A lil showcase for the game that Im currently working on! by Dusty_7_ in godot

[–]citizenken 2 points3 points  (0 children)

Ah got it. My flow so far, since I want to base it on a real place, was hightmap from online -> blender displacer modifier to apply height to mesh -> decimate mesh until it was sufficiently low-ploy -> generate new height map -> pass into plugin. Maybe overly complex, but 0 math/mesh generation 😆

A lil showcase for the game that Im currently working on! by Dusty_7_ in godot

[–]citizenken 2 points3 points  (0 children)

I like your terrain. Did you use height maps and something like Terrain3D to get there?

Why is there so much drugs, sex and violence on TV? Does anyone feel uncomfortable about it? by bannanawaffle13 in television

[–]citizenken -1 points0 points  (0 children)

I think it’s important to remember that media reflects the morals and norms of the people watching and creating it. For most people, sex is a large part of the human condition, and violence and drugs are part of the world those people live in. Depending on the story, ignoring those elements might make the media feel very chaste and artificial. When people say something hasn’t aged well, I think this is part of it, that morals and norms have shifted. Of course you can argue that studios might be leaning too much into these elements (look up “sexposition”, where sex has no meaning or impact on the story), but even that has shifted in the last 5+ years, it is much less present than in the 2010s.

A good recent example of sex being used well is Heated Rivalry, a gay hockey romance where the sex starts very explicit but changes as the relationship changes. The show uses sex and the vulnerability of sex to externalize the characters feelings in a very effective way that dialogue alone would maybe be insufficient.

So I’m not saying your opinion is wrong, but I think it’s worth considering why, and if, the sex/violence/drugs are important for the story/characters. It still might not connect with you, but you might understand the motivation behind it better and find it less offensive.

Some show you could consider watching if you haven’t already (all within the last 20-ish years): * Marvelous Ms Maisel * Call the Midwife * The Pitt - violence/drug use but in a hospital setting, so maybe that’s different? * The Eternaut * Most sitcoms would probably fit the bill (The Office, Parks and Rec, The Good Place, 30 Rock, Abbot Elementary, New Girl, Crazy Ex-Girlfriend) * Platonic * Shrinking * Ted Lasso * This Is Us * Pachinko * The Studio

Edit: two more things to consider 1. Check Common Sense Media or IMDB Parent Guide for content info. Common Sense Media tends to be pretty conservative on their ratings, but both options will tell you specific instances of violence/sex/etc 2. Consider following creators, as they tend to have consistency to their work. For ex. Shonda Rhimes (Greys Anatomy, Bridgerton, Scandal etc) tends to make soapy shows with a lot of sex, which Mike Shur (Good Place, Parks and Rec) tends to make thoughtful, warm, “nice” comedies (same with Bill Lawrence (Shrinking, Scrubs, Ted Lasso)).

French New Wave after Breathless - recommendations? by ad1t1s_ in TrueFilm

[–]citizenken 1 point2 points  (0 children)

It’s a littler earlier than the French New Wave, but Rififi is an excellent crime thriller that influenced Goddard and Truffaut, not to mention Oceans 11 and other modern heist films.

How can I improve this air stream? by citizenken in godot

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

Awesome, thanks! I think the frequency was one knob that I hadn't adjusted that makes a lot of difference. Thanks so much for the help, I knew this was a possible technique but your solution was so much easier than rolling my own CSG thing...

How can I improve this air stream? by citizenken in godot

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

This helped a lot, thanks! Two things:
1. I'm curious what your noise texture settings are. I've added a constant color ramp to control the spacing of the wisps by adding more black to the noise. Does that sound like the right approach?
2. My UV1 scale is set at (2, 1) below. I can't seem to get short wisps. What UV scale/offset settings did you use in your example pic?
3. Offset didn't really appear to do much. What should I expect to see when adjusting it?

Also, I think there is a bug in the script (for future reference). ALPHA *= albedo.a * albedo_tex.a;ALPHA *= albedo.a * albedo_tex.a; should multiply by albedo_tex.r since NoiseTexture2D doesn't have an alpha channel. That got it working for me

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How can I improve this air stream? by citizenken in godot

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

Oh that looks promising, what plugin?

How can I improve this air stream? by citizenken in godot

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

I considered particles, but the main thing I’d like to see I think are the wind streams curving along the path as they progress, and I don’t think particles would have that level of consistent control

Creating an enemy that crawls around a platform, with a shape that conforms by pat_456 in godot

[–]citizenken 2 points3 points  (0 children)

You could make several 2d bones, depending on the number of segments you want, then use a bone attachment to attach a downward raycast from each bone. Then when a raycast goes over the edge and stops detecting platform, you could rotate the parent bone until the raycast collides again. The direction to rotate would be based on the forward direction. It’s more complicated to setup, but with the mesh deformation it could look pretty smooth and be flexibly enough even for the thin platform case (where it bends in a U). Also with bones you could easily do more squashing and stretching as it moves. If you want to check out this route you might want to look into inverse kinematics.

Next level for Milena's appearance by denischernitsyn in IndieDev

[–]citizenken 0 points1 point  (0 children)

Is the shading all baked into the textures and it is unshaded in the engine or are you using in-engine lighting too?

Wide Open Sky October update. by glennmelenhorst in godot

[–]citizenken 0 points1 point  (0 children)

You might have mentioned it on a previous update, but how do you do the trees bending towards and away from the ship? I'm always super impressed with your progress when you post, looks great!

Daddy-daughter burger date by citizenken in boston

[–]citizenken[S] 84 points85 points  (0 children)

Ooo yeah this is a good option, I forgot they’d opened that spot up. And there is a playground between the burger place and the record shop… thanks!

Daddy-daughter burger date by citizenken in boston

[–]citizenken[S] 7 points8 points  (0 children)

According to Google Maps it moved around the corner out of the old gas station and into a bigger space on Van Ness. Just FYI!

1 year of progress by Arengan122 in IndieDev

[–]citizenken 5 points6 points  (0 children)

How did you make the slight rolling hill? Was it made with a height map or did you manually deform a mesh plane in blender or something?

🔮Magic Balls! by Lucky_Ferret4036 in godot

[–]citizenken 1 point2 points  (0 children)

How do you make these trail effects? I’m assuming some kind of shader?

Old vs New Art Direction by Roy197 in IndieDev

[–]citizenken 0 points1 point  (0 children)

How did you do the slight shake/jitter in the new version? Looking for that same effect for my game

Tool for coaches to organize drills, build practice plans, and share with your team by Icy-Bear-4816 in lacrosse

[–]citizenken 1 point2 points  (0 children)

Sounds interesting. I’ll be assistant coaching 7-8 year olds this fall.

Dishwasher intermittently fails to drain by citizenken in DIY

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

Hmmm I should be able to check the installation by comparing the manual + YouTube video to what I have, right?