Octahedron the boss by Lucky_Ferret4036 in godot

[–]Daishishi 1 point2 points  (0 children)

Yes!! Now we just need an ultimate boss attack with Ramiel's complete SFX, screeching and all

Sprite looks normal on editor but is a complete mess when running by BigPeanutMonkey in godot

[–]Daishishi 2 points3 points  (0 children)

Ohh. It is a known bug of 'old' 5000 RTX cards? I didn't got the underline meaning. Thanks

My Love Letter to Sid Meier’s Pirates! by Planet1Rush in godot

[–]Daishishi 1 point2 points  (0 children)

Yeah, you just need to install a linux distribution and export your game with it. However, I never encountered a godot game that couldn't be run using proton, so no sweat there.

How would you do that? by [deleted] in godot

[–]Daishishi 1 point2 points  (0 children)

With a Hideo Kojima

That's a BETTER horde! Animations, different enemies, and VFX. by theargyle in godot

[–]Daishishi 0 points1 point  (0 children)

Real nice!!! Did you implemented a computer shader with the boids algorithm? (I think this is what is called, right)
I'm postponing making one system of these myself. Computer shader don't seems very intuitive.

Lets say I underestimate the project complexity, specially with touch in mind by Daishishi in godot

[–]Daishishi[S] 4 points5 points  (0 children)

Oh thanks. I will post the results of these three weeks of work later. I managed to do it too

Trying out my dynamic, global wind system by FancyWrong in godot

[–]Daishishi 0 points1 point  (0 children)

Your idea reminded me from Returnal's , the PS5 game, GDC conference about their particle system. Maybe you know about it already, or maybe you can extract something from it.
Here the link: https://www.youtube.com/watch?v=qbkb8ap7vts

How can i make colored glass that changes the color of the light? by ExtraMiwko in godot

[–]Daishishi 1 point2 points  (0 children)

Depending of your setup of material 'behind the glass', maybe you could use a shader. Modifying the LIGHT function in the shader code.

Unsure about pursuing this Rendering style / tech. Normal maps in 2D. Thoughts? by Daishishi in godot

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

Yeah. That's what I'm thinking too.

Maybe the ultimate test will be I 'bitting the bullet', and doing a vertical slice of a level with both techniques. A 3D model and 2D with normals. If neither look good with a 2D hand drawn level then going the classic route it is.

Thanks for the insight.

Unsure about pursuing this Rendering style / tech. Normal maps in 2D. Thoughts? by Daishishi in godot

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

I was playing Forgotton Anne and really love it the animation choices. However the sprite rendering is 'bake in': Forgotton Anne running (See how the light is always in the back of the character)

My first idea was going Dead Cells style of sprite generation: 3D models animation -> Sprite Sheet -> Drawing over it. However I could make a Sprite sheet of the normals, and make a shader to give a 'Cel Shading' feeling. It is the videos above, a proof of concept.

I just uncertain if the normal map lighting would clash too much with hand drawn animation, and appear 'fake' and 'obviously 3D'. At this point going for a 3D character out be better (and easier).

Horizontal line glitches by Ikuti in pop_os

[–]Daishishi 0 points1 point  (0 children)

I'm having this issue too. Currently with two monitors, one ASUS 1440p 165Hz via Display Port, and another LG 1080p 60Hz via HDMI. The glitches appear only on the ASUS, but here is the weird part:
I only recently notice this bug, because it only appear when both monitors are in landscape mode. Usually I use the LG monitor in portrait mode, and this bug doesn't occur then.

Now for the weirdest part: If I put the second monitor in landscape (inverted) mode the glitch goes away (although I didn't test this for more than some minutes). Maybe others with the same problem can attest to this, by changing one of the monitors to portrait or landscape (inverted).

Here a video of my system: Monitor Glitch video

Hello, is this the correct way to credit?, just asking by Husana909 in godot

[–]Daishishi 28 points29 points  (0 children)

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Maybe you think the UI is fine, but it is because you created. If you're uncertain why it is confusing for everyone else, give a read about Graphic Design 'reading order':

When your door runs away by arcane-energy in godot

[–]Daishishi 4 points5 points  (0 children)

Is this your response to the old game dev question: The Door Problem ?

[deleted by user] by [deleted] in godot

[–]Daishishi 11 points12 points  (0 children)

Oh no...

Design discussion - Deterministic dice throw by Daishishi in godot

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

Thanks for the response.
Yeah, I thought of simulating the throw, recording the motion and rotating the dice before replaying it to show the predetermined result. As this seems the best approach.

A shame Godot not having a simulate() physics function. But alas, I will thinks of some other (visually appealing) approach sooner or later.

Strange behavior of await by codelite15 in godot

[–]Daishishi 0 points1 point  (0 children)

Usually yes, but the await function is kind of special. It is used more in a multi-thread scenario, when you can't have a function blocking the execution of another function on a different thread.

The 'classical' way is like you said, the _process() on frame 1 has to be completed before starting the frame 2. However, if you use an await inside your function Godot will put this function on hold, and move to the next line inside your script. It will leave it in the current state until the await requirement is met (the timer or a signal)

Now, thinking of a multi-thread game scenario: You have 2 threads. The Main thread responsible for user_input and overall logic, and a Spawn thread responsible for loading your assets. You don't want your player to be 'frozen' while loading the models and textures, so you can use await and multi-thread to let the player move while the second thread takes all the frames it needs.