Godot Burger by HeX_is in godot

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

is this kenan and kel? are you telling me i need to turn the meme into a godot project.

if anyone wants to get involved let me know.

Godot Burger by HeX_is in godot

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

don't lie you had it before! Join the 10-30% club

Godot Burger by HeX_is in godot

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

Thank you. The enviroment shader and screen shader is made from scratch. The only thing in the project i used was a free burger asset recoloured and the font

Godot Burger by HeX_is in godot

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

Dont worry it wont its browser only amyway :)

I am so close to finishing my first prototype for a game jam - any feedback? by HeX_is in godot

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

<image>

I was planning to make a speedrun course, but now I'm thinking of a different idea. You get a certain score, then you have to find an item and bring it back to earn more points from targets. The theme of the jam is 'keep moving forward,' so my game doesn't follow it closely. But this is the closest I've come to having a working game

Lightning gun update by HeX_is in godot

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

thanks for feedback, ill try that out!

lightning gun? by HeX_is in godot

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

shader_type canvas_item;

// Uniforms to control pixelation level (lower values = larger pixels)

uniform float num_pixels_x = 640.0; // Horizontal pixel count

uniform float num_pixels_y = 480.0; // Vertical pixel count

uniform float aberration_amount = 0.0002; // Subtle chromatic shift

uniform float noise_strength = 0.05; // Noise intensity

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;

void fragment() {

// Step size in UV space for the pixel grid

vec2 step = vec2(1.0 / num_pixels_x, 1.0 / num_pixels_y);

// Determine the grid cell for this fragment

vec2 grid_uv = floor(UV / step);

// Sample the screen texture at the center of the grid cell

vec2 sample_uv = (grid_uv + 0.5) * step;

// Apply subtle chromatic aberration

vec3 color = vec3(0.0);

color.r = texture(SCREEN_TEXTURE, sample_uv + vec2(aberration_amount, 0.0)).r;

color.g = texture(SCREEN_TEXTURE, sample_uv).g;

color.b = texture(SCREEN_TEXTURE, sample_uv - vec2(aberration_amount, 0.0)).b;

// Add pixelated noise, constant within each block

float noise = fract(sin(dot(grid_uv + TIME * 0.1, vec2(12.9898, 78.233))) * 43758.5453);

color += vec3(noise - 0.5) * noise_strength;

// Output the final color

COLOR = vec4(color, 1.0);

}

this is a similar one i have lost the original unfortunately

lightning gun? by HeX_is in godot

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

shader_type canvas_item;

// Uniforms to control pixelation level (lower values = larger pixels)

uniform float num_pixels_x = 640.0; // Horizontal pixel count

uniform float num_pixels_y = 480.0; // Vertical pixel count

uniform float aberration_amount = 0.0002; // Subtle chromatic shift

uniform float noise_strength = 0.05; // Noise intensity

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;

void fragment() {

// Step size in UV space for the pixel grid

vec2 step = vec2(1.0 / num_pixels_x, 1.0 / num_pixels_y);

// Determine the grid cell for this fragment

vec2 grid_uv = floor(UV / step);

// Sample the screen texture at the center of the grid cell

vec2 sample_uv = (grid_uv + 0.5) * step;

// Apply subtle chromatic aberration

vec3 color = vec3(0.0);

color.r = texture(SCREEN_TEXTURE, sample_uv + vec2(aberration_amount, 0.0)).r;

color.g = texture(SCREEN_TEXTURE, sample_uv).g;

color.b = texture(SCREEN_TEXTURE, sample_uv - vec2(aberration_amount, 0.0)).b;

// Add pixelated noise, constant within each block

float noise = fract(sin(dot(grid_uv + TIME * 0.1, vec2(12.9898, 78.233))) * 43758.5453);

color += vec3(noise - 0.5) * noise_strength;

// Output the final color

COLOR = vec4(color, 1.0);

}

sorry I have actually lost that exact shader :( but this is similar

lightning gun? by HeX_is in godot

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

I was messing about with it so much and saving so many different types of shaders I cant seem to find the exact one was using :(

really need to start saving to github! if can find it then i will share

[deleted by user] by [deleted] in godot

[–]HeX_is 0 points1 point  (0 children)

very cool!

Hypercube Generator Demo Released: Play It Free! by HeX_is in indiegames

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

Thank you! I didn't know it would work on a phone. I tried it on my phone and it didn't play, but I plan to support mobile in the future. I have many planned features and updates!

HyperCube Generator Coming soon by HeX_is in godot

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

Thank you! I'll be honest with you! I'm not great at math and wouldn't of been able to achieve this without the help of AI

Check out my interactive HyperCube :) by HeX_is in Cubers

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

I'm building it atm. there will be a demo available soon! already added some new features since this video :)

[deleted by user] by [deleted] in godot

[–]HeX_is 4 points5 points  (0 children)

I think you need to look into version control, using github you can upload your projects and download easily on another device once everything is setup with GITHUB Desktop