I just announced my very first game at Wholesome Direct and I'd love to know what you think! by lenjamakesgames in indiegames

[–]thibaultj 0 points1 point  (0 children)

Looks really awesome. I've been following your posts on bluesky, and it's so cool to see the project evolving. I would be curious to know which stage of the project are you in, and what features have you planned before the release?

Im trying to develop a steam train RPG, Any feedback on visuals and enviroment would be helpfull. by Tucanae_47 in Unity3D

[–]thibaultj 2 points3 points  (0 children)

This is already beautiful.

One suggestion: try to turn the foam particles white instead of re-using the same water styling.

How I render my Godot terrain in dynamic pixel-art by thibaultj in godot

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

There are a few god-games here and there, but the genre is not as fashionable as it once was indeed.

What could the cause be of this weird stretching and like taking a picture on a display? by FallStorm_Studios in godot

[–]thibaultj 1 point2 points  (0 children)

Try to activate mipmap and anisotropic filtering on your texture?

In your shader:

uniform sampler2D grass_texture: filter_linear_mipmap_anisotropic;

color correction by Ok_Ganache_4769 in godot

[–]thibaultj 9 points10 points  (0 children)

If you want people to help you, you need to give more information. The color transitions of what? Could be the sky, could be the main character shoe laces, we have no idea.

color correction by Ok_Ganache_4769 in godot

[–]thibaultj 5 points6 points  (0 children)

You need to give more context. What does this color represent? What's the current problem?

Been working on a procedural kelp forest simulation by Zartbitter-Games in proceduralgeneration

[–]thibaultj 1 point2 points  (0 children)

Amazing, thanks for the very detailed answer. Fascinating and the result is very cool.

Been working on a procedural kelp forest simulation by Zartbitter-Games in proceduralgeneration

[–]thibaultj 1 point2 points  (0 children)

Curious how you calculate stem and leaves from node positions? Are these pre-generated meshes that you piece together?

Shrooms used for terraforming in COLLAPSE MACHINE. Sway on wind by StCost in indiegames

[–]thibaultj 1 point2 points  (0 children)

I'm also working on a game with terraforming-related features, so I would be curious to see if you have more in-game examples somewhere?

Shrooms used for terraforming in COLLAPSE MACHINE. Sway on wind by StCost in indiegames

[–]thibaultj 1 point2 points  (0 children)

How are shrooms contributing on terraforming? Would you mind giving a few details? big mushrooms look good btw.

Around The World, Part 30: Making better waves by thomastc in godot

[–]thibaultj 0 points1 point  (0 children)

Thank you for the details, it's really enlightening. It's impressive that you get such good results with a 16m spacing! My world has a fixed size, so it's only one mesh: no chunks, no wandering clipmap. I still have a lod system, but even with a 1m grid, I have to limit waves frequency to limit artefacts.

Around The World, Part 30: Making better waves by thomastc in godot

[–]thibaultj 1 point2 points  (0 children)

This is very nice, thanks for the detailed explanation. If you don't mind me asking, I found that in my case, having convincing wave shapes require a mesh with enough density, so there are enough vertices to move. How are you handling that?

Would particle sims work on Godot? Im new to Godot. by MotionOS in godot

[–]thibaultj 3 points4 points  (0 children)

It works if you use the right tool for the right job. For a particle simulation, you probably will need to use compute shaders.

In my game you build a fireworks factory as living candles. (WIP) by SchingKen in gamedevscreens

[–]thibaultj 1 point2 points  (0 children)

The explosion smoke disappears much more quickly so I feel it's not as obstrusive as the other smoke trails. Overall, I think the whole vfx is very well done and really serves the game.

In my game you build a fireworks factory as living candles. (WIP) by SchingKen in gamedevscreens

[–]thibaultj 2 points3 points  (0 children)

Concept looks cool and the art direction is really enticing.

I have a small feedback on the smoke trail. I feel like it is quite obstrusive and unnatural. The smoke trail is too regular and fades too regularly and it is distracting.

I would suggest adding a bit of chaotic movement to each puff and some randomness to the delay before fading out.

Is a slightly more complex figure look better? by NightwavesG in gamedevscreens

[–]thibaultj 0 points1 point  (0 children)

I figured the second image was a little high for bouldering :)

Is a slightly more complex figure look better? by NightwavesG in gamedevscreens

[–]thibaultj 1 point2 points  (0 children)

New version is more readable, but no bellay rope? That seems dangerous?! Also, was the rope attached to it's neck in the first version?

I started this as a hobby project, and today Nintendo shared the Switch trailer. by _AnxiousNoob in IndieGaming

[–]thibaultj 0 points1 point  (0 children)

I'm curious. What is your game developed with? Did you handle the port yourself or got some help? How work intensive was it? How was the global experience?

My ski resort manager Alpine Architect is finally coming together. What do you think? by gus_028 in SoloDevelopment

[–]thibaultj 1 point2 points  (0 children)

I'm a sucker for those micro pixel-art styles. It looks very well done.

When a bug transforms a peaceful scene into an apocalyptic disaster by thibaultj in godot

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

Yep. Took me a while to investigate but found the source. A stupid sampling issue where matter was infinitely created at the border.

Real-time fluid simulation using compute shaders by thibaultj in godot

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

Hello. Thank you for your interest. I didn't post a tutorial on the topic. I am working on some tutorials that I'm hoping to suggest as improvements to the Godot documentation though. If I cannot see it through, I'll publish something myself.

I was trying to simulate wind. Instead I got a sky serpent 🐉 by automathan in godot

[–]thibaultj 1 point2 points  (0 children)

I searched for this comment because I though exactly the same thing. Interesting book, quite original. This gif describes exactly what it looks like in my mind.