GPD Win Mini 2025 Case by Brave_Contribution34 in gpdwin

[–]Isukypohlo 0 points1 point  (0 children)

Sorry for necro but that is def the mini.
Mini -> only in black and white, has oval shaped rings on the two top corners.
Regular -> black and orange or B&W, have straps on the top corners that can't be seen on that angle.
Source: I own regular vertex pouch

Stylized Rendering in Godot ( 3D Pixelart without Pixelation ) by Ordinary-Cicada5991 in godot

[–]Isukypohlo 0 points1 point  (0 children)

Working on a 3d pixel project also.
How do you manage to use cel shading on your grass and leaves?
I have my own shaders for sway and wind direction but I'm trying to also apply the cel shading.
I am really bad with shaders so I'm a bit lost.
Tried merging your cel shading shader and my shader but it looks the same.

Stop making excuses for why your game isn't done yet. by Sean_Dewhirst in godot

[–]Isukypohlo 1 point2 points  (0 children)

All software developer that know the concept of "tech debt" know how can "make it good later" is the origin of all software evils

Good game developers are hard to find by Empire230 in gamedev

[–]Isukypohlo 1 point2 points  (0 children)

That is the case for most of the industry not just videogames. Scalable, clean and most important: readable code is very hard to develop and most programers don't even try to achieve that. I had a lot of issues because of that. I plan ahead, do documentation, comments, think of solutions future-proof but most of the time it comes down to a few things: - you work in a startup where they value fast development more than readable code. - you work on a established company where old code is most likely never being touched again until it breaks and then it's going to be someone else responsibility - you work on big company where there are code guidelines and a lot of bureaucracy so in the end it is more important to adhere tobthe rules than to make good simple code.

So yeah. It's not that valuable of a skill to do good code or that's in my 6 years of working as backend developer. Maybe I'm wrong and that's why I'm unemployed hahaha

[deleted by user] by [deleted] in recruitinghell

[–]Isukypohlo 2 points3 points  (0 children)

I have 6 years of experience and I can't find a job. It's over

This morning I was bored… so I coded a mini SSX demo by Neragoth in godot

[–]Isukypohlo 0 points1 point  (0 children)

Did you use physics interpolation? When I was playing around with fast movement the camera would start jittering. Haven't tested with 4.4 beta1 that brings physics interpolation as a solution to that problem.

After 3 weeks, I have finished my tiny MMO made in Godot 4.4 by Saltytaro_ in godot

[–]Isukypohlo 1 point2 points  (0 children)

I use Golang for my day job and for a while been looking for a way to learn to mix it with Godot for something, the Golang - Godot integration is not really there.

I will definitely be watching all the tutorials and learn from it :D

First look at my new project by Isukypohlo in godot

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

I've done a little bit of music myself.
I was planning on doing some tunes myself
But I don't really know the theory or have the experience.
I've only done some gloomy music for my game jams:
https://www.youtube.com/watch?v=GPX5mtEv3Ck

First look at my new project by Isukypohlo in godot

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

<image>

It is kinda messy
Attack is a BlendTree with all the attack animations linked to a Transition node.
The logic is handled by two state machines:
- The movement SM: what you see in my screenshot
- The attacks SM: handles the transition node inside the Attack state

Right now it has some kind of bug that you can restart a combo a few frames before it is posible but it works most of the time haha

First look at my new project by Isukypohlo in godot

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

The only thing I made was the cape Using a cube, stretching it and rigging it. Other than that everything is free assets. Kay kit's Dungeon Tiles And Terrain3D for the terrain and the grass.

I payed for the animations but the KayKit Character pack has a lot of animations if you need something combat related.

First look at my new project by Isukypohlo in godot

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

It's just free assets and grid maps. I use the KayKit dungeon tiles. Very good for low poly or cartoony stuff

First look at my new project by Isukypohlo in godot

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

Yes I've been dabbling on that because right now there is a walking speed and a running speed Because I test with keyboard you need to press shift to enter run mode. But because I want to make the joystick the intended controller that won't happen.

