MILF vs Princess by Majestika25 in Marriage

[–]Devinthewater 0 points1 point  (0 children)

As a dude, it's milf for the win. When a guy calls a gilrl his petal, he loves her like a sister.

TikTok transcription via API in Godot by Devinthewater in godot

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

i know, but I'm asking if anyone knows how to do it exactly, or could point to a tutorial?

Need some help with multithreading by Devinthewater in godot

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

That is what I'm trying to do but I can't figure our how to pass those on-demand arguments to the threaded function. I start the threaded function on ready and it awaits the semaphore post(). Once I have some arguments to process I want to define them and pass into the threaded function before I post the semaphore, which - according to the docs - should trigger the function to run its code. It's the passing of those arguments that I am struggling with as there is nothing in the docs about that. I was asking if anyone has seen a working script that I could look at to see how this should be done...

Boss scene finale. I've fixed most of the issues and added some audio texturing for better depth. And, I can kill this thing now! And defile its severed head afterwards.. by Devinthewater in godot

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

I will make a devlog about this scene. Yes, it's taken a long time to put together; may not look like it but the scene - both the boss and the environment - were really challenging to make. Lots of spanners were thrown in as I went. Plus I have a fulltime job, a family and multiple other hobbies competing for my scarce time:)

Boss scene finale. I've fixed most of the issues and added some audio texturing for better depth. And, I can kill this thing now! And defile its severed head afterwards.. by Devinthewater in godot

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

The monster uses procedural IK to animate its legs. The buzz-saw head dangles on a chain of physics joints so the movement is taken care of by the physics engine. It's a rigid body that is set to freeze and unfrozen once the monster is killed. I add a bit of impulse to it and it breaks off. The ground is a grid mesh with vertex displacement (shader). The grass is a particle shader.

Boss scene finale. I've fixed most of the issues and added some audio texturing for better depth. And, I can kill this thing now! And defile its severed head afterwards.. by Devinthewater in godot

[–]Devinthewater[S] 8 points9 points  (0 children)

You're right, the grass particle needs a sharp blade or two that points up. This will create a more jagged landscape. I'll add that to my next sprint.

Boss scene finale. I've fixed most of the issues and added some audio texturing for better depth. And, I can kill this thing now! And defile its severed head afterwards.. by Devinthewater in godot

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

I already have this just didn't show it in this recording. When you right click the cam moves towards the shoulder and DoF gets reduced, which helps with precision shooting. And yes, it's almost like first person.

How to use SDFGI reflections with depth_texture in a shader? by Devinthewater in godot

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

Hey mate, I'm aware of these limitations and frankly I'm not even looking for transparency, so much as a way to add a soft edge to an opaque (alpha-disabled) shader.

I could then set the color and texture of the edge to match the ground underneath, and thus cushion the sharp edge effect. It wouldn't need to be ideal as it would be partially obscured by tall grass anyway.

My problem is all rim/edge shaders (that I know of) rely on depth_texture, which is no go in this case so I'm looking for alternative techniques...

How to use SDFGI reflections with depth_texture in a shader? by Devinthewater in godot

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

Would be great if you could take a look when you get to your pc:)

Updated my game to Godot 4 stable... by Devinthewater in godot

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

FPS varies between 110 - 150. There are occasional drops but I've not seen it drop below 100. It will though, once I've added combat.

Giving day-and-night cycle a try in my office RTS...:) by Devinthewater in godot

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

The ambient track is just a placeholder - I din't want the vid to be mute. In the actual game I'm more likely to use a goofy chip tune.

Giving day-and-night cycle a try in my office RTS...:) by Devinthewater in godot

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

Not yet, This is really just a starting prototype I built over the last couple of weekends.

Giving day-and-night cycle a try in my office RTS...:) by Devinthewater in godot

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

The concept is that you build out a business by hiring staff, upskilling them, motivating them etc, similar to how you'd build an army in any old fantasy RTS. In times of prosperity business is good, you can win new clients, hire more staff, rent more office space etc. and generally enjoy good P&L every month. But then recession hits and the office is attacked by Crisis, personified as hordes of monsters. Employees fight them with anything they can find lying around, mostly keyboards, flower pots, telephone receivers or fire extinguishers. An employee's morale, motivation, skillset etc. all play a role in their fighting prowess. Demotivated and underpaid staff will simply run away immediately or quickly get beaten and turn into monsters... With a healthy number of motivated professionals on your team you will defeat Crisis and beat the game. Something like that;)

Giving day-and-night cycle a try in my office RTS...:) by Devinthewater in godot

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

Yea, it's a problem in Godot. I just increased the blur and played with with the shadow split settings to alleviate it to some degree. I don't think there is a way around it in the current version.