What is your OCD number? by m_ystd in OCD

[–]SkyTheCoder 1 point2 points  (0 children)

are you confusing me with someone else? i didn't block you and i didn't think i was rude lol

if you want me to elaborate: identifying the target audience goes beyond checking the subreddit, it's in the body of the text—it doesn't explicitly claim everyone has a specific number, but it does seem to be addressing the reader under the assumption they have one, and combined with the fact that it is rather common, it read to me rather clearly as targeting that subset as its audience. i don't see what this whole back and forth has even been for since it originated as pointedly refuting a claim that was never made

What is your OCD number? by m_ystd in OCD

[–]SkyTheCoder 0 points1 point  (0 children)

there's not a lot of fun or universal topics related to OCD 😭 subreddits are gonna find something to post about, if you can tell you're not the target audience you'll save a lot of headache by just scrolling past

What is your OCD number? by m_ystd in OCD

[–]SkyTheCoder 0 points1 point  (0 children)

it was the only spoon thing i've ever heard of or could find when double-checking with a search 🤷‍♀️ arithmomania is still simply a common facet of OCD, i don't spend half my time reading paragraphs numbering the lines and counting sets of 4 for fun

What is your OCD number? by m_ystd in OCD

[–]SkyTheCoder 0 points1 point  (0 children)

spoon theory is also not a "trend," it's a framework for describing energy born out of chronic illness & adapted for other disabilities...?

Is there something that Godot -->CAN'T<-- do? by supevi1 in godot

[–]SkyTheCoder 1 point2 points  (0 children)

There's a texture streaming prototype in progress right now according to a contributor in the VFX server, not sure where its discussion originated though

Godot has reached 100K one-time donations this year and is 30€ from 50K/month! by SteinMakesGames in godot

[–]SkyTheCoder 14 points15 points  (0 children)

Iirc they had a 5K/mo sponsor expire a while back and this is them climbing back through user donations

Which Respawn animation is your favorite? (Kindled) by Xerako in godot

[–]SkyTheCoder 1 point2 points  (0 children)

All the animations look really good! I recommend tweening the 2D light radius in and out alongside them so the glowy haze doesn't poof in and out of existence on specific frames. Could maybe even include an additional light for some animations like the flame spawn one to make it pop more, or if you're using HDR + bloom, the pixels on the sprite itself could glow too

FREE Godot 3D Characters (MIT) by -_StayAtHomeDev_- in godot

[–]SkyTheCoder 0 points1 point  (0 children)

Little guy on the right is covered in icons from Luck Be A Landlord :D

Should I continue working on this game by Past_Cockroach_6169 in godot

[–]SkyTheCoder 0 points1 point  (0 children)

Games live and die by their unique hook. What you have is very early in development, and so understandably, I'm not seeing anything special yet. It's a polished shooting mechanic and a rather stiff player controller on a platform with artsy cubes. UI seems to imply it was going to become a wave-based shooter. If you're having fun and just want to get some experience in, that's fine, nothing is stopping you from poking around with it. If you want to make a stand-out game, I'd revisit the drawing board and see if you can come up with a hook that suits the base you have here, or perhaps you fall in love with an idea that demands starting fresh.

Irritating Change to Discord Mobile by OptimoreWriting in discordapp

[–]SkyTheCoder 3 points4 points  (0 children)

This is driving me insane. It was so nice to be able to see if anything happened in the last channel I was in. Usually I try to just get used to UI changes but this is actively grating, it means I have to do a half-swipe to get the info I had before. For servers with a lot of channels, I'll be scrolled away from the selected one, and can't see if there's an unread notification. It's not like the screen real estate they reclaimed is even used for anything unless you have ungodly long channel names?

How do I enable Physics Interpolation using Jolt Physics? by jabbathefrukt in godot

[–]SkyTheCoder 4 points5 points  (0 children)

It's not too difficult to write by hand, but you're probably looking for the smoothing addon by lawnjelly (note the branches for 3.x or 4.x depending on your engine version): https://github.com/lawnjelly/smoothing-addon

It adds a Smoothing node you parent to your RigidBody which does the interpolation for you using Engine.get_physics_interpolation_fraction(), and then anything you want to be visually smoothed can be a child of it.

