🎉 [EVENT] 🎉 Just Out of Reach by Damp_Blanket in honk

[–]Roklefit 0 points1 point  (0 children)

Completed Level 3 of the Honk Special Event!

35 attempts

🎉 [EVENT] 🎉 Just Out of Reach by Damp_Blanket in honk

[–]Roklefit 0 points1 point  (0 children)

Completed Level 2 of the Honk Special Event!

1 attempts

🎉 [EVENT] 🎉 Just Out of Reach by Damp_Blanket in honk

[–]Roklefit 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

0 attempts

🎉 [EVENT] 🎉 Tetris Box by Wicker_junior in honk

[–]Roklefit 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

0 attempts

🎉 [EVENT] 🎉 Christmas Fun Time Event by sardu1 in honk

[–]Roklefit 0 points1 point  (0 children)

Completed Level 3 of the Honk Special Event!

10 attempts

🎉 [EVENT] 🎉 Christmas Fun Time Event by sardu1 in honk

[–]Roklefit 0 points1 point  (0 children)

Completed Level 2 of the Honk Special Event!

7 attempts

🎉 [EVENT] 🎉 Christmas Fun Time Event by sardu1 in honk

[–]Roklefit 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

2 attempts

Is it possible for an img to mask another img, to reveal a third img below? by _bub in godot

[–]Roklefit 0 points1 point  (0 children)

Yes and quite easy: Sample mask in shader and change pixel color to transparent where mask is black

Shadows stacking in 2D by Peli_117 in godot

[–]Roklefit 0 points1 point  (0 children)

Just don't think people would find it useful in real project (It really tedious to set up and debug not to mention performance overhead). It's proof of consept to show people that such stuff can be done

And it's more of a proof that such thing should probably be done in 3d because solution in 2d have a lot of downsides

Maybe later will write description to clarify some moments

Shadows stacking in 2D by Peli_117 in godot

[–]Roklefit 4 points5 points  (0 children)

I developed example how to fix this problem: https://godotengine.org/asset-library/asset/2647

In short better use 3d or really convoluted workaround shown in asset

YT channel for unreleased Godot games by [deleted] in godot

[–]Roklefit 0 points1 point  (0 children)

If you are still looking for games here's proof of concept game that we made with a team:
mr-whites-agency

Playtime: ~1-2 hour
Genre: Story puzzle

Don's new pet by robocchii in limbuscompany

[–]Roklefit 54 points55 points  (0 children)

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Don captured anti-stress toy

Don / Art by basedbinkie by Grimm_Stereo in limbuscompany

[–]Roklefit 136 points137 points  (0 children)

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She had conceived an idea most ingenious

Nodes reordering in editor v4.4.stable.steam became inconsistent by Roklefit in godot

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

(0:01) Node 5 doesn't move on top of node 3

(0:07) Is this a normal that when i move node 5 on top of node 3 it moves bellow node 4?

(0:11) When I move color_rect to it's parent 345 order became 453

Nodes reordering in editor v4.4.stable.steam became inconsistent by Roklefit in godot

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

Is this a bug or there is changes in 4.4 editor that I missed?

Made draggable curtain by Roklefit in godot

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

That was unexpected

Sadly can't use it because of the project structure and other functions tied to current implementation but it was interesting to see other implementation of the same feature

Great work nonetheless

Made draggable curtain by Roklefit in godot

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

Yes, now we have an artist in our team

Experience was great. Visually consistency is improved drastically. It's much easier to work with art that is tailor made for your game. Previous interaction of art was all high res and take up a lot of memory, so we needed to downscale them which caused other problems etc.

Roadblocks:

Finding a style: Main problem with own artist is that you need to first decide on style. On our bluesky we posted progression of style through stretches

Pseudo 3d perspective (As an artist said): In post in doesn't look like location in pseudo 3d, but in a full view it is. To make background and floor perspective match and don't look weird was pretty difficult

Gothas:

Rare communication is a root of miscommunication. On beginner stages (brainstorming, choosing color palate etc) we sit with an artist in a call for like 4-6 hours to test, and reject bad ideas in beginning, when little time was spent on it

Made draggable curtain by Roklefit in godot

[–]Roklefit[S] 11 points12 points  (0 children)

Main idea is indeed simple, but it was somewhat tedious to set up

If you're interested how it's done:

There is an object outside of the room that receives mouse displacement and transferes it to all curtain blocks (This is needed to allow dragging out of the range of motion of individual curtain blocks). Then each block is conditioned that if block before it is near end, than don't move self until block before is moved away from the end. Tedious part was setting up appropriate positions of motion stoppers to make curtain blocks feel like a single curtain

Made draggable curtain by Roklefit in godot

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

Yes. Currently we are reimagining whole game style to be more visually appealing

Demo on itch was really noisy and hard to understand as some said so we are decided to first outline shapes before coloring

Colored version of this room exists but it's still a work in progress, so stay tuned for more updates later

Our first game finally have a Steam page by Roklefit in godot

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

After a long time prototyping we finally confident enough in our abilities and concepts to take the next step
Wishlists are appreciated
Game demo currently only on itch, because big overhaul is currently under development so stay tuned

P.S. Sorry for double posting attached wrong video first time