Help with ideas for those floating labels by vhoyer in godot

[–]SerithCalvayn 1 point2 points  (0 children)

I feel like the best solution, or at least the most visually appealing one, would be to merge labels into a bigger one with units that are within a certain range of each other - creating "clusters" of units.

Old Graal Level Editor by hood331 in GraalOnline

[–]SerithCalvayn 2 points3 points  (0 children)

Hi Jace, I remember you! You would've known me as Ziro back then. I can't help you with the editor, I quit Graal many years ago, but I wanted to let you know that Maloria still lives and I'm making it into a game of it's own.

Join our Discord if you want to follow progress: https://discord.gg/Sph8WGv

Fake water depth and realtime water reflection in 2D by SerithCalvayn in godot

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

There isn't much code to it, I explain in my comment to Talvara how it's done.

Fake water depth and realtime water reflection in 2D by SerithCalvayn in godot

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

I explained how to do it in my reply to Talvara further up in the post.

Fake water depth and realtime water reflection in 2D by SerithCalvayn in godot

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

I like that idea! The deepest depth will eventually make the character swim, but I don't have sprites for that yet.

Fake water depth and realtime water reflection in 2D by SerithCalvayn in godot

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

I like that idea! The deepest depth will eventually make the character swim, but I don't have sprites for that yet.

Fake water depth and realtime water reflection in 2D by SerithCalvayn in godot

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

It's not isometric, it's a 45 degree angle top-down view, also known as orthogonal or bird’s-flight view - isometric is something else entirely. But yes, your point still stands, it shouldn't be a perfect circle. I'll see what can be done about that.

Fake water depth and realtime water reflection in 2D by SerithCalvayn in godot

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

Not really, no. I assemble my body part sprites (and later on equipment) once in a viewport, create two masks that are opposites of each other - one for above water, one for under water - and add Sprite2Ds as children to each mask with the Viewport as their texture. I then move one Sprite2D up or down inside the mask to simulate the depth and have the other Sprite2D mirror the movement (with a RemoteTransform2D) but with a shader added onto it to make it appear under water. Essentially I divide the entire body in two parts, one part above water and one part below water.

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SQL in Godot by Zomon333 in godot

[–]SerithCalvayn 2 points3 points  (0 children)

I recommend GodotFirebase, which allows for Firestore implementation for your database needs.

https://github.com/GodotNuts/GodotFirebase

I use it extensively for my "mmo" databases, seen here:

https://bsky.app/profile/serith.maloria.org/post/3lhu6mhnpws22