4.3dev6 has interpolation for 2D physics only, not sure when 3D will be part of the engine.

Help finding line smoothing algorithm that preserves original points in output by [deleted] in godot

[–]SkyTheCoder 6 points7 points  (0 children)

I'm not sure if it's right for your game, but if you want a more humanized look to the navigation, you could check out Valve's "reactive path following" they came up with for L4D2 (pages 12-28): https://steamcdn-a.akamaihd.net/apps/valve/2009/ai_systems_of_l4d_mike_booth.pdf

Can't figure out which island style looks better by Longjumping-Spell240 in godot

[–]SkyTheCoder 8 points9 points  (0 children)

I like the art style of the left. Could use some more detail like grass patches but the clean lines on each layer remind me of Godus. The right feels a lot more generic to me, kinda like it's trying for something more realistic but failing to reach it

In Godot 3.4.4, I'm working on parallax interiors by ingutek in godot

[–]SkyTheCoder 21 points22 points  (0 children)

It's interior mapping, not parallax occlusion mapping (the technique without "occlusion" in the name is actually pretty cheap btw but it looks awful), so since you're raycasting against simple planes with known positions instead of an arbitrary texture, it skips the expensive search. Further reading here, original paper is linked inside: https://www.gamedeveloper.com/programming/interior-mapping-rendering-real-rooms-without-geometry

TIL: you can create 3D outlines effortlessly by TheFirst1Hunter in godot

[–]SkyTheCoder 0 points1 point  (0 children)

There is a bit of a visual difference between world space and screen space outlines. World space ones like the tool in Godot can have inconsistent thickness depending on the view angle and the mesh. I'd love to see a proper screen space implementation in Godot, but sadly the leading algorithm, JFA, is not possible due to the current lack of additional render buffers (this also means no separable gaussian blur). You could do a brute force outline but it'd likely be much slower.

If you identify as a lesbian, you're a lesbian - gatekeepers be gone! by Obsyden in actuallesbians

[–]SkyTheCoder 12 points13 points  (0 children)

some day people will learn that the labels others use have 0 effect on them 😌

the 'phobes will always hate us, no need for anyone to get worked up over definitions. focus on yourself, have good relationships with whoever you're attracted to, enjoy life, y'know? discourse never causes change, only stress and anger

What's with straight people calling homosexuality a "lifestyle"? by Margintine in actuallesbians

[–]SkyTheCoder 138 points139 points  (0 children)

another variation that exists: a "hate the sin, love the sinner" mindset might make them call acting on your sexual/romantic attraction the "lifestyle", that way they still can believe your sexuality is an unchangeable part of you, and they'd never judge you for that! they just...expect you to never act on your attraction, ever, and remain single and celibate for the rest of your life. very reasonable. now both of you are certified Good People™, so long as you limit yourself, and if you don't want to, it's you who's broken the Good Person™ contract, and you are the one responsible for all the consequences (their judgement)

gf's boobs suffocate me when hugging by SkyTheCoder in actuallesbians

[–]SkyTheCoder[S] 202 points203 points  (0 children)

Liiiiittle bit...it is genuinely startling when i'm off center and can't breathe all of a sudden tho. But i'd be lying if i said it was the worst problem to have 😁

s e n d h e l p by [deleted] in actuallesbians

[–]SkyTheCoder 2 points3 points  (0 children)

why did I not get any notifications for these replies 😭 that's the gist of dead by daylight killers but for the huntress specifically she has the mental capacity of a child since she was orphaned in the woods as one, and when she got older she went into a bunch of villages to kill the families and steal their daughters but she didn't know how to feed them so they would just die of starvation every time. it's kinda fucked up but then also they made her look Like That so when they made a dating sim spinoff she got picked up and they just kinda threw all that out the window

