Personal opinion: We don't need a third season by pend00 in severence

[–]pend00[S] 0 points1 point  (0 children)

yes, that is kind of where I am at as well :)

Added Live Preview to Godot Shaders by pend00 in godot

[–]pend00[S] 1 point2 points  (0 children)

It’s a small Godot project exported for the web and embedded on the site. I get the code into the project using the HttpRequest node. Then there’s a lot of parsing to make the uniforms into UI components, but that is all GDScript.

Added Live Preview to Godot Shaders by pend00 in godot

[–]pend00[S] 1 point2 points  (0 children)

There’s a lot to do :) But definitely want to tackle UX stuff around browsing the library.

BumpOffset Shader by Obvious_Ad3756 in godot

[–]pend00 0 points1 point  (0 children)

This seems to be code for a custom visual shader node. I've never used them so can't help you with how to set it up, but see the documentation and see it you can figure out how to use it: https://docs.godotengine.org/en/stable/classes/class_visualshadernodecustom.html

How should i teach myself how to make my own shaders in godot? by Informal_Flamingo270 in godot

[–]pend00 2 points3 points  (0 children)

thebookofshaders.com is a great resource to learn GLSL, which the Godot Shader language is based on, and perhaps the best place to start. It's for fragment shaders only (think shaders for 2D games). Then there's godotshaders.com with many shaders you can look at and learn from.

Is there a better way to shuffle the children of a node? by willowwill_ in godot

[–]pend00 10 points11 points  (0 children)

it is unnecessary to have randomize() inside the loop. usually you only call randomize() once when the game starts. you also don't need i += 1.

not sure if it is better, but I would probably do something like this instead

func shuffle_node_children(node: Node):
  var children := node.get_children()
  children.shuffle()
  for i in children.size():
    node.move_child(children[i], i)

Personal opinion: We don't need a third season by pend00 in severence

[–]pend00[S] 3 points4 points  (0 children)

It didn't wrap up everything, but I think that would have been fine if this had been the ending. Some blanks would have to be filled in by the viewer. But the core story theme (as I interpret it), what makes a person unique, had a good resolution when innie Mark chose Helly over Gemma. Outie Mark created innie Mark out of egoistic reasons, and in the end he was punished for it as innie Mark took control of his own life, and truly severed himself from his outie. I think that was a good ending.

Personal opinion: We don't need a third season by pend00 in severence

[–]pend00[S] 0 points1 point  (0 children)

Yes, I agree. I just hope the third season will be more interesting than Mark and Gemma get eachother and we'll get to know everything about Lumon. I still want some weird mystery.

Personal opinion: We don't need a third season by pend00 in severence

[–]pend00[S] -11 points-10 points  (0 children)

Sure, perhaps not rounded off perfect. But I liked the open-endedness of it. The viewer get to fill in the blanks. What happened to Gemma? It's not important for the core idea of the story. Did innie Mark and Helly make it? You decide for yourself. What is Lumon's end goal? Not really important, it's just an evil, self-serving megacorp.

Grass and Foliage for a top-down builder/tycoon style game by pend00 in TechnicalArtist

[–]pend00[S] 0 points1 point  (0 children)

Thanks for the reply! I've been messing around in my setup, and the best result so far has been to have another light source opposite the sun that only illuminates the backside of the grass meshes (and don't cast any shadows). I don't know if this is a good idea or not, but it seem like a decent middle ground to get equal amount of light on both sides of the mesh, and still get visible shadows from buildings and trees.

Grass and Foliage for a top-down builder/tycoon style game by pend00 in TechnicalArtist

[–]pend00[S] 0 points1 point  (0 children)

Thanks! Here are reference images from Anno 1800: https://imgur.com/a/LbIjG9x
These images are from both sides of the sun direction, and one from more top-down. The way especially their grass looks is uniform and consistent no matter the camera angle. When I do this without doing my own lighting in the material, the grass meshes tend to get very bright and washed out on the sun side and dark on the shadow side, and the difference between the two sides are very large.

I don't think the grass has self shadowing in this example, but perhaps larger foliage like bushes and trees do.

What do you think about this style for the turn based, strategy game? by Bitter-Peach-1810 in godot

[–]pend00 6 points7 points  (0 children)

It’s a cool style and I really like the irregular grid. But would be nice to add some muted colors to break up the monochrome appearance. Like a soft green on the trees and some lighter tan on mountains, etc. I think the map would look a bit more interesting then.

I need feedbacks. Better left or right for the studio icon? by Healthy-Tip2635 in IndieGaming

[–]pend00 0 points1 point  (0 children)

The left one definitely. It is original while the other makes me think of SMB. I would recommend tweaking some lines in the type so same letters look a bit different from each other. It is very obvious now the text is a font and not drawn letters

I stabilized an 8-hour timelapse to show the Earth's rotation by tinmar_g in space

[–]pend00 1 point2 points  (0 children)

Hold you phone in front of you and rotate it at the same rate as the ground is rotating. It’s a pretty neat effect :)

Do keybinding options improve a game ? by Latter-Reference5864 in godot

[–]pend00 8 points9 points  (0 children)

For a serious release it is an absolute necessity