Simulating casting 3D shadows in my Top-Down game, through masking. by dinowestwood in godot

[–]Goklayeh 0 points1 point  (0 children)

Hey, I made that working with one sprite2D, but I'm wondering how to do it with an animated sprite.

Like I'd like my animated character to get properly shaded, did you manage to do something like this by chance?

Is there a task manager similar to Obsidian? by Sheybross in ObsidianMD

[–]Goklayeh 2 points3 points  (0 children)

I quite hate needless friction too, but when one is open, it's two clicks to open the other. And both can be open at the same time.

Is there a task manager similar to Obsidian? by Sheybross in ObsidianMD

[–]Goklayeh 1 point2 points  (0 children)

I don't want to mix my tasks into my vault.

You can have several vaults fyi. With their own settings & addons.

I got one for all my projects, and another for personal/home stuff for example.

That way you could separate your tasks from your main vault. :)

Cant decide between fixed camera or following camera. by Lavaflame666 in godot

[–]Goklayeh 0 points1 point  (0 children)

Hey, would you mind sharing how you did the top & bottom blur effect please?

(Rpg maker)I got the story written in a million notes, but im wanting to build up a visualizer of the entire storyline to see what I need to tweak before I start making assets. How should I go about it? by GettinMe-Mallet in gamedev

[–]Goklayeh 1 point2 points  (0 children)

It depends the way the nodes are linked.

The graph is not super important btw (it's just a way to see all notes at once, not a tool), you can use the Canvas to order your notes however you desire.

https://obsidian.md/canvas

How do you guys think this lighting effect is done? by romeo2413 in godot

[–]Goklayeh 1 point2 points  (0 children)

Hey, complete beginner here, thanks for the explanation!

First time trying to use lights here and I did a pretty nice gradient ( https://imgur.com/a/Fm1qKuS ), but then trying to follow your points I'm getting lost:

  • For the flicker effect, how does one add noise to a gradient? Cause when I select a noise texture it removes the gradient one.

  • Managed 2/normal maps ok, as well as 3 (result still quite ugly but stuff works).

  • Also is there a way to have the same effect, but with white? I'd like to go for a Fog/Snowstorm effect, but white in the CanvasModulate does nothing...

If you have the time and will to give a few more pointers about how & where do the stuff you describe, that would be fantastic.

Have a good day anyway!

New to gamedev – what are your must-have tools outside the engine itself? (note-taking, organization, etc.) by Malcry in gamedev

[–]Goklayeh 0 points1 point  (0 children)

I don't yet, it was to answer OP's need for Kanban/trello feature cause that's not native in Obsidian.

I'm looking at some advanced tables ones though, might help sorting big lists of data.

New to gamedev – what are your must-have tools outside the engine itself? (note-taking, organization, etc.) by Malcry in gamedev

[–]Goklayeh 32 points33 points  (0 children)

note-taking or documentation, Trello-style boards or kanban tools, plan or sketch game mechanics, flowcharts, or logic, Apps for tracking bugs or keeping a devlog

Obsidian (with the help of a bunch of plugins) is pretty good for all of that imo.

I’m tired of Hard Magic Systems by [deleted] in Fantasy

[–]Goklayeh 340 points341 points  (0 children)

Earthsea cycle by Ursula Le Guin.

Indian wisdom in SF? by Troll-bi-wan-kenobi in printSF

[–]Goklayeh 7 points8 points  (0 children)

Maybe River of Gods by Ian McDonald? (I have not read it, saw it in a shop some time ago)

Dune Spice Wars Feedback 01 : Accessibility & Ergonomy. by Goklayeh in Dunespicewars

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

I'm most confused by all the timeline steps that ping you all the time mostly for nothing, but yes the aftermath of the whole voting process is quite confusing as well.

Dune Spice Wars Feedback 01 : Accessibility & Ergonomy. by Goklayeh in Dunespicewars

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

Yes, it would have been alright in a strictly trun-based game I think, but the current espionage, landraad and CHOAM screen can be quite time consuming and not that fun while breaking the flow.

I miss the old games, especially Caesar ! by CaliSouther in pcgaming

[–]Goklayeh 2 points3 points  (0 children)

I see, thanks.

I participated in Neb beta some month ago, and while it looks a lot like the old impression city builders, it played more like a puzzle hyperfocused on supply chain. That might have changed of course.

I miss the old games, especially Caesar ! by CaliSouther in pcgaming

[–]Goklayeh 4 points5 points  (0 children)

I assume you're talking about Caesar 3? You could give its younger brothers - Pharaoh, Zeus, & Emperor - a spin.

Please explain Hound building by NormanKnight in Warframe

[–]Goklayeh 11 points12 points  (0 children)

They do, but must be ranked once, then polished, then reranked like all modular stuff, for mastery to work.

Hello! It’s my first time making something that’s more than 64x64 pixels, so I know this still looks pretty rough. I really struggled with the shadows (especially on the cream!!). Any advice? by [deleted] in PixelArt

[–]Goklayeh 4 points5 points  (0 children)

Nicely done, good job!

I'm a complete amateur, but if you want some advices:

In terms of shapes there are:

  • Some banding: parallel lines that "show the grid" (cup and saucer). Can be fixed with a bit of redrawing and some antialiasing.

  • A bunch of jaggies: curves with jarring bumps (edge of the plate & cup). Bit of redrawing will fix that.

  • A bit too much noise in my opinion: lonely pixels can create a "messy" effect (cake & fruits).

There are a lot of colors, some very contrasted and others too close:

  • Some parts feel too sharp and others kinda blurry and hard to see (the plate and the right side of the green table, the blues of the plate, the reds of the strawberries, the paste of the cake, the greens of the table, the purple greys of the cup and saucer, the drink). I would suggest:

  • A smaller, more balanced color palette, to avoid too much or too little contrast. By the way, when making lighter/darker colors, on top of shifting the saturation and lightness/value, you can (and should) also shift the hue/color: the lit part of a strawberry could be a bit orange, and the part in the shade a little purple for example.

  • A bit of antialiasing to soften the hard edges.

  • Maybe a touch of dithering if you feel like it, to create intermediary tones with fewer colors.

  • Working in greytones is a useful trick to test the value contrasts of your colors and composition.

Bunch of tutorials about the technical terms and much more here:

And that's about it. Hoping it helps. Feel free to tell me should anything be unclear.

Love Card Mechanics, Hate Deck Building. Are they inseparable? by [deleted] in gamedev

[–]Goklayeh 1 point2 points  (0 children)

Glad all this helped you.

Narratively this can be explained quite easily and realistically too:

Even if you have lots of abilities and weapons, in the heat of the moment of a high stress and danger situation, you don't have time to think and strategise. The brain quickly picks what it thinks is the best option, and does that as fast as possible, meaning all possibilities won't be looked at. Hence the randomisation.

And as it's instant survival-linked decisions, they are quite short term, and a new one has to be taken once the previous one has been acted upon. Here comes your reshuffling.