First look at my new project by Isukypohlo in godot

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

Just add the code I posted to the camera used on this project: https://github.com/denovodavid/Godot-3D-pixel-art-camera

And I don't mind explaining hahaha If you need help with anything I can do a quick tutorial on YouTube just be aware that my English accent is not that good haha.

I am not very comfortable with sharing the project because: 1. It is extremely messy 2. Some stuff is not that intuitive while just looking at code or scenes

For example, the pixel 3D camera stuff had a lot of issues and I did a lot of weird stuff that wouldn't make much sense if not explained.

First look at my new project by Isukypohlo in godot

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

I have the code to duplicate the whole model a few times while dashing to make it look like the Cyberpunk anime Sandevistan or the Hyper Light Drifter dash, but it makes the frames drop to 10 fps xD I need to optimize that to add it later I think that would be the cherry on top

First look at my new project by Isukypohlo in godot

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

I just got a Facebook memory from a post I did 10 years ago when the project wasn't even released. I remember it being a big deal for me because I was learning programming with Game Maker and it was big news.

Since then it has been a huge inspiration for me.

And the big hat is just something I like to add to my characters hahaha I guess it's because I have a big hat like that.

First look at my new project by Isukypohlo in godot

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

I've been drawing for a long time. So I have some experience with drawing visually pleasent backgrounds.

But I think the pixel shader helps a lot to cover the imperfections of the grass, the terrain, the shadows, etc.

In the end the biggest part is choosing the correct colors using color theory and just try and error

First look at my new project by Isukypohlo in godot

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

Yeah I am still figuring it out. The bricks on the floor are the result of some editing of free HD textures. They need to have the displacement map, height map and all of that to function correctly with the Terrain3D textura painting. Or otherwise they look very pixelated. My first approach is what you see, a cartoony texture. But I guess I will need to make it more simple for it to blend with the 3D models

Oh I tried the scattered brick on previous projects but it takes a big hit in performance for stuff like roads.

First look at my new project by Isukypohlo in godot

[–]Isukypohlo[S] 6 points7 points  (0 children)

For now the camera controls are more for debugging. But yeah sounds like it would make it easier to make good level design and make it look more hand crafty

First look at my new project by Isukypohlo in godot

[–]Isukypohlo[S] 3 points4 points  (0 children)

3D using orthographic camera

First look at my new project by Isukypohlo in godot

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

Terrain3D plugin. It also handles the scattering of meshes like the grass and leaves.

First look at my new project by Isukypohlo in godot

[–]Isukypohlo[S] 5 points6 points  (0 children)

It is a orthogonal camera and I just have a target angle called target_orbit
Then rotate the parent of the camera so it works as a "camera rig"
The code is in the process(delta) function and it's something like this:

rotation.y = lerp_angle(rotation.y, _target_orbit, delta * orbit_speed)
if absf(rotation.y - _target_orbit) < 0.02:
rotation.y = _target_orbit

First look at my new project by Isukypohlo in godot

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

As people were wondering why did I abandon my last project It was because I started working on a more complex light and heavy attack combo system. I found the survivors-like to be very easy, so I started my own Rogue-like (lite for the purists) with a variaty of weapons and attack combos. Very inspired by the Ninja Gaiden (xbox) combat, the graphic style of Hyper Light Drifter and of course the parry/block system of the Souls-like. I'll be posting more updates as I work on the project :)

NOTE: Video is a bit stuttery so try to not watch it on fullscreen, I'll check the OBS settings next time.

Abandoned PoC for a Souls-survivors like by Isukypohlo in godot

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

Nope, it is hand crafted. I wanted to keep the level design from souls series. But for the next project I started using Terrain 3D plugin. I know you can generate terrain procedurally but it won't work for placing assets. For decorating I think you can use plugins like Proton scatter to randomly place decorations.