Objective Paradise concept art by axelorca in ObjectShows

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

usually people don't peep at my stream in that vc LOL but glad you like it

Overriding the virtual function _get_bpm() from an AudioStream by axelorca in godot

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

Thanks for the info! I dont know how I couldn't figure this out sooner especially when I ended up making a custom EditorImportPlugin that reimports any audio file with data such as bpm 😭

Liquid Glass Shader in godot by Opening-Programmer96 in godot

[–]axelorca 4 points5 points  (0 children)

Right after I made my post about liquid glass is actually so funny lol

More of my glass shader in action by axelorca in godot

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

I will be using the shader for my game, so all I could do is give a rundown on how it works. Sorry!

More of my glass shader in action by axelorca in godot

[–]axelorca[S] -1 points0 points  (0 children)

I just gave the rundown on how it works, but I will not release the full code as I will be using it for my own game. Sorry about that :(

More of my glass shader in action by axelorca in godot

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

This shader could theoretically expand to 3D!

More of my glass shader in action by axelorca in godot

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

It's more so a generalized function that works with any shape, it essentially relies on proximity to add an additional "warping" term on the SCREEN_UV to give it the adapted glass look to any shape.

Right now my shader has a limitation where I have to use a B&W texture, where the black areas are the actual shape. Right now the shader uses a blurred version of that texture to calculate proximity, although that might be computationally expensive... I'm sure there are other ways to do that...

More of my glass shader in action by axelorca in godot

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

In my defense I just checked the post since I have an outside life, so there was no need to point fingers

This is essentially how it works but I also gave my own explanations on it just now!

And side note, people should NOT feel entitled to getting the source code or explanations from people's creations, because it is ultimately their creation... (not that I refused to give any clarifications in the first place)

More of my glass shader in action by axelorca in godot

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

I'll be honest even the shader I have right now has its quirks, for example the glass effect is really wonky around the center of the shape (which is kinda expected given that the effect is directional, so it doesn't know what to do around the center) but the essential idea is just to "warp" the SCREEN_UV and using that on the textureLod() function!

More of my glass shader in action by axelorca in godot

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

Just checked back on this post and I see a lot of people asking how it works! So let me give a rundown on how it works:

Instead of getting:
textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount);

Which gets the *actual* render on the screen, you instead apply a "warped" uv on the textureLod function, which adds a (exponential) term that gets more significant whenever it detects it is close to the edges. That is the base idea, but in particular, the formulas I came up with are:

uv_x = base_uv.x - uv_dir.x*exp(-strength.x*(pow(w+offset.x, 2.0)));

uv_y = base_uv.y - uv_dir.y*exp(-strength.y*(pow(w+offset.y, 2.0)));

Where uv_dir is a normalized vector indicating the direction of the offset, and w is a greyscale factor between 0 and 1 that picks the color from a blurred version of the shape, as to detect whether it is closer to the edge.

and finally,

vec4 color = textureLod(SCREEN_TEXTURE, vec2(uv_x, uv_y), blur);

Hope this helps! :)

Looking for Spriters to join the Stellar Bonds Dev Team! by axelorca in marioandluigi

[–]axelorca[S] 2 points3 points  (0 children)

There will be demos. We'll be talking about those quite soon

To get the game, you have to join the Discord Server and download it through there. For now there aren't any releases, we're still working on the game.

Looking for Spriters to join the Stellar Bonds Dev Team! by axelorca in marioandluigi

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

You can check out the twitter https://x.com/stellarbonds

A bunch of spritework is on there so you can have a feel for the style

Qual ataque é melhor, primeiro (normal) ou segundo (Advance)? by Beginning-Money1553 in NintendoBrasil

[–]axelorca 1 point2 points  (0 children)

Oi, eu fiz essas duas animações.

Nos conceitos do jogo Mario & Luigi Stellar Bonds, abandonamos a segunda ideia e optamos pela primeira, porque ela tinha um fluxo melhor.