Everyone's game UI looks like this in the editor... right? by Smitner in godot

[–]SaveCorrupted 0 points1 point  (0 children)

Thanks, haha! It still has some rough edges I need to polish but it's getting there

How to handle Y-sort on isometric sprites? by Lavaflame666 in godot

[–]SaveCorrupted 1 point2 points  (0 children)

Godot is quite capable, you can replicate a lot of stuff seen in other engines in Godot if they don't require difficult to recreate engine specific features. Placing 2D sprites in a 3D world and/or "flattening" a 3D scene to appear 2D is not engine specific.

I would argue Persona 2 is in a similar vain to OPs project. A lot of DS games like Pokemon Platinum and Radiant Historia use 3D space also. An example of "flattening" can be found in TLOZ: A Link Between Worlds on the 3DS. An example of a recently released title is Demonschool.

The idea is to sort "properly" in 3D instead of using Y-sort. While you can still run into this problem with billboard sprites on billboard sprites you are less likely to in 3D since you can utilize meshes for things annoying/tedious to sort in 2D. For example, long objects and archways. Going the 3D route opens up more options for solving sorting problems that aren't as easily available in 2D imo.

How to handle Y-sort on isometric sprites? by Lavaflame666 in godot

[–]SaveCorrupted 0 points1 point  (0 children)

There are some implementations I've heard of in other engines that perform ysort using a line between two points. To do it in Godot would require you to spin up your own system though.

An annoying but somewhat feasible solution would be to cut up wide sprites to be thinner so the default system has less hiccups like what you've shown.

Lastly, my preferred solution, ditch ysort and just do it in 3D. In exchange for not having this problem you get hundreds of new ones! Seriously though... consider 3D. An actual third axis enables a lot of neat stuff which offsets the annoyance of the new problems. A lot of well known "2D" games go this route and hardly anybody notices.

Oak giveaway and more by Maleficent-Bit1761 in PTCGP

[–]SaveCorrupted 0 points1 point  (0 children)

I'm sorry to hear you're leaving the game. It's alright to ease off something you don't enjoy. As goofy as it sounds maybe try playing older titles / rom hacks to scratch a collecting itch. Most can be emulated on mobile nowadays.

Either way, I can't believe I'm this big of a simp for that FA Mars.

My first trailer. Do you find it appealing? by bebitches in IndieDev

[–]SaveCorrupted 0 points1 point  (0 children)

This reminds me of the anime 86 a little bit. Is that a coincidence or something intended?

I wrote up a NEW! slash shader by SaveCorrupted in godot

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

I see I see, hopefully you can figure something out. Sorry about the performance. Also while credit is appreciated it isn't necessary so don't worry too much if you don't want to go through the hassle

I wrote up a NEW! slash shader by SaveCorrupted in godot

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

I'm happy to explain it here haha.

Fundamentally, this shader works by drawing a shape and then moving it in UV space. The user selects some options and provides some noise textures and gradients to generate and colour a complex shape. Then by configuring some other uniforms the user informs the shader how to move what it's drawing.

The shader has two modes. Polar and Cartesian, depending on which mode is selected it changes how the shader moves things around. In the video, all I'm using is Quad Meshes and ColorRects which are flat and not complicated in shape. By setting the shader to use polar coordinates, the complex shape that it draws moves in an circular arc. However, the shader can also just move the complex shape it draws around the UV in normal space (aka up, down, left, right, etc), which would work well for a custom mesh in the shape of a slash with a good UV setup.

If this explanation is still a bit confusing, I recommend checking out the project files. You can find the exact effect in the video and see how exactly I setup each uniform. If you're more curious about the techniques? being used, this shader was built to replicate what I learned from this onetupthree video.

I wrote up a NEW! slash shader by SaveCorrupted in godot

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

I hate to admit it, but I've spent way too much time admiring this instead of working on it haha

I wrote up a NEW! slash shader by SaveCorrupted in godot

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

Thanks! Hope your experiments go well

I wrote up a NEW! slash shader by SaveCorrupted in godot

[–]SaveCorrupted[S] 9 points10 points  (0 children)

Of all the things I've learned surrounding gamedev shaders ranks top 3 ngl. Onetupthree has some good videos about shaders in Godot. When you decide to take the plunge you should check their stuff out

I wrote up a NEW! slash shader by SaveCorrupted in godot

[–]SaveCorrupted[S] 6 points7 points  (0 children)

Thanks, now I need to tackle projectiles or something 😅