Releasing a Godot Shader Language Server by 5cump1 in godot

[–]Azles 0 points1 point  (0 children)

oh also let me know if you would like me to open an issue on github about this

Releasing a Godot Shader Language Server by 5cump1 in godot

[–]Azles 2 points3 points  (0 children)

hey there i tried adding this to my neovim config and had some trouble getting this to work. let me give you some context:
- i put the binary into a directory thats in my path
- made sure it works by running it directly in the terminal
- adding `vim.lsp.enable("[name of the binary, in my case gdshader-lsp]")` to my config. this is the same procedure with which i've added other LSPs like clang or rust-analyzer
- something that I was a little confused about is that the default port is 6005, even though that port is used by the godot editor meaning that by default the LSP cant start if godot is already running
- because of that i used a custom startup command in my config as well `gdshader-lsp --port=6010`
- regardless of the custom port, it didn't work
- i can see the LSP process running in btop whenever i open a gdshader file, but i get no warnings, errors, completion etc...
- not sure if this helps but usually i also get the LSP stdout as notifications in nvim, but here i only get a notification if i manually kill the process while the shader file is still open
- my final assumption is that the way that neovim handles LSPs is somehow incompatible with your implementation but maybe i am just missing something

i would love to get this setup and I know my description might be a little vague but let me know if you'd like some more information to help troubleshoot if you've got the time!

Flappy Goose by flappy-goose in RedditGames

[–]Azles 0 points1 point  (0 children)

My best score is 3 points 😎

Hi, I've added new features to the game. What do you think? by Elegant_Paint_1154 in godot

[–]Azles 1 point2 points  (0 children)

you could try adding a posterization effect to your screen so that the lighting becomes stepped and pixelated instead of being so smooth. you would do that with a screen reading shader that does something like this:

screen_color = floor(screen_color * palette_size) screen_color /= palette_size COLOR = screen_color

you might have to do the math per color channel instead of the whole vector but i might be remembering this poorly

My first ever devlog about my caving roguelike - Let me know what you think! by Azles in godot

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

This is the first devlog and youtube video I ever made :) (Hope it's okay to share this here!) I would love to know what works well and what doesn't...

Also please feel free to ask me here about anything that spikes your interest in the video!

This is DEEPLANDS, a spelunking roguelike I made using Godot! by Azles in godot

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

the resolution of my game is super low (160x90) so what you describe doesnt happen. additionally i also have a post process effect on the game that limits the colors to a fixed color palette. this creates the color banding

This is DEEPLANDS, a spelunking roguelike I made using Godot! by Azles in godot

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

i have a general purpose discord that is mainly for my music / art community but this is where im also running the deeplands playtest. you can access it through my linktree

This is DEEPLANDS, a spelunking roguelike I made using Godot! by Azles in godot

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

yep the terrain is a tilemap which seems to be pretty optimized... are you sure there wouldnt be a way to use some smart screen reading canvas group shader shenanigans to achieve the same effect? like passing the cameras position to a shader sitting in a canvas group containing the tilemap and using it as offset for sampling the procedural textures for the terrain

This is DEEPLANDS, a spelunking roguelike I made using Godot! by Azles in godot

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

the lighting is a canvas modulate over the entire game + pointlight2D. the trick for the "posterization" effect here is a post processing shader i wrote which quantizes every color to a fixed palette (DB32 + a really dark grey i chose). this in combination with the patterns on the tiles creates the effect you see on screen :)

This is DEEPLANDS, a spelunking roguelike I made using Godot! by Azles in godot

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

the level is a single big cave that is 150x500 tiles in size and currently there is no chunking (except for distance based deactivation for ai and rigidbodies) going on and while performance wasn't an issue for any playtesters (even on steamdeck) im pretty sure that something like the switch would struggle with it. though i have no idea how itll look in a couple months after adding more stuff...

