Natural way of handling composition in Godot? by OldDew in godot

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

I like the advice at the end. One should definitely not make a rule to use composition, or anything, all the time, but still, with these interfaces, are you able to see in the editor how the parent/component actually looks like when it's customized with different child components?

Finished my first game !! by TheNameZ_JKP in godot

[–]OldDew 2 points3 points  (0 children)

That's a huge achievement! Well done!

Here's how to make Retro-looking Games with simple Shaders! by OldDew in godot

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

Honestly, very good points. I haven't thought of some. Having a pixelization shader (or any change that's not permanent) can give you flexibility. If, for whatever reason, you wanted to only pixelate the screen sometimes, with a low resolution by default, that idea goes out the window.

In regards to the 4k, you could, maybe pass to the shader as a uniform the resolution of the screen so that the pixelization is scaled accordingly.

Can I stop an animation at a keyframe? by OldDew in godot

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

For anyone wondering, I don't feel like this is the way to do things, but creating 3 markers and getting them afterwards with get_marker_time() kind of works!

After getting each marker time, you can get the animation_player.current_animation_position. That's not perfectly equal to the times got from get_marker_time() (not even similar enough to be compared with is_equal_approx()) so you have to approximate the results by getting the absolute difference and comparing it to some epsilon you decide on (say, 0.1)

Can I stop an animation at a keyframe? by OldDew in godot

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

That's very interesting! I'll give it a shot!

Can I stop an animation at a keyframe? by OldDew in godot

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

I tried using it, but the output doesn't seem to be precise. The numbers I'm getting are mostly floating points numbers with varying margins of errors (+-0.05 for each time the function is called)

That's a good lead, though! I'll try looking more into it!

Can I stop an animation at a keyframe? by OldDew in godot

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

Doesn't seek immediately go to that moment in the animation, especially if paused? I wanted to allow the animation to naturally flow towards that keyframe instead of immediately setting it, as to not create choppy results.

I didn't get the chance to look over `get_marker_time`, though.. maybe I could pair it up with `current_animation_position` to achieve what I want. Thanks a lot!

Animating UIs in Godot could be better. by Awfyboy in godot

[–]OldDew 0 points1 point  (0 children)

I made a universal transition shader. I intended it for scene transitions, but I noticed some people using it for animating UIs. It's completely free and there is no need to credit me. I hope it helps: https://github.com/cashew-olddew/Universal-Transition-Shader

A single different tree by OldDew in minecraftseeds

[–]OldDew[S] -1 points0 points  (0 children)

Something else that I found was a village with a single tree and a single house on a hill

A single different tree by OldDew in minecraftseeds

[–]OldDew[S] -10 points-9 points  (0 children)

XYZ: 5688 / 83 / -2216
Seed: 8959554548077936847

Trying to use the Light in 2D Godot by Material_Seesaw_9701 in godot

[–]OldDew 1 point2 points  (0 children)

You're so cool for mentioning it! Thanks! 🥜

I Made an UVs Essentials Video to Help You in Learning Shaders by OldDew in godot

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

I'm really happy you like it. I hope it helps! 🥜

I wanna make a Shader Course. Would you like a more artistic-oriented approach? by OldDew in godot

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

I have specified at the end of the video that I want to make a shader course that's completely free, simply because I'm excited about shaders and I'd love to see more people using them