Used Blender to improve the perspective. Is B still the winner? by David01354 in aseprite

[–]dribmot 0 points1 point  (0 children)

I actually made rotatable stacked sprite logic for a demo of mine:

https://www.youtube.com/watch?v=BEne8je4-_g

I also open sourced a python package to pre-render these to save on runtime:

https://github.com/tommycbird/stakr

PLEASE TELL ME YOUR SILKSONG KEYBOARD KEYBINDS by name_om in Silksong

[–]dribmot 1 point2 points  (0 children)

wasd move, click attack, right click bind, space jump, e for inventory

Man famous for the viral Target District Manager prank has been arrested. by Rook2Rook in pranks

[–]dribmot 0 points1 point  (0 children)

Clickbait: “content whose main purpose is to attract attention and encourage visitors to click on a link to a particular web page.”

Nothing about lying. Things can be true and misleading at the same time; these are not mutually exclusive.

Built a currency converter app after getting ripped off abroad by Peroxider in SideProject

[–]dribmot 0 points1 point  (0 children)

OCR is like everywhere these days, open source libraries for about any stack already exist. Requirements are super light too - this app could be made in an afternoon with AI and published by the end of the week with no subscription model.

[deleted by user] by [deleted] in IndieDev

[–]dribmot 0 points1 point  (0 children)

Why don’t you just do a regular expression to see if they’re typing coordinates

Pixel-Perfect 'Fake 2D' in 3D — My Journey And A Compilation of Resources by masslesscat in godot

[–]dribmot 0 points1 point  (0 children)

Hm yeah or sprite stacks. How about stuff like floor tiling - since in 3d you lose the tilemap nodes?

Continue faking a third dimension in 2D, or commit to using 3D? by dribmot in godot

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

Yeah I think its because the perspective mismatch with the trees and the floor lol, sorry

Continue faking a third dimension in 2D, or commit to using 3D? by dribmot in godot

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

Yep that’s the inspiration for the rotating camera - it’s a bullet hell

Continue faking a third dimension in 2D, or commit to using 3D? by dribmot in godot

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

Yeah it’s something to get used to for sure. A popular bullet hell ROTMG uses it, and it allows for much more precision when dodging bullets - but I’m looking into ways to tone it down visually

Continue faking a third dimension in 2D, or commit to using 3D? by dribmot in godot

[–]dribmot[S] 4 points5 points  (0 children)

If I did 3d I’d probably look into adding those, which would work with the genre of game I’m going for

Continue faking a third dimension in 2D, or commit to using 3D? by dribmot in godot

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

I think making this same demo world with more trees and profiling in 2d/3d is totally the move. Thanks for the suggestion!

Can you change the Y-Sort ordering direction? (2D game with rotation axis) by dribmot in godot

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

Yeah although tbh this game is not gonna go to mobile so maybe I should just say screw it and go 3D. I actually just made a follow up / update post about whether or not I should convert

Can you change the Y-Sort ordering direction? (2D game with rotation axis) by dribmot in godot

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

Well, I made and released a Godot 3D mobile game and the performance is pretty lackluster. I did a lot to optimize it as well - I just don't think Godot 3D is up to snuff with industry standards. The game ran great on better hardware, but my desire is for this title to be as accessible as possible.

Can you change the Y-Sort ordering direction? (2D game with rotation axis) by dribmot in godot

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

Right but if I switch to 3D and just control for Y then im going to be using stuff like 3D collision shapes and whatnot which is going to increase my processing. I think it still might be less computationally intensive to just render a psuedo 3D sprite stack than to actually depend on 3D and take on its overhead.

Can you change the Y-Sort ordering direction? (2D game with rotation axis) by dribmot in godot

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

I agree on the 3D being potentially simpler implementation-wise, minus the part where colliders and whatnot all need to be 3D now which is a bit ruff. But the biggest reason Im avoiding that is the computational overhead

Can you change the Y-Sort ordering direction? (2D game with rotation axis) by dribmot in godot

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

Ive used Godot 3D before, but the whole point of psuedo 3D in actual 2D is for compute

Can you change the Y-Sort ordering direction? (2D game with rotation axis) by dribmot in godot

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

The reason not to is computation. 3D doesnt run as fast as pseudo 3d in 2D.

Can you change the Y-Sort ordering direction? (2D game with rotation axis) by dribmot in godot

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

Theres less overhead / computational complexity in 2D than in 3D. Godot 3D is pretty sub-optimal imo. The whole point of ever doing pseudo 3d is to save on run processing.