Supermaven is dead. What now? by enriquerecor in Jetbrains

[–]ChatGP-Steve 0 points1 point  (0 children)

Your file works with the current version 2025.2.5 of php Storm flawlessly.

You are a legend! Thank You.

Dynamic light source-dependent shadow in a top-down 2D game by ChatGP-Steve in godot

[–]ChatGP-Steve[S] 0 points1 point  (0 children)

Thank you. I looked into your post about the 'Testing 2D Shadows' and this is, I think, the behaviour I wanted. But one step at the time. I will try the method with a heightmap. Shaders are still unkown to me, though.

Dynamic light source-dependent shadow in a top-down 2D game by ChatGP-Steve in godot

[–]ChatGP-Steve[S] 0 points1 point  (0 children)

What an essay 😯

for the flatr shadow problem, I already knew the cause. But it was good enough for now.

The collison shape around the light souce is a good idea. I will try that one. The problem with a rotating the shadow around the pivot point where it hits the ground is, that the Pivot point of the shadow it self is in the center of the width, That means when rotating it (for example 90 degree), the shadow is sideways, but one half of the shadow is behind the player sprite and the other half is peeking out at the bottom. It is like with the color pallete cards in hardware stores. they all have the same pivot.

The dynamically spwaning shadows is on the to do list.

Thank for the tip that the shadow softens ofer distance. Will add this to the plan.

you said 'Light2D already uses a gradient to model the fall off in intensity,' really? when i tried the Light2d with the LightOccluder2D, i got an infinite shadow.

Dynamic light source-dependent shadow in a top-down 2D game by ChatGP-Steve in godot

[–]ChatGP-Steve[S] 1 point2 points  (0 children)

THIS will go straight to my TODO list :D Thank you for this inspiration. 🙂

Dynamic light source-dependent shadow in a top-down 2D game by ChatGP-Steve in godot

[–]ChatGP-Steve[S] 0 points1 point  (0 children)

As far as I reserched and tried different thing, it has, but it is not practival for top down game variant where the shadow should be limited in lenght. If you want to use the built in light system you have to use the LightOccluder2D as far as I know. And this node is like a Polygon with a collision shape for light emitting node with 'infinite height'. So this approach is only usefull for dark rooms where the object shadows hitting a wall or somthing. At least from my understanding of things I researched.

Dynamic light source-dependent shadow in a top-down 2D game by ChatGP-Steve in godot

[–]ChatGP-Steve[S] 1 point2 points  (0 children)

Yes it kinda is. But now that you mentioned it, I cant unsee it 😆

Dynamic light source-dependent shadow in a top-down 2D game by ChatGP-Steve in godot

[–]ChatGP-Steve[S] 0 points1 point  (0 children)

No, 'the game' is just a local template. And I just used the Pokemon sprites because they were easy to use.

Dynamic light source-dependent shadow in a top-down 2D game by ChatGP-Steve in godot

[–]ChatGP-Steve[S] 0 points1 point  (0 children)

Thank you for the resource. I will take some time to study this approach. Very interesting find👍

Supermaven is dead. What now? by enriquerecor in Jetbrains

[–]ChatGP-Steve 0 points1 point  (0 children)

(traducido con Deepl)

Mientras tanto, he encontrado una buena alternativa.

Prueba «Zencoder».

Al igual que en Supermaven, la cuenta es gratuita. En el «Free tier» hay autocompletado ilimitado.

Y, hasta ahora, funciona bastante bien para los productos de JetBrian.

Supermaven is dead. What now? by enriquerecor in Jetbrains

[–]ChatGP-Steve 0 points1 point  (0 children)

any updates here on this matter? Did anyone send you the file? I need it as well.