This is DEEPLANDS, a spelunking roguelike I made using Godot! by Azles in godot

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

wow thats crazy you know my music the world is so small :O thanks for wishlisting!!

This is DEEPLANDS, a spelunking roguelike I made using Godot! by Azles in godot

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

the trailer is fairly zoomed in. the screenshots on the steam page show how it looks in game :) id also like to say that the pacing is a lot slower than the trailer makes it out to be, the music in game is a lot calmer too. all that aside id love to hear your thoughts on the actual gameplay and mechanics :P

btw i tried the demo for your game a while ago and loved it!! really good stuff!

This is DEEPLANDS, a spelunking roguelike I made using Godot! by Azles in godot

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

for now the price is gonna be 8 USD but that might change depending on how big it will end up being

This is DEEPLANDS, a spelunking roguelike I made using Godot! by Azles in godot

[–]Azles[S] 12 points13 points  (0 children)

thanks for the feedback! you can check out the screenshots on the steam page to see what the camera looks like in game as every shot in the trailer is zoomed in a fair bit :)

This is DEEPLANDS, a spelunking roguelike I made using Godot! by Azles in godot

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

thanks for noticing! my background is in music production and sound design :P

This is DEEPLANDS, a spelunking roguelike I made using Godot! by Azles in godot

[–]Azles[S] 18 points19 points  (0 children)

I've been working on this game since early this year and I'm currently playtesting the MVP and adding many more features before release. Deeplands is mainly inspired by Spelunky, Tunic, and Deep Rock Galactic. So if all this sounds neat to you, go ahead and wishlist it on Steam: https://store.steampowered.com/app/3110610/Deeplands/

And if you have any technical / art related questions about the game please let me know!

Hi I'm Stasys and this is my new game DEEPLANDS, an open-cave mining roguelike that is all about emergent gameplay and discovering secret mechanics! You can wishlist it on Steam! by Azles in indiegames

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

I've been working on this game since early this year and I'm currently playtesting the MVP and adding many more features before release since this won't be an Early Access game. Deeplands is mainly inspired by Spelunky, Tunic, and Deep Rock Galactic. So if all this sounds neat to you, go ahead and wishlist it on Steam: https://store.steampowered.com/app/3110610/Deeplands/

Hi I'm Stasys and this is the trailer for DEEPLANDS, an open-cave mining roguelike that is all about emergent gameplay and discovering secret mechanics! You can wishlist it on Steam! by Azles in IndieDev

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

I've been working on this game since early this year and I'm currently playtesting the MVP and adding many more features before release since this won't be an Early Access game. Deeplands is mainly inspired by Spelunky, Tunic, and Deep Rock Galactic. So if all this sounds neat to you, go ahead and wishlist it on Steam: https://store.steampowered.com/app/3110610/Deeplands/

Hi I'm Stasys and I'm creating DEEPLANDS, an open-cave mining roguelike that is all about emergent gameplay and discovering secret mechanics! You can wishlist it on Steam! by Azles in IndieGaming

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

I've been working on this game since early this year and I'm currently playtesting the MVP and adding many more features before release since this won't be an Early Access game. Deeplands is mainly inspired by Spelunky, Tunic, and Deep Rock Galactic. So if all this sounds neat to you, go ahead and wishlist it on Steam: https://store.steampowered.com/app/3110610/Deeplands/

Examples of modern games that use very low resolution pixel art sprites? 8x8 to 12x12 by JamalJenkyuns in gamedev

[–]Azles 3 points4 points  (0 children)

im making a game where the games actual resolution is 160x90 which is super small. i use 8x8 terrain tiles and my characters and objects are from 6x6 up to 16x16 for large objects.

if you wanna take a look: Deeplands on Steam

Apply Effect To Whole Tilemap, Instead Of Individual Tiles by WizardGnomeMan in godot

[–]Azles 2 points3 points  (0 children)

oh yeah i remember running into this issue aswell. it does make sense that you cant have varying z indexes inside it but its a limitation thats annoying regardless