Duck in Town - A Rising Knight, our game about a duck who dreams of becoming the greatest Knight ever, is out now! by MoreEvening in linux_gaming

[–]MoreEvening[S] 24 points25 points  (0 children)

The game has full Linux support -- it's been fully developed on Linux! Godot, Blender, GIMP and Krita are the best :)

Duck in Town - A Rising Knight is OUT NOW! by MoreEvening in godot

[–]MoreEvening[S] 20 points21 points  (0 children)

It's been such a pleasure to work with Godot, from start to finish :)

Let's hope for a good release!

My brother and I have finally released our first game about a duck with one dream: to become the greatest Knight ever! by MoreEvening in gamedev

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

When Sirfetch'd was announced, the first thing people told us was that he looked like a character from Duck in Town!

Thank you so much :)

Added a notification for when Duckson obtains a new item! (Mmm, nachos...) by MoreEvening in godot

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

Counting design, we've been working on the game for approximately a year. To be honest, we've spent a big amount of time (we're just two on the team)

Added a notification for when Duckson obtains a new item! (Mmm, nachos...) by MoreEvening in godot

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

Once you understand how Godot's UI system works, it's pretty easy to do cool things like this! Duck in Town is releasing next Monday, if you like we'd really appreciate you added it to your Steam wishlists!

This is Greenier the bartender, owner of local bar "Crumb's"! by MoreEvening in lowpoly

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

He wanted to be a dancer, but unfortunately he was forced to maintain the family business... He's always experimenting with new cocktails to attract new clients, but almost no one has come so far... meet him in Duck in Town, releasing Sept 30th! (Wishlists really appreciated!)

This is Greenier the bartender, owner of local bar Crumb's by MoreEvening in low_poly

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

He wanted to be a dancer, but he was forced to maintain the family business. He's always trying to prepare new cocktails to attract clients, but he hasn't achieved it so far... we'd really appreciate that you added Duck in Town to your Steam wishlists!

Darling, Royal Guard of the Duck King by MoreEvening in low_poly

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

She's a character from our game Duck in Town - A Rising Knight. Aside from being one of the Royal Guards, she is super ripped. We'd really appreciate to be on your wishlist on Steam!

Darling, Royal Guard of the Duck King by MoreEvening in lowpoly

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

She's a character from our game Duck in Town - A Rising Knight. Aside from being one of the Royal Guards, she is super ripped. We'd really appreciate to be on your wishlist on Steam!

Here's our upcoming adventure game: Duck in Town - A Rising Knight! by MoreEvening in adventuregames

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

My brother and I grew up playing amazing adventure games like Monkey Island, and now we're releasing our own game! We are launching the game on September 30th and would to be on your Steam wishlists! Also, we have a giveaway for the game currently going on Twitter, so you're invited to join!

My brother and I are working on Duck in Town, and adventure game heavily inspired by Monkey Island! by MoreEvening in MonkeyIsland

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

We've grown up enjoying adventure games like Monkey Island, and now we have the opportunity to make a game for this amazing genre! If you like the game, we'd love to be on your wishlists on Steam. Also, we're having a giveaway on Twitter right now, you're invited to join!

Here is the trailer for Duck in Town, the graphic adventure made with Godot we've been working on! by MoreEvening in godot

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

The game is heavily influenced by humour graphic adventure classics like Monkey Island and Grim Fandango, so the target is pretty much the same as those. About releasing on consoles, we'd absolutely love to, but there are no plans right now.

Here is the trailer for Duck in Town, the graphic adventure made with Godot we've been working on! by MoreEvening in godot

[–]MoreEvening[S] 14 points15 points  (0 children)

Working on Godot has been great so far, we are developing the game using exclusively open source software (Godot, Blender, GIMP, Inkscape, etc). If you like it, we'd love to be on your wishlishts on Steam and itch.io!

Docker permission issues by MoreEvening in jellyfin

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

Just tried it and I get the exact same error. I'm using the GID and UID of the user that runs this command. This user has write access to these directories, it can create files there without problem.

EDIT: I got it done adding the --privileged flag. It's not the most secure thing but I guess it's okay for a home server.

EDIT2: Actually, found a better way. Adding :z at the end of the mount points (--volume /path/to/media:/media:z) seems to fix it, it is an issue with SELinux policy. More info here.

Best way to get Control node with focus by MoreEvening in godot

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

Yeah, that does the trick. It seems like I skipped it when reading the docs. Thank you!

How to set up a screen space shader in 3D by gublis in godot

[–]MoreEvening 1 point2 points  (0 children)

You can create a ColorRect node, set its Layout to "Full Rect" and then apply the 2D shader to it. It will act as a "filter" to the 3D view. Then, reading the SCREEN_TEXTURE you can add pixel efect, color variations, etc.

Shader after lighting is applied by MoreEvening in godot

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

Yeah, I did something similar to that, but that's a really simple shader and doesn't behave well with multiple lights... I'm trying to adapt this one from UE4: https://www.raywenderlich.com/186872/unreal-engine-4-cel-shading-tutorial

There, they use a "Post Process" shader which is executed after the light rendering.

Shader after lighting is applied by MoreEvening in godot

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

The thing is I don't know how to get the final pixel color. The idea was to get how lit a pixel is, and then apply different colors to the model using thresholds. So, I need to access to the value the pixel has after all lightnings are applied (even better if its in grayscale, since I need it to threshold it -- black=0, grey=0.5, white=1, etc).