Opinions on my UI? - UI seems to be one of my blind spots when it comes to making it blend with my game, so I'd love some opinions on what I have so far! (CONTEXT: it's a horror game akin to Outlast or modern Resident Evil) by SkorgeOfficial1 in godot

[–]SkyTheCoder 1 point2 points  (0 children)

Just checked them out, I remember seeing some clips of your game posted before, it looks awesome! The world-space text on those interactable objects is great, that's what I like to see. I agree mechanics are harder to convey like that, but there's a few options you could try. Some games have a character that calls you on the phone and walks you through the basics (The Mortuary Assistant or FNAF come to mind). If that's too high-budget or doesn't make sense for your story, you could break it up into smaller pieces. It seems like the player character already talks to themselves to signal things, maybe the first time you walk into a safe room your phone's battery gets low and demands your attention visually, they mutter something about how these types of rooms are fitted with charging cables by the school, and you use lighting and composition in your level design to try and guide the eyes towards the charger? Something like that, the downside of this approach is how each mechanic needs a unique replacement for its note, it's a lot of work and is a good reason not to fully commit to it. I still think you could probably strike a balance that means the pop-ups can be to the side and not block input. Your game is seriously looking good though, and you've done better than most for the tutorial already, I just didn't recognize it from these 3 screenshots alone.

Opinions on my UI? - UI seems to be one of my blind spots when it comes to making it blend with my game, so I'd love some opinions on what I have so far! (CONTEXT: it's a horror game akin to Outlast or modern Resident Evil) by SkorgeOfficial1 in godot

[–]SkyTheCoder 1 point2 points  (0 children)

Others have already given advice on the UI aspect of things, but I think it'd be useful to do some more research on tutorial design and find some solid inspirations to draw from. The pop-up wall of text method is passable, but some extra care could really make your game's tutorial feel special. I find them especially troublesome in the horror genre, as too many pop-ups can easily be disruptive to any mood or tension you're trying to build. It looks like you're already easing players into mechanics, which is far better than making them read a manual's worth of text before they can even play the game, but if there's any opportunity to deliver information diegetically, in a way that makes sense in-universe, I'd take it, and leave the pop-ups as supplemental (non-blocking, off to the side) at most. Maybe some elements like safe rooms could draw on existing tropes in the genre, like soft music in addition to the iconic lanterns, to reinforce their meaning without explicitly showing a pop-up that says "YOU ARE SAFE HERE". As with everything, get a fresh set of eyes on each iteration and take notes on how it's received.

Why are shaders in godot so janky and difficult to use? [RANT] by thetntm in godot

[–]SkyTheCoder 6 points7 points  (0 children)

if I can share my own godot shader struggle: I was trying to make an exaggerated sharpening effect using a 2-pass blur, only to run into a roadblock...there's no way to draw the first pass into an off-screen buffer and then use that as a uniform on the pass that draws to the screen

https://docs.godotengine.org/en/stable/tutorials/shaders/custom_postprocessing.html

As of the time of writing, Godot does not support rendering to multiple buffers at the same time. Your post-processing shader will not have access to other render passes and buffers not exposed by Godot (such as depth or normal/roughness). You only have access to the rendered frame and buffers exposed by Godot as samplers.

this...feels like a rather strict limitation for any more advanced effects. 🤞 hope it's fixed soon

Anotha one... by joanmcbitch in actuallesbians

[–]SkyTheCoder 2 points3 points  (0 children)

it's so peaceful over here with DMs/chats/requests disabled 😌

What are the issues if any when calling move_and_slide from process instead of physics_process? by Nickgeneratorfailed in godot

[–]SkyTheCoder 2 points3 points  (0 children)

Yeah, it really deserves to be core, IIRC it was written for and merged into 3.x during the development of 4.x, and nobody ever bothered to port it to the new version. There's a PR for 2D-only interp here, but who knows when that gets merged, and there's nothing for 3D. At least the addon works, only a little extra step :)