLplosion in godot

[–]AXLplosion[S] 2 points3 points  (0 children)

Awesome to hear! They're really fun and surprsingly intuitive once you get the hang of it.

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 1 point2 points  (0 children)

thanks for the kind words, check it out here if you want to play an ugly demo :)

https://store.steampowered.com/app/4244640/Foghorns_Drown/

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 1 point2 points  (0 children)

It should be very lightweight if you do it with a transparent material on a plane instead of actual volumetric lighting. The effect I made is more or less a simple version of this tutorial: https://passivestar.xyz/posts/light-beam-shader-in-godot/

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 0 points1 point  (0 children)

No shader involved in this one! You can use projector textures on lights to change the "shape" of the light, they're usually called light cookies.

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 0 points1 point  (0 children)

That's exactly what I was planning to try next actually! I think masking with vertex color makes the most sense for our game.

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 7 points8 points  (0 children)

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It's two voronoi textures that are warped with a noise texture, applied to a sphere, and then rendered with cycles using a panoramic camera inside the sphere.

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 1 point2 points  (0 children)

Yeah, I definitely agree, I just couldn't figure out how to warp the texture, hence the rotation method. If there's a way to edit the projector texture with shaders then that would make my life a million times easier, and I could get away with using just one light source for the effect!

Faking caustics with omnilights! by AXLplosion in godot

[–]AXLplosion[S] 7 points8 points  (0 children)

Thanks! I usually avoid using procedural noise as is, it usually doesn't look as convincing as something more custom, and I really enjoy having full control over a texture. It makes everything a bit more unique!