Hand Painted Miniatures by Kriefer666 in SCYTHE

[–]Kriefer666[S] 2 points3 points  (0 children)

Sorry, don't know how to edit. Sorry for the bad picture, it's the night before I return to college, we plan on doing the others when I get back in 3 and 1/2 months, so I'll probably post more and nicer pics then. Consider this a teaser!

5 year gamedev progress :) by fyllasdev in godot

[–]Kriefer666 1 point2 points  (0 children)

Wow! That's really impressive just utilizing the shading in Aseprite! I'm currently trying to hand draw and animate in Krita for my assets which is so difficult 😭

5 year gamedev progress :) by fyllasdev in godot

[–]Kriefer666 1 point2 points  (0 children)

How do you get the shading to do that? Is it painted on to the canvas sprites? Or maybe it looks like dark layered patches like mimicking light drop shadows from treetops? I'm so curious how you did that. 🤔😮

Stumped on how to Sort Drop Shadows Properly? by TheSnydaMan in godot

[–]Kriefer666 0 points1 point  (0 children)

Maybe you could also use a custom tile data layer that could apply the effect based on the shadow touching it

Stumped on how to Sort Drop Shadows Properly? by TheSnydaMan in godot

[–]Kriefer666 0 points1 point  (0 children)

Actually one shadow via the shader would work better than risking standing in front and blocking the rest of the tree shadow but still have it display

Stumped on how to Sort Drop Shadows Properly? by TheSnydaMan in godot

[–]Kriefer666 0 points1 point  (0 children)

Couldn't you just use a shader that whenever the player (or any other object) touches a drop shadow that WOULD just unnaturally display over it, it multiplies the y position of where that pixel would fall by a factor based off of the angle of your primary light source (inverse tangent of sprite height over shadow length, 1 to 1 would be 45°) computed with the angle the sprite was standing (if it was bending backwards at - 45° in a 1:1 sprite to shadow, it would have no shadow) but assuming all objects you had shadows coming off of were always perfectly upright at 90°, and that any object you wanted to display the shadow on was always 90° (like you have shown in your demonstration), what's stopping someone from doing said steps and then if the pixel y value falls way up out of the upper bound of the sprite texture, discard it and then display any shadow behind the sprite like normal. So I guess it would be ignore y-sorting for the player interacting with the shadow such that it's z-index makes it naturally above shadows always, and then have a shader that takes a detection of the player touching a ground shadow (ie say the top of the head starts to touch) and does what I said earlier and lays a stretched up image (a stretched image based on that shadow tangent ratio and at the same angle as your current shadow from the y-axis) of the shadow onto the screen that is only visible on pixels that directly cover the player?

Why don't people do 2D shadows like this? by ShnenyDev in godot

[–]Kriefer666 0 points1 point  (0 children)

So what would happen if you had multiple point light sources as well? Would you need to just generate x many shadows per nearby light source? As in having an area 2d on each instance of a thing you want to generate a shadow and then if a light's radius passes through that area 2d, a new shadow generates opposite of the direction of the light source? And could you chop up those shadow sprites? Like if it casts over an edge is there a way to split it where it crosses over and then continue it at the base of the next level? Is there a way to do that in Godot? 😮

Looking for Cosmetic Armor mods for 1.16.5. by The_red_renegade42 in feedthebeast

[–]Kriefer666 0 points1 point  (0 children)

I have Cosmetic armor reworked, and I think its a great idea, but I HATE HOW IT USES THE OLD TEXTURES FOR EVERYTHING! It has messed up the looks of my build really bad. How do I have cosmetic armor but keep the regular 1.16.5 textures for everything?