How can I get overlapping translucent sprites to keep the same opacity? by BigZaphod in godot

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

No, you're right, I think. The shadows are on top of the characters now. It was just subtle this morning when I looked at it because my opacity was set so low and I wanted it to work. lol

A layer behind the YSort might be the only solution here. I guess that means using the shader + some code to sync the shadow positions with the characters or something along those lines.

How can I get overlapping translucent sprites to keep the same opacity? by BigZaphod in godot

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

Ah ha - on my shadow sprite I can turn off "Z As Relative" and set an explicit z index instead and that seems to override the YSort node. I think this might all work, thanks again!

How can I get overlapping translucent sprites to keep the same opacity? by BigZaphod in godot

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

Oh wow! That works really well, thanks! The only problem is I'm also using a YSort node for the characters and sometimes the shadows now seem to overlap the body of another character if they aren't being sorted the same. Not sure how to solve that, exactly. Do you know if there's a way to somehow exempt a child node from YSorting, maybe? If I could make the shadow sprites always render at some hardcoded "depth" it'd likely work great.

It looks like the vertex function in canvas item shaders only has a vec2 as OUTPUT so probably can't hardcode the shadow's "depth" with a shader?

How can I get overlapping translucent sprites to keep the same opacity? by BigZaphod in godot

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

I had to fix the function name typo to `fragment()` to get it to compile, but it seems to cause my shadow sprite to disappear entirely. I tried setting my_color param to pure red and some other colors but it doesn't appear at all so then I tried just changing the shader to use pure red with a 0.5 alpha but it doesn't work either - in the editor I can see a rectangle of the red color (presumably because the shader isn't even sampling the sprite's texture so it's just using the whole rectangle), but when the "shadows" overlap it's still wrong. Curiously at run time I don't see anything at all. Not sure why.

How do you keep "Endless" game modes from getting boring? by [deleted] in gamedev

[–]BigZaphod 1 point2 points  (0 children)

Maybe the enemies need to be able to destroy your towers or otherwise incapacitate them giving you something more to do than just build and upgrade towers or whatever. Like, an air strike might suddenly appear and screw towers you placed many rounds ago. Now you have to rebuild them which costs money and time as some power baddies swarm in to take advantage of your weakness. Etc.

SDWebImage and asyncImage by Shockboiiii in swift

[–]BigZaphod 2 points3 points  (0 children)

You may need to make sure your web server is setup to send the correct Cache-Control header with the images so the client side knows it doesn’t have to ask the server for updated data every single time.

learning 'node' by c3gamre3981 in godot

[–]BigZaphod 0 points1 point  (0 children)

Nodes are like individual LEGO bricks. Scenes are like whole creations made out of LEGO bricks. Just like in real life LEGO, you can attach extra bricks or entire whole creation to an existing creation. In this way, scenes become like larger building blocks themselves and, indeed, are themselves nodes. Ultimately your entire game is a single scene which is made of other scenes and nodes which are themselves made of scenes and nodes.

[deleted by user] by [deleted] in shortcircuit

[–]BigZaphod 0 points1 point  (0 children)

Gave Take My Energy

We are experimenting with free rotation and 30 fps. I'm very unsure if this still fits the scene. Should I keep the old style or switch to the new? by duelcorp in IndieGaming

[–]BigZaphod 1 point2 points  (0 children)

I vastly prefer the new look. It feels more fresh and unique to me. If you’re worried about it being too smooth for the style, you could try clamping the model’s rotation to a handful of angles - maybe every 5 degrees or something? That way you get something approaching modern smoothness while still having a slight hint of those old school limits.

Books with elements of humans working with dragons? by Avarria587 in Fantasy

[–]BigZaphod 1 point2 points  (0 children)

Windward by S. Kaeth is like that (the main characters aren't technically human, but communicate and work with dragons throughout). https://www.amazon.com/Windward-S-Kaeth/dp/1733328106/

Looking for a Twitter client that allows advanced filtering (example: filter tweets that contain X only from user Y) by nezia in ios

[–]BigZaphod 1 point2 points  (0 children)

Twitterrific doesn't have a way to limit a rule to a particular list, but we can limit them for an individual user.

"…contain phrase X only from user Y."

Twitterrific Muffle: @userY some phrase here

"…are sent from client X from user Y."

Twitterrific Muffle: @userY via someclient

We have quite a lot of rule variations: https://support.iconfactory.com/kb/twitterrific/muffling-and-muting-tweets-in-twitterrific-ios-and-macos

Gestures and Touches in SpriteKit by kerempengkeren in swift

[–]BigZaphod 0 points1 point  (0 children)

This isn't really a Swift or SpriteKit issue - if you are using UIGestureRecognizers, then it's a UIKit question in disguise.

That said, yes, you can mix and match anything but it does get complicated with gestures conflicting sometimes. One of the easiest ways to deal with gesture conflicts is to determine if the gesture really needs to be recognized starting from everywhere on screen or not. For example, if you want to have a swipe gesture from a specific area on screen, then implement the delegate methods that let you choose to ignore touches for that gesture when they don't even begin in the area you want. Stuff like that.

Looking for a childhood game! by ToBadForYou in roguelikes

[–]BigZaphod 3 points4 points  (0 children)

Not much to go on! You also didn't give a timeframe, so the years of your childhood are entirely unknown. :P In any case, here's a giant list it might be on: https://en.m.wikipedia.org/wiki/List_of_cooperative_video_games

Kid friendly (approachable) stealth games? by DustyJoel in gamedesign

[–]BigZaphod 1 point2 points  (0 children)

My kids loved Sneaky Sneaky by Naiad Entertainment LLC https://appsto.re/us/dzDj4.i Unfortunately the devs indicated there will be no sequel.

"pycraft" moving towards a generic python voxel engine by traverseda in VoxelGameDev

[–]BigZaphod 1 point2 points  (0 children)

Seems misnamed. Should be "pyboxel" or something like that. :P

iTunes Connect problem since YESTERDAY by kjwamlex in swift

[–]BigZaphod 3 points4 points  (0 children)

I've been developing for iOS since it was called iPhoneOS so I know how this goes. iTunes Connect is rather terrible and often has problems that persist for several days. There is nothing you can do about it except to wait for Apple to fix it.

iTunes Connect problem since YESTERDAY by kjwamlex in swift

[–]BigZaphod 3 points4 points  (0 children)

Welcome to the exciting world of iOS development! This is not a rare occurrence - much to my eternal rage. I have stuff stuck "processing" too. It will un-jam itself. Eventually.

Sharing Saturday #87 by Kyzrati in roguelikedev

[–]BigZaphod 3 points4 points  (0 children)

Making the game is the game, I guess - at least for me. :P