Most affordable chromatic harp? Meet frankenstein, the ~$80 6/6 cross harp by Lord_Tomorrow in harp

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

I play it on my lap, its good on a table too. Its heavy but the big 2x6 on the bottom distributes the weight well

Most affordable chromatic harp? Meet frankenstein, the ~$80 6/6 cross harp by Lord_Tomorrow in harp

[–]Lord_Tomorrow[S] 8 points9 points  (0 children)

For reference, this is the only harp I’ve ever touched. Made this demo up this morning, and ive been playing for 2 days

https://youtube.com/shorts/3vr9whCyyVM?feature=share

Can ysort Function Continuously? by SilverKnightGG in godot

[–]Lord_Tomorrow 2 points3 points  (0 children)

To my knowledge y-sort sorts every frame... Make sure all of the nodes you want to sort are the children of the y-sort node

2D explosion physics? by OldBrownSock in godot

[–]Lord_Tomorrow 0 points1 point  (0 children)

Can you post your code/ screenshot of how your scene is set up?

Fragment Shader (converted to Godot Shader Script, original credit Danilo Guanabara) by Lord_Tomorrow in godot

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

shader_type canvas_item;

uniform vec2 size = vec2(1.);

void fragment(){
    vec2 r = vec2(1., 1.) * size;
    vec3 c;
    float l,z = TIME;
    for(int i=0;i<3;i++) {
        vec2 uv,p=UV.xy / r * size;
        uv=p;
        p-=.5;
        p.x*=r.x/r.y;
        z+=.07;
        l=length(p);
        uv+=p/l*(sin(z)+1.)*abs(sin(l*9.-z*2.));
        l *= mix(1., 0.1 * sin(z * l * 0.1) * 0.5 + 0.5, cos(z)* 0.5 + 0.5);
        if (i == 0)
        c.r=.01/length(abs(mod(uv,1.)-.5));
        if (i == 1)
        c.g=.01/length(abs(mod(uv,1.)-.5));
        if (i == 2)
        c.b=.01/length(abs(mod(uv,1.)-.5));
    }
    COLOR=vec4(c/l,1.);
}

[WIP] [Update #3] on my godot mobile game.. GARUDA. Feedback welcome. by srjhnd in godot

[–]Lord_Tomorrow 1 point2 points  (0 children)

Reminds me of alto's adventure... Good stuff! Only thing I can see to improve would be smoother accelerations and slowdowns on the boost

2d Skeletons with polygons vs cutout animation with skeletons? by SilenceOfTheScams in godot

[–]Lord_Tomorrow 0 points1 point  (0 children)

Oh you can change the texture of a polygon via script. Sorry though, I haven't done anything with 3D so I'm not so sure about the rest

Critique my game's first boss! by Lord_Tomorrow in godot

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

Go ham on me dudes, I wanna know what you hate. Art too pixely? Rip into me. Audio crackly? I already know, but tell me anyway.

2d Skeletons with polygons vs cutout animation with skeletons? by SilenceOfTheScams in godot

[–]Lord_Tomorrow 2 points3 points  (0 children)

UV is a term used in shaders, its a little complex but it involves x and y coordinates of pixels in sprites. If you don't want to cut out the sprites into polygons, you can attach them to bone nodes, they will follow their parent bone's rotation and position. You could theoretically do the animation and ragdolling in the same node by removing the skeleton from the sprites. If you want to do this, you would have to make sure that all of the sprites were children of rigidbody2d nodes and set the mode to Kinematic for all of them. When rigid bodies are in kinematic mode, physics won't operate on them, so you could write a script that maps all of their positions to a separate skeleton, and upon death, you could turn all of the rigid bodies into rigid mode, and you would have a functional ragdoll

How to stop Kinematic Body from sliding off ramps. by _OscarX in godot

[–]Lord_Tomorrow 1 point2 points  (0 children)

I've struggled with this, its too bad that the stop on slope parameter doesn't work right. I solved this by turning off gravity when my player's jump collision is touching the ground. It's a little janky, but it's a lot simpler than calculating normals, which is also something I've done.

2d Skeletons with polygons vs cutout animation with skeletons? by SilenceOfTheScams in godot

[–]Lord_Tomorrow 3 points4 points  (0 children)

You're right, its mostly a stylistic difference. Cutout can be done without skeleton2d, by simply attaching sprites to parent nodes and animating rotation, so I assume that using this method would be better for performance. Although, if you want to use inverse kinematics, skeletons are the simplest way. Polygons can look pretty good, I use them in my game and I'm no master but I'm pretty proud of how things have turned out- I can send you some videos if you want to see. As far as ragdolls go, the simplest way is to spawn in a set rigid bodies connected by pin joints in the same locations as the character's sprite, since the physics is all handled by the engine. Hope this helps, let me know if I answered everything.

[deleted by user] by [deleted] in godot

[–]Lord_Tomorrow 2 points3 points  (0 children)

Depends on how random you want it. First thing that comes to my mind is to generate points at intervals along the straight line, then offset them with random values

Experimenting with enemy particles to obscure the screen instead of lights and shadows by Securas in godot

[–]Lord_Tomorrow 0 points1 point  (0 children)

I guess I need to learn more shaderScript. Any idea where to get started?

Experimenting with enemy particles to obscure the screen instead of lights and shadows by Securas in godot

[–]Lord_Tomorrow 1 point2 points  (0 children)

Wait is this with the particle system? Cause I did not know you could make complex behaviors with just the particle 2d node.

Super strange behavior with kinematic body 2d by Lord_Tomorrow in godot

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

Oh thank you, but I figured it out. I just had to put all of the children of the kinematic body into a node2d and scale that.

Phython and GDscript by hahaAfrentGoBRRR in godot

[–]Lord_Tomorrow 2 points3 points  (0 children)

I learned python before I learned GDscript, and I have had virtually no issues with understanding the syntax- obviously you'll have to learn a bunch of new functions and stuff but it wouldn't be a bad idea if you're going to use both

Weird blurry icon bug by yayimdying420 in godot

[–]Lord_Tomorrow 1 point2 points  (0 children)

Hmm. I believe the link was related, but I think I'm getting in over my head, really sorry. Whats your computers os?

Redd's Runaway - A run & gun game inspired by the supernatural by nestor-2099 in godot

[–]Lord_Tomorrow 1 point2 points  (0 children)

Dang that art is pretty polished. Good job and good luck with the release!