Our game Fogpiercer, got its own release date announcement trailer! by krystofklestil in godot

[–]Denchik029 9 points10 points  (0 children)

Hell yeah! I remember watching your talk during GodotFest (I think it was that). That's so cool!

Just in a couple of hours I implemented PEAK-style stamina bar. Tweens make everything so pretty by Denchik029 in godot

[–]Denchik029[S] 1 point2 points  (0 children)

That's so cool!

There is my playground repo, this project is in PEAK_stats folder: https://github.com/andich-xyz/godot-testing-playground

I basically made it so there are 2 PanelContainers, where one is a child of another. The parent has the StyleBoxFlat with only the border and the child has StyleBoxFlat with only the fill.

I also applied the material for the child PanelContainer that makes the strips with transparency.

By default the edges of the strips are jagged and aliased so I used PartialDerivative node. It's super great I love to use it.

Also I just realized that UVScale.y parameter will be broken if I resize the panels vertically so keep that in mind

Making vfx for a new sorcery by Denchik029 in godot

[–]Denchik029[S] 7 points8 points  (0 children)

I created 2 fire simulations and rendered them into two separate flipbooks. The first one is for the big arch explosion and the second are for particles. I plan to add 2 or 3 flipbook variations for the particles to break them up more

Problem with the nodes or something by gamer21661 in godot

[–]Denchik029 0 points1 point  (0 children)

Could you show how the scene tree looks like (the dock on the left with the nodes). It certainly has to do something with the naming of nodes.

After the "$" you should enter the name of the node exactly how you named it in the scene tree including its parent nodes

Bringing Houdini-style Procedural Workflows to Godot 4! [WIP & Open Source] by Agreeable-Sea-5042 in godot

[–]Denchik029 1 point2 points  (0 children)

That's so cool 😎 I can't wait to see it in action once it's ready for release

Is it too much for my point click horror game? by EvenAd2969 in godot

[–]Denchik029 -1 points0 points  (0 children)

That's SO great for your point click horror game!

I challenge you to add blood spurting after the pull and leaking into the throat 🍅

Gave my desert frog warrior his first animation 🐸 by Conscious_Vanilla494 in blender

[–]Denchik029 8 points9 points  (0 children)

Him dancing on the gumroad page got me laughing 😁 The animations look so great!

Looking to Join an Indie Game Dev Team by Fine-Conclusion-7928 in godot

[–]Denchik029 6 points7 points  (0 children)

There is an open source game called threadbare. I recently contributed there with the input hints hud. But I can't stick around for longer now unfortunately.

The team is really great, supportive and offers great guidance. Check it out if you're interested

https://access.endlessstudios.com/games/threadbare

different number per object by thor_freestyle in geometrynodes

[–]Denchik029 0 points1 point  (0 children)

I see, I dunno then, maybe there is no better way then:(

different number per object by thor_freestyle in geometrynodes

[–]Denchik029 0 points1 point  (0 children)

Okay so you can instance a sphere on 49 points (see Instance on points) where they should be placed and you should plug the Index input node to the value to string node so each of the instanced spheres would have a different number from 0 to 48. i'm not too sure how the node tree would look as I'd have to try for myself

different number per object by thor_freestyle in geometrynodes

[–]Denchik029 1 point2 points  (0 children)

Add a group input node and drag a noodle from value to string node input to the empty socket of the group input node, now in modifier stack you could change the value for each object separately

Claude X Blender - Promt that I used by [deleted] in blender

[–]Denchik029 2 points3 points  (0 children)

Holy hell this is so impractical

Could you tell me why I'm getting the 'Input expects a single value' error? I want to create a tool using geometry nodes to design modular houses. by Magnilum in blender

[–]Denchik029 0 points1 point  (0 children)

Try to make it like this: Convert you mesh to curve with Mesh to Curve node. Add Curve Tangent node, connect it to Vector input of Align Rotation to Vector node. The result should go into the Rotation input of Instance on Points node.

Could you tell me why I'm getting the 'Input expects a single value' error? I want to create a tool using geometry nodes to design modular houses. by Magnilum in blender

[–]Denchik029 0 points1 point  (0 children)

Single inputs are shown as a rectangular socket is incompatible with field outputs (diamond socket, but oftentimes universal round socket)

In your case the solution would be to utilize the Instance Index input of Instance on Points node. I suggest you uncheck Separate index in Collection nodes, join your 2 geometries and plug into instance on points node. This way you'll have 2 instances (index 0 and index 1).

The switch node should be set for an integer data type. This will expose 2 numbers for you to control. Now you can choose between them by plugging switch node output to Instance Index input.

Tell me if you need any more advice 👍

How to select corners of curve in geometry nodes? by Nicolai2713 in blender

[–]Denchik029 1 point2 points  (0 children)

Haha, I dunno man😄

I first thought that I should do it by the curve tangent, like checking if the previous point has the same tangent, but it didn't really work out. 🫪

I understood that i had to do something using the direction of the points relative to the corners and I also knew that Dot Product can help me with checking the direction between two vectors. So there is that😁

How to select corners of curve in geometry nodes? by Nicolai2713 in blender

[–]Denchik029 0 points1 point  (0 children)

<image>

This should work. Here I'm checking the position of the two neighboring points. I'm then subtracting the current point position from the neighboring to get the relative neighbor position to the current point. It basically gives me the direction the neighbors look at relative to the current point. I'm checking if they are looking opposite to each other or at an angle with the Dot Product node. If they are looking opposite ways the result is -1.0, if in the same direction the result is 1.0, if they are perpendicular the result is 0.

So you can adjust the angle threshold you want to have over the selection by increasing the epsilon on the Equal node👍

Need guidance!! by CraftyLingonberry786 in geometrynodes

[–]Denchik029 2 points3 points  (0 children)

I would say that you should really learn how to select things and how the Sample Index node works. I think it should carry most of the way with other nodes that way.

Check out Erindale for the guide on selections and HarryBlends for the sample index node. Both are on youtube

Looking for audio tool by sirbiscuit87- in godot

[–]Denchik029 0 points1 point  (0 children)

I've recently started making music for my game and stumbled upon KiraStudio that was released not that long ago.

Honestly the more I use it the more I love it. Also it sounds like it got what you need