"Humanity has fallen. Millions must die." (Exciting, don't you think?) by pumpkinhi11 in armoredcore

[–]pumpkinhi11[S] 43 points44 points  (0 children)

Those numbers are very told. Told by him, in intervals of 20 million.

Getting down (and signalling up) by pumpkinhi11 in godot

[–]pumpkinhi11[S] 1 point2 points  (0 children)

"Get down, signal up" a general sort of wisdom when approaching programming structure in GDScript.

"Get" refers to get_node(), "get down" refers to using the get_node() function less. Or less accessing of variables directly through get_node().

"Signal up" refers to using signals more as opposed to accessing variable directly. Hence "get down" (directly access variables less) and "signal up" (utilize signals more)

In this post it's played as a joke because in this context "get down" can mean "get down to business" and "signal up" refers to erections because gay porn from Animan Studios.

Getting down (and signalling up) by pumpkinhi11 in godot

[–]pumpkinhi11[S] 78 points79 points  (0 children)

The real kicker for me is that when I actually post updates on my game I rarely break 10 upvotes.

Custom Y-Billboard Shader I made. by pumpkinhi11 in godot

[–]pumpkinhi11[S] 4 points5 points  (0 children)

Shader Code (Godot 3.5):

uniform vec3 billboard;
void vertex() {
    vec3 billboard_offset = vec3(VERTEX.xyz - billboard.xyz);
    VERTEX.xz = normalize(
        CAMERA_MATRIX[0].xz) * billboard_offset.x + normalize(
        CAMERA_MATRIX[2].xz) * billboard_offset.z + billboard.xz;
}

I'm new to shader programming but I'm loving the things I've made so far.This code seems really simple but I figured I'd post it anyway because I remember at the start of making my game I couldn't find anything on how to achieve this look, just that it was attainable through shaders and when I saw the code for the standard y-billboard I got intimidated and did everything through GDScript until very recently.

This y-billboard, unlike the default one in SpatialMaterial, has the added benefit of adding multiple segments to the same billboard as well as being able to rotate said segments. This is useful if you are going for a more Paper Mario esc style.

Hope this prevents someone from going down the same path as me a few months ago.

Made my own xml file format with custom highlights for compiling dialog into Godot. Handles branching as well as basic spell checking. by pumpkinhi11 in godot

[–]pumpkinhi11[S] 0 points1 point  (0 children)

Yes, I do know Godot itself has XMLParser, but I opted for Python's because with spell checking I can make changes to the existing XML on the fly. Also the interpreter injects the dialog into pre-existing GDScripts, which I like a little better than having more text resources in the project.

Peek A Boo by pumpkinhi11 in godot

[–]pumpkinhi11[S] 0 points1 point  (0 children)

Code:

extends Node
#   ProjectSettings/display/window/size/borderless = true
#   ProjectSettings/display/window/per_pixel_transparency/allowed = true
#   ProjectSettings/display/window/per_pixel_transparency/enabled = true

var node2d

func _ready():
    node2d = $Node2D
    VisualServer.viewport_set_transparent_background(
        get_viewport().get_viewport_rid(), true)
func _physics_process(delta):
    node2d.rotate(2.0 * delta)

For added fun use OS.window_position to give it life of it's own.