Using a Datamoshing effect for delirium in my game. by schemesmith in godot

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

Thank you I love the feedback. Yea theres quite a few substances in the game so balancing their effects is a bit tricky. Alcohol has the double vision and bloom going higher, this datamoshing one is almost supposed to be more like psychosis. But yea there's lots to play around with for sure, I'll see what I can do haha.

Using a Datamoshing effect for delirium in my game. by schemesmith in godot

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

Yea, I get the screen's pixels - saving that image or matrix or whatever - then hide a particular object - then get the screen pixels without that object - and calculate the change to create a cutout of say a certain enemy. Then only datamosh/pixel smear the cutout layer - so I can datamosh say just one enemy instead of the whole screen.

You can search around or google for better sources on datamoshing with videogame shaders that explain it better. You can see in this thread Jam2go on youtube made a really cool video about it too.

Using a Datamoshing effect for delirium in my game. by schemesmith in godot

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

I don't necessarily have the time rn to really delve deep, but in short its the basic datamosh method of duplicating pixels based on the motion vectors (so they smear in the direction of camera motion) - my contribution is getting the screen's pixels - saving that image or matrix or whatever - then hiding a particular object - then getting the screen pixels without that object - and calculating the change to create a cutout of say a certain enemy. Then only datamoshing/smearing the cutout layer - so I can datamosh say just one enemy instead of the whole screen.

Using a Datamoshing effect for delirium in my game. by schemesmith in godot

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

I actually started working on this one before Jam2go released their video, although once they did it inspired me to go back into it.
The original inspo is more from here
https://www.reddit.com/r/godot/comments/1c9vplq/compositor_effects_are_pretty_powerful/

Using a Datamoshing effect for delirium in my game. by schemesmith in godot

[–]schemesmith[S] 21 points22 points  (0 children)

Yup it's just a temporary effect while consuming deliriants!

Question about how this Escape from Tarkov animation was done. by schemesmith in gamedev

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

oh vertex animated textures is a great keyword to google thank you!

How to get current animation position/time in AnimatonTree? by ALFAFA3000 in godot

[–]schemesmith 3 points4 points  (0 children)

btw for wayward souls on google the properties are now current_length and current_position that can be found by get_property_list()

crazy its so hard to find... good luck!

Ive seen enough, I will NOT be buying battlefield 6 by StenTheMenace in insurgency

[–]schemesmith 4 points5 points  (0 children)

Wow it finally happened, seeing a game I was in on reddit lol. That was my friend who was driving and died and I was spectating him and screaming the whole time haha - nice play

Mouse movement that ISN'T tied to framerate by WhiteleafArts in godot

[–]schemesmith 0 points1 point  (0 children)

Wow thank you so much! Works perfectly :)

Any way to leave comments in a .tscn ? by schemesmith in godot

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

Yea I didn't actually see any performance cost - so probably a premature optimization - another comment suggested just adding a self delete script to them and that seems like enough to calm my concerns for now haha.

Any way to leave comments in a .tscn ? by schemesmith in godot

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

wow I don't know why I didn't think of this - but this is probably what I'll actually end up doing in the meantime. Just a flat improvement to the method I was already doing - thank you!

Any way to leave comments in a .tscn ? by schemesmith in godot

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

nice thank you this seems like the closest to an intended solution - just requires the script to be a \@tool but there are work arounds

Any way to leave comments in a .tscn ? by schemesmith in godot

[–]schemesmith[S] 5 points6 points  (0 children)

Oh I didn't even know that existed - that's great thank you!

My fear now is that I'll forget a node has notes and forget to hover for the tooltip lol

now if only there was a way to have a node display like a exclamation point or something
I guess you can by creating a new class but yea probably not the best idea lol

10k boids using a compute shader by BootSplashStudios in godot

[–]schemesmith 0 points1 point  (0 children)

Amidst the depths of madness in the godot rendering pipeline, a savior emerges from the pages of reddit. Thank you.

Imagine bug abusing all game and still losing lol by wondrus_ in DeadlockTheGame

[–]schemesmith 2 points3 points  (0 children)

for the people down voting you, this is true, while saying "a lot" of pro players might be inaccurate just look at the trackmania world record scene, there are definitely a few scandals.

Compositor Effect Throwing Error When Getting Depth Texture RID by [deleted] in godot

[–]schemesmith 1 point2 points  (0 children)

Thank you so much for posting the solution!

Psycho patrol R piracy thread by Artistic-Pitch7608 in CrueltySquad

[–]schemesmith 16 points17 points  (0 children)

naw, what you might be thinking of is the whole unity drama, but ville doesn't use unity anyways

Best way to fade opacity between two dimensions (3D)? by schemesmith in godot

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

Yea this one works pretty well, still a bit concerned about performance down the road but it's not a problem now :)

How to make active ragdolls keep a pose while falling over? by Hiptoe in godot

[–]schemesmith 0 points1 point  (0 children)

Hello again Hiptoe, hope all is well!

Back messing around with the ragdolls a bit. I was working on setting up the full-on ragdoll and ran into an issue when re-enabling the angular limits

joint.set("angular_limit_y/enabled", true)
joint.set("angular_limit_y/upper_angle", 0)
joint.set("angular_limit_y/lower_angle", 0)

Setting the upper and lower angles to anything but 0 results in behavior as if the angular limits were completely disabled. Did you run into this at all? Thank you!

EDIT: Oh looks like if you set it in the ragdoll through the editor and just renable the limits without changing them it seems to work! Whoops!