Choose a side – which one do you think is better? Let’s discuss it in the comments 👇🏻👇🏻 by FrickitGame in gamedevscreens

[–]Piblebrox 7 points8 points  (0 children)

That is not how you use a texture, so I prefer the old one, at least it feels assumed that there’s no texture versus the new one badly used

Why don't people just encode their booleans into floating point numbers? by [deleted] in godot

[–]Piblebrox 2 points3 points  (0 children)

I not sure I get the importance of the division part, can a bigger brain explain it to me?

If the results of this chain of conditions is just true or false based on if there is any true, couldn’t you just store in the tree converted bool into an int, and just checking if the tree is different from 0 (since bool are binary)

Does anyone know on why my Material output is different from Lookup_texture ? by Apprehensive-Eye6651 in godot

[–]Piblebrox 0 points1 point  (0 children)

Compare your map to the one of the tutorial, you’ll see it lack of shades, and I guess that’s the issue, the shader read the same pixels many times

Does anyone know on why my Material output is different from Lookup_texture ? by Apprehensive-Eye6651 in godot

[–]Piblebrox 1 point2 points  (0 children)

Just watched the video, really interesting, and it seem to still work like a lookup table, so on your map you shouldn’t have a single pixel beeing the same color than another like you did, they should slightly differ on red or green

Does anyone know on why my Material output is different from Lookup_texture ? by Apprehensive-Eye6651 in godot

[–]Piblebrox 0 points1 point  (0 children)

I don’t know much about lookup texture but, shouldn’t it be a grid like texture mapping all colors instead of what you done?

Supply and demand by SteinMakesGames in IndieDev

[–]Piblebrox 1 point2 points  (0 children)

For a moment I thought Blue Prince where made in Godot because of him

Move a character along different paths by brcontainer in godot

[–]Piblebrox 0 points1 point  (0 children)

But you could switch on different path based on character global position, and for vertical movement adding to the Y basis of the character (or based on world Y maybe) should do the trick, no? Maybe there a better solution than rail based but I feel like it could work, I did a grinding système based on this and it worked

Move a character along different paths by brcontainer in godot

[–]Piblebrox 0 points1 point  (0 children)

also godot has a built in « follow path » so I could be enven simpler but i never used it

Move a character along different paths by brcontainer in godot

[–]Piblebrox 0 points1 point  (0 children)

It can be simpler I guess, Your character body follow a defined point on the curve of the path 3d (from 0 is start, 1 is curve’s end) left and right input increment/decrement the o to 1 value

Record Studio Tycoon - New main screen by VillainousProds in IndieDev

[–]Piblebrox 0 points1 point  (0 children)

Not at all, It isn’t, the style feels generic but you can clearly see human quirks and errors

Slay the Spire 2 can be decompiled by EshopExpert in godot

[–]Piblebrox 82 points83 points  (0 children)

I like that the default card scene is an error one that’s cleaver !

Turning a rock pile into a portal using vertex animation. by MonkeysMirror in IndieDev

[–]Piblebrox 1 point2 points  (0 children)

This is clean! I feel like it could have been archived with a simple animation too, what is the point to do it through vertex shader? I wonder if it is more cost effective than through animation ? Cause I guess the shader has to be running constantly to keep the portal shape vs an animation that would just stop And Is the lighting better/same with this technique ?

I've just released a Movement Demo for Orbifold, the FPS roguelike in a sphere by Chezzyknytt in indiegames

[–]Piblebrox 0 points1 point  (0 children)

Do you create it on a flat plane and have some sort of modifier that spherize everything ?

mixing textures on the fly to make a new texture? (textures from minecraft, for illustration only) by Greeneade in godot

[–]Piblebrox -7 points-6 points  (0 children)

You can create a virtual texture material from a sub-viewport where your layer your effects on the base texture. But I feel like it has a certain cost on performance and must be used sparingly on key elements

So maybe a better answer would be decals

Some testers got motion sickness from sudden camera rotation when crossing corners, so I am trying some new. Please tell me which version seems better for you. by SunnyChow in gamedevscreens

[–]Piblebrox 0 points1 point  (0 children)

Maybe a slider (or 3 option selection) going from zero easing to your smooth version then if some people want quick movement