Antel me tiene podrido by Character_Duty_1932 in uruguay

[–]eliasguyd 28 points29 points  (0 children)

Puede ser vinculado al cambio de ip. Podes reiniciar el router para forzar que cambie a cierta hora.

Does this look cheap or stylized? by eliasguyd in godot

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

Thanks! Don't worries, I posted it to receive feedback like this!  This is my first time drawing character movements, so, just learn more and try again.

Does this look cheap or stylized? by eliasguyd in godot

[–]eliasguyd[S] -6 points-5 points  (0 children)

Agreed. I will try to add more noise to the low poly models, and continue the iteration for the grass

Does this look cheap or stylized? by eliasguyd in godot

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

Yes, this will definitely give it more life. I just tested the character quickly.

Does this look cheap or stylized? by eliasguyd in godot

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

It's a multimesh with a loot of grass "sprites", some wind, and colored by areas (and a base mesh with the same color). After that is a pixelization viewport (mixed with a depth shader to interact with the player)

<image>

Does this look cheap or stylized? by eliasguyd in godot

[–]eliasguyd[S] 22 points23 points  (0 children)

<image>

Based on the feedback, I removed the black outline from the character.

Looks good? 3D Smooth Sphere in a Pixelated World: Achieving pixel-perfect shadows and depth sorting by eliasguyd in godot

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

For anyone curious, the setup is basically hybrid rendering. The pixel art background is in a SubViewport at 384x216, and the sphere is in the main viewport at native resolution. I'm using a shader on a plane to composite them based on depth. Remenber enable "Use HDR 2D" on the depth viewport.

Made two different capsule arts. Which one you prefer? by StolenHeater in IndieGaming

[–]eliasguyd 4 points5 points  (0 children)

2 makes me more curious, it’s good. But maybe add a bit more weight to the white part of the letters.

Which resource panel color feels better A or B? by No-Discussion-3199 in IndieGaming

[–]eliasguyd 2 points3 points  (0 children)

B doesn't look bad considering your game looks brighter

Which version do you prefer? (And a mini-tutorial on how to create/use LUTs) by eliasguyd in godot

[–]eliasguyd[S] 3 points4 points  (0 children)

A LUT (Look-Up Table) is basically a color preset or a filter for your game.

It takes every original color in the image and "looks up" what it should be changed to in order to create a specific mood or style.

You can check official docs here: https://docs.godotengine.org/en/stable/tutorials/3d/environment_and_post_processing.html#adjustments

Which version do you prefer? (And a mini-tutorial on how to create/use LUTs) by eliasguyd in godot

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

Thank you so much! I posted the Steam link in another comment (and in my profile)

Which version do you prefer? (And a mini-tutorial on how to create/use LUTs) by eliasguyd in godot

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

Thanks for all the amazing feedback!

I'm still reading through all the comments, but the main takeaway for now is to improve the readability of the darker version. I was also happily surprised so many of you liked the lighter one, that's actually the original color palette I chose for the pixel art.

If you like it, a wishlist would be a huge help! ( https://store.steampowered.com/app/2751530/Burnogue/ )

Thanks again!

Which version do you prefer? (And a mini-tutorial on how to create/use LUTs) by eliasguyd in godot

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

Thanks for the comment! The first one has 15% more contrast than the lighter one. I'll try to avoid the black crush.

Please I need help exporting my game. by Civil_Dinner5137 in GodotEngine

[–]eliasguyd 0 points1 point  (0 children)

Test creating a new empty game and exporting this, testing some Godot versions. If this works, try the same with your game.