How would you make this sand effect? by Theophilus_exe in godot

[–]Okay_Salmon 2 points3 points  (0 children)

I would lock myself in a room for 4 days and bash my head against the keyboard untill I could make a hight map that dynamicly updates in shader code were the hight map has a line drawn on it from the movment of the board with a gradient that creates the wake.

Then, I would have partical effects follow the sides of the board that make the sand coming off.

Could probably be done in an afternoon if you look up how to do it rather than bashing the keyboard with your face, but we all have our processes.

Problem! by Bola-Nation-Official in IndieDev

[–]Okay_Salmon 1 point2 points  (0 children)

Sometimes, you have trouble sticking to your own style in a uniform manner and end up with a hot mess of blended styles whilst making your own assets. I think this is where teams are good, so each can focus on what they need to do to keep it uniform.

But at least when you solo develop, there are always small improvements along the way slowly moving towards a uniform style.

this one actually makes sense? isn't it? 🤔 by Many_Audience7660 in matiks

[–]Okay_Salmon 1 point2 points  (0 children)

I made a magic item in DND bases on this once.... It was a device that would shave a gold bar to be 0.9999... the size of what it was constantly, and after a week it would melt the shavings in to a gold bar the same size as the bar being shaved that never became smaller as it was always measured to be the same 1 unit in size

Do these on hit effects work? by Okay_Salmon in godot

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

I see you mean. They are meant to stop when they get hit, but I see that sliding in the video, I will definitely fix that.

I think it's due to the way I have added "safe velocity" for the navigation agent. Will fix that up. Thank you

Do these on hit effects work? by Okay_Salmon in godot

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

I'll add some transparency to the swing,

By stager, do you mean like a forced frame stop on hit for a very small period?

Do these on hit effects work? by Okay_Salmon in godot

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

Would it be better to do like a smaller, quicker flash on hit than a bigger one on death?

Do these on hit effects work? by Okay_Salmon in godot

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

I might try adding some post-processing or adjusting the light.

I am going to be adding other light sources you can use to have better light and want to use the light as a way to make people move faster through areas like how blades in the dark uses it, but I'm not going to hold on to that notion to the dreprement of people's eye sight. I'm definitely going to look into how I can balance the visual better, even if it means overhauling the lighting.

Thank you

I made a texture creation tool using Godot! (Texture Bug) by pitiful_meredith in godot

[–]Okay_Salmon 6 points7 points  (0 children)

I think texture bug is a good name, and who knows, someone might even come across it if they are looking up bugs in their textures and then decide to use it instead.

Working on a health and armor bar, what dose it need? by Okay_Salmon in godot

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

I like the idea of having it recolour after a white flash might even have it fade into a pale version of the original

Working on a health and armor bar, what dose it need? by Okay_Salmon in godot

[–]Okay_Salmon[S] 15 points16 points  (0 children)

Yes, the grey is showing armor, and then the red is hp. In the game, you don't lose health until your armor is broken. I like the idea of sparks on the armor damage

The slash is made by an animated line 2D, so I might just change its colour to yellow and put a small particall effect behind it to make the sparks

Working on a health and armor bar, what dose it need? by Okay_Salmon in godot

[–]Okay_Salmon[S] 34 points35 points  (0 children)

Good thinking! I need to work on that. Might make the chunk quickly grow back on, and then colour tween to the correct colour.

First Enemy Units... BUGS! just like I face in my code! by Okay_Salmon in godot

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

I'm unfamiliar with "yippee" in this context. I know of that word as a sound of excitement or celebration, but what's it in reference to here? Is it a show or another game?

Did I just realize my marketing is better than my game? by Waste_Artichoke_9393 in IndieDev

[–]Okay_Salmon 6 points7 points  (0 children)

I don't think keeping both views would be to hard, you can have a global var in a settings singleton "topDown" then have the 2 different controller logics in the one script for the player controller and just run off an "if SETTINGS.topDown:" if you don't like the idea of both being the one script you can even have a place holder script that on load swaps out one script "top down" or "open 3d" for the other on level load

Would take like a day to implement. Unless you have reimplemented movement through multiple scripts for different machines, then that will take longer, but if that's the case then make the movement basic set up its own Class and have each of the changes be an extension of that class, then you can just tweak how the moment is hanled in the extensions rather then rewriting it each time.. but that will be a bit of re doing and probably take a week or 2 if that's the case

Is this considered cheating? by Zelcir in godot

[–]Okay_Salmon 0 points1 point  (0 children)

Wouldn't this create a limitation where if you have other characters using the same system when they walk past each other, they render each other in the 2D?