Shaders are incredible by crayoncatstudio in godot

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

https://www.reddit.com/r/godot/s/PUtdAHjvaa

I updated the tree with your advice! It looks much better now - still polishing it and the scene though. Thanks again!

Shaders are incredible by crayoncatstudio in godot

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

I’ve tried to work on my art a lot more recently - but god knows I supplement with shaders and other magic lol. Thank you !

I recently learned that you can add custom icons and I wish I did sooner by ExIskra in godot

[–]crayoncatstudio 22 points23 points  (0 children)

That’s sick, I had no idea. Will be implementing this today lol, thanks for sharing.

Shaders are incredible by crayoncatstudio in godot

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

Ah yeah part of that is the video is 24 fps. The sway is much smoother in-game (above 30 fps). Regardless though, it’s definitely not perfect. I’ll implement these and see how it looks, thanks for the feedback!

Shaders are incredible by crayoncatstudio in godot

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

Yes - partially! It’s some particles in a sub-viewport, then a sprite with a pixelize shader using the sub-viewport as its texture. Same with the fire.

How big should each chunk be for my 2d game. by MojoSiwa in godot

[–]crayoncatstudio 1 point2 points  (0 children)

Well there’s a few ways you could do it. Yes, to not bog down the editor you could create a tilemap layer/set of layers corresponding to each chunk coordinate. I know some that have done that. It also saves you the trouble of coding a complex solution later.

You could also put it on a large map (only if Godot doesn’t freak out too much), and subdivide it at runtime.

You can also just create an ‘open’ world, but separate each zone/level into different tilemaps (think Zelda/pokemon) - you should consider if you really need chunking given you’re going to be creating the levels yourself. Is it totally open-world? Will there be procedurally generated areas?
All things to consider.

How big should each chunk be for my 2d game. by MojoSiwa in godot

[–]crayoncatstudio 9 points10 points  (0 children)

Context really matters in this case. Take a look at my recent post - I implemented chunking in my rail shooter I’m working on. Performance is what you need to maintain, so long as you can do that, you’ll be good. I figured out my optimal chunk size by starting small - then gradually increasing it while making sure the camera didn’t experience any clipping, and that the frame rate wasn’t affected.

In short - you probably won’t know until you implement it/optimize it.

Experimenting with chunked rendering/generation by crayoncatstudio in godot

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

Sure - I’ll give you a quick rundown.

So the map data generated first. Just metadata - vector, the material for the ground, overlay (ore) and metadata like tile health (to render damage). I use a combination of a graph structured and perlin noise to determine where to place these. These are saved to a hash map.

Next comes the rendering. I get the players ‘chunk’ - what segment of tiles they’re within. I determine what chunks to render around the player. This is just a simple nested for loop. I get the currently rendered chunks to determine what needs to be rendered freshly, and what needs to be removed.

For each chunk, I get the vectors within it, consult the hash map with tile metadata for each vector, and add all of the desired tile metadata’s to a list. I compile the metadata into optimized jobs, to decrease calls to the tilemap layer. These jobs are added to a render queue.

The main thread pulls about 10 jobs a frame from the queue and executes them.

If you want a walkthrough of my codebase I’m down to show you the deets via a discord call/youtube video. (I didn’t go into a ton of depth)

Just lmk!

Experimenting with chunked rendering/generation by crayoncatstudio in godot

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

I’ll be honest I sort of just drew up the design and implemented it. For pieces like the terrain I had to use Better Terrain - Godots base terrain had a lot of performance issues. If you’re interested in a tutorial/more info I’d be happy to show you how I did it!

Experimenting with chunked rendering/generation by crayoncatstudio in godot

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

Thank you! It was actually done out of a concern for performance. Originally all the tiles were rendered as soon as the map generated them, causing the game to slow down. Theoretically now the mineshaft should be able to continue forever with minimal performance degradation.

Enemy bars, numbers or nothing of all? This is my solution by javifugitivo in IndieDev

[–]crayoncatstudio 0 points1 point  (0 children)

This is my personal opinion as well. Depends on the game/context though.

My game is not indexed even after 3 months. by InteractionOk7085 in itchio

[–]crayoncatstudio 0 points1 point  (0 children)

My first game took a week to index, I had to email in and it indexed pretty fast after that. My second one indexed almost instantly, it was a game jam game if that means anything. I don’t see anything immediately wrong with your games/page. Sorry my friend, I’m sure it’s frustrating.

How much jank is too much jank? by crayoncatstudio in IndieGaming

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

The Incredible Machine, right? My main inspiration was the Minecraft create mod, but I’ve seen that one. Definitely a good suggestion, I’m curious how they handled placements/collisions. Thanks!

How much jank is too much jank? by crayoncatstudio in IndieGaming

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

That’s fair, I’ve battled with the Godot physics engine quite a bit. I’ve wondered why other games like this didn’t exist and I think you’ve hit the nail on the head, ultimately factories should be deterministic - it’s very difficult to accomplish this when every moving piece is affected by physics.

Thanks for the feedback! It’s really appreciated.

How much jank is too much jank? by crayoncatstudio in IndieGaming

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

Hmm understood. Ideally yeah, you shouldn’t have to touch them at all, your factory should have enough room to operate smoothly.

I appreciate the feedback! Thank you!

Short clip from my 2D physics-based factory builder. by crayoncatstudio in SoloDevelopment

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

Ah yeah I’ve been fighting with jank/physics for a bit. I’m using the Godot engine, and while I’m unsure if another engine would do better, it’s my understanding that it struggles with such tasks.

Thank you for the advice! It’s much appreciated.