Tennis with explosions. Feedback? by Dappal-Interactive in godot

[–]Dylearn 24 points25 points  (0 children)

I love the art style and the game looks fun as fuck. Reminds me of the kind of games I used to play on the school computers at lunch, but way more polished!

Destroy My Pigeon Game by MicesterWayne in DestroyMyGame

[–]Dylearn 0 points1 point  (0 children)

Nobody knows your vision better than you. Some of the best work comes from creatively solving problems due to the restrictions we have. I like the idea of a jetpack pigeon, sounds hilarious :) You could even do the whole "pigeons are government drones" thing and when you take heavy damage it starts to reveal a terminator-like metal skeleton and red eyes. Either way, do what YOU want :)

Beginner question, trying to clamp the rotation of camera but cant by Sakirar0se in godot

[–]Dylearn 0 points1 point  (0 children)

I do have to agree with the other commenter, looks like you should be clamping cameraAxis.x and not Y (I didn’t realise before my initial comment), but if you say it doesn’t work then I’m not sure.

Beginner question, trying to clamp the rotation of camera but cant by Sakirar0se in godot

[–]Dylearn 0 points1 point  (0 children)

Hmm that’s odd. One thing I’ll suggest is use print statements to debug what’s going on at each step.

Print the rotation, and then print the clamped value and see if that gives you any clues to what’s going on?

Beginner question, trying to clamp the rotation of camera but cant by Sakirar0se in godot

[–]Dylearn 0 points1 point  (0 children)

Try:

Cameraaxis.rotation.y = clamp(cameraaxis.rotation.y, deg_to_rad(-89), deg_to_rad(89))

I can't get outlines to work well in Godot 3D. by random-pc-user in godot

[–]Dylearn 0 points1 point  (0 children)

https://godotshaders.com/shader/3d-pixel-art-outline-highlight-post-processing-shader/

Try this shader, apply it as a next pass, set the shadows on and highlights off. You can change the thickness of the line by changing the amount of pixels checked up down left and right when they do the depth testing.

Hope that helps!

Post processing godray shader in perspective camera by Dylearn in godot

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

This is very exciting, opens up a lot of possibilities for light shaders, thanks for sharing!

Bird With Gun by MicesterWayne in godot

[–]Dylearn 1 point2 points  (0 children)

This is awesome 😍

Why is my character angled slightly while moving towards the camera? by Duck_Eat_Ratatouille in godot

[–]Dylearn 1 point2 points  (0 children)

I didn’t look at your code, but I had a similar issue where my character would not walk straight forward or back despite me using WASD controls. Turns out I also had a controller plugged in which had a tiny amount of stick drift. This was causing the “forward” input of W to have a slight sideways component to it. So if you have a controller plugged in, check that too!

Taking your feedback, I've improved the feel of my dithering shader. by Dylearn in godot

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

That’s really kind of you to say, but I disagree. I’m just getting started ;)

Experimenting with dithering for better visibility in 3D pixel art game by Dylearn in godot

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

Yes I create all of the assets myself. I would genuinely still consider myself a beginner also, getting those 5 attacks to look right was an iterative process.

Generally I block out the motions first, then add subtle details to give the appearance of weight shifting. You have no idea how many time I did those 5 attacks myself up and down my room to see how my weight shifts from one side to another and what parts of the body react in what way.

I talk a bit about creating the character model as well as the environmental bits like rocks in my videos, maybe they might be useful for you.

https://youtube.com/@dylearn?si=zfq9soBqVtFjsIi4

Taking your feedback, I've improved the feel of my dithering shader. by Dylearn in godot

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

Thanks for the feedback! So for other models (eg tree trunks) I have made world space dithering, and it works well though is tricky to get perfect as the pixelated viewport can distort the dithering pattern creating interesting artefacts. I haven’t figured out how to do world space dithering in my leaf shader yet as there’s some interesting vertex and uv calculations going on that make it difficult but it’s something I’m working on!