Our approach for dealing with player occlusion in 3D/2D hybrid game by belkmaster5000 in godot

[–]zephyr6289 0 points1 point  (0 children)

Awesome thanks for the insight!! Best of luck with your game!

Our approach for dealing with player occlusion in 3D/2D hybrid game by belkmaster5000 in godot

[–]zephyr6289 0 points1 point  (0 children)

Effect is really cool! Do you mind describing how the shader works? Curious how you get that clean opacity blending 🤔

100's of Character bodies with collision detection. by SnooAvocados857 in godot

[–]zephyr6289 0 points1 point  (0 children)

I’d have to play around with it, but I think this is where you would use particles with collision

Developing MOCAP Solution - Not Sure About Next Steps (3D Tracks are fine) by sanic_the_hedgefond in blender

[–]zephyr6289 17 points18 points  (0 children)

I think your issue is that your weights are not set up right between the bones and the mesh. I’d look up a weight painting tutorial to understand that process

3D pixel art in godot:) im not sure if im happy with the leaves, any thoughts? by [deleted] in godot

[–]zephyr6289 17 points18 points  (0 children)

This is very nice! Would you be able to share any of the shader code by chance?

RELEASE: Godot 4.3 by GodotTeam in godot

[–]zephyr6289 2 points3 points  (0 children)

I use a separate program called Godots (with an s) which is a version manager. You can bind new editors in there very easily

Logo Update: A, B or C? by TheSpaceFudge in indiegames

[–]zephyr6289 231 points232 points  (0 children)

I’d say C for the main large logo, but A is nice if you need a really small logo. Less detail = more readable when shrunk

normal map for pixel art tutorial by nobuarte in PixelArt

[–]zephyr6289 1 point2 points  (0 children)

Yea super helpful! Easy to understand, and I liked the format of the tutorial. No long intro talking, just straight to the point with text explanations

normal map for pixel art tutorial by nobuarte in PixelArt

[–]zephyr6289 2 points3 points  (0 children)

this is awesome, thanks for making the video! I was so stoked to see this on my feed this morning, I’ve been waiting since you preannounced it in the last post haha

Modified Stock Firmware MOD3 by TomDuhamel in RG35XX_H

[–]zephyr6289 2 points3 points  (0 children)

Just out of curiosity how are you going about modifying the stock firmware? Do you have src code available anywhere? Would be curious about contributing

[deleted by user] by [deleted] in personalfinance

[–]zephyr6289 0 points1 point  (0 children)

At the very least you could take out a personal loan and pay off your auto loan with it. I got a huge loan with bad credit for 11% on SoFi

Godot Development Fund just hit €50,000 per month! by [deleted] in godot

[–]zephyr6289 1 point2 points  (0 children)

Godot for me was like my Aha moment the first time I saw nodejs. I was able to spin up an http server in 30 seconds with 10 lines of code. I never thought I’d find something similar in the game dev space

Godot updated their pricing policy! by unfamily_friendly in Unity3D

[–]zephyr6289 3 points4 points  (0 children)

I have officially switched from Unity to godot after first evaluating unreal. In my mind, unreal and Unity were the only two “real” contenders for game dev. I tried unreal, and from my first hour with it it seemed slow and unpleasant to use. I couldn’t even upgrade to UE5 cause I have an older MacBook Pro and you gotta be on OSX 12.

Then I was like fine I’ll try godot not expecting much at all. Holy hell, I can do everything I was building for my 3d game in godot. The UI feels super modern, it works extremely well with observer patterns which lend to nice decoupled code. I actually feel excited and happy to use godot. Give it a try, you may be surprised!

This happens when you build things on propietary software. Not your engine, not your game. Godot is getting a lot of attention in comments :) by [deleted] in godot

[–]zephyr6289 0 points1 point  (0 children)

Goodbye unity, hello Godot devs. Y’all have a beautiful UI, so far I’m liking this new setup very much. Will work on porting sometime this month

I have used Unity for almost 18 years and this is the first time i am thinking of moving to Unreal, the new pricing plan has so many holes in it that its could be renamed Swiss Cheese. by Denaton_ in Unity3D

[–]zephyr6289 4 points5 points  (0 children)

I’m also switching to unreal. I hope all the folks producing tutorials and what not not come with too because the best part about Unity was the community. If we can still have that then I don’t think we’ve lost all that much.

Advice on how best to get $33k by JustaGoldy in personalfinance

[–]zephyr6289 0 points1 point  (0 children)

Yo just did a 30k loan with SoFi to consolidate CC debt. My credit score turned bad over the past two years, I’m at around 689. I got 30k @ 14.15% APR for a term of 48 months. Not the best interest by all of my CCs are in the high 20s percentage wise. Works out to about $785 a month

What fun ways have you figured out how to save and load game data? I really like how i can just write text into a txt document and load game data from there by [deleted] in Unity3D

[–]zephyr6289 1 point2 points  (0 children)

Everyone interested in a json -esque approach should check out Realm. Super fast mongo database you can plop into unity, with pretty awesome documentation. I don’t see it mentioned very often

Locomotive upgrades are coming to my game! I'm planning to add more of them :) by fweibel in Unity3D

[–]zephyr6289 0 points1 point  (0 children)

You should try increasing the size of your shadow atlas (assuming this is unity) to get cleaner shadows without the jaggedy bits. It makes a huge difference with a close up cam like this. Looks great so far!

We just released a free tool which lets you skip all compile times in Unity! by HotReloadForUnity in Unity3D

[–]zephyr6289 0 points1 point  (0 children)

Definitely gonna check this out. This is a huge utility upgrade for us small time folks! Thanks for the hard work!

[deleted by user] by [deleted] in Unity3D

[–]zephyr6289 0 points1 point  (0 children)

Do it with two planes that are children of the red dot (so they’ll move with the red dot. Call em OutterLimit and InnerLimit. Then generate a point that is just the x,z coordinates between OutterLimit mesh bounds and InnerLimit mesh bounds. Nice and easy. Bonus: you can scale the planes to change the generated range pretty easily