How to make a light beam shader in godot + download
How to make a light beam shader in godot + download
I once tried to find the answer, but didn't dig too deep. In my understanding, you're correct.
Forgot to show you a game we made for the last Global Game Jam. We made another job simulator, this time about creating tiki masks. It was hard, we didn't manage to make a proper tutorial again, and a couple of design choices didn't land. Still, try it if you want. :) yngvarr.itch.io/tiki-workshop
I keep my save data in a custom resource and use ResourceLoader and ResourceSaver. Works good enough for my arcade-like games where I mostly save stats and level's number, but should be ok to use for more complex data structures.
As a Godot user, I get it. Godot's API can be such a pain and it's a language-independent problem. Glad you gave it a shot, though. :)
Why would I? He looks pretty good by default. :)
Hypnospace Outlaw sequel. Iron Wolf VR has a tragic story about why there won't be any updates anymore. And, while it's not cancelled, I really worry about Streets of Rogue 2.
I almost cried while reading about it in Blood, Sweat and Pixels. Nobody told me that was a book with a very sad ending. :(
I'd love to have more control of the ball. Right now it feels like a time window for a successful shot is very small and the player has no reference to compare the current shot with the previous one. Just like in real life! :D
That said, what a charming little game! I really like the style! :)
I used to have a similar problem with cyclical dependencies of scenes: main menu contained a reference to game for a "starg game" button, game contained a reference to main menu so player could go back. Didn't work with references, works fine with paths. Sometimes Godot is strange. :)
This looks pretty cool for me! Great job!
Playtest shows that no matter how hard I try, people will always skip the tutorial. And then do the wrong thing. And then be confused. And quit.
Depends on how cooked your system is, but sure a flash drive with Arch should be enough to bring it back to life. I always keep one around for exactly this case. :) Good luck!
The easiest way to create action lines in a shader is to take some noise and convert its UVs to polar coordinates π
#godot #indiedev #gamedev
This looks like a pin I'd wear. :) Love it!
So, the protection is to just give the attackers what they are trying to achieve? Ridiculous! Hope it's all fine now.
I need to make an interactive tutorial for my game, but instead I'll most probably spend my weekend chilling and playing go. :)
Better than ray tracing. π
This looks adorable! I like that they're synchronized from different angles. :)
Sounds like a concept of a game I would like to play! :)
1. Add a cog.
2. Skip taking a card from the deck.
3. No parking.
...what is this game about? π€
Wrote a devlog about the game: yngvarr.itch.io/pigeons-aren...
A week ago we participated in a local game jam and made a game about destroying surveillance drones that try to disguise as pigeons. It was very fun to make and the atmosphere of a local game jam was exactly what I needed to get the cogs rolling again. Check it out: yngvarr.itch.io/pigeons-aren...
A friend of mine uses a customized Godot 3 for his game projects. He seems pretty satisfied with it.
Not needing rcedit anymore is a huge development for me. :D
In so many cases when you say "we can do it, but it will take a lot of time" your boss hears everything before "but" and sets you an insane deadline. So, be aware of who you tell "we can do it" to. :)
More code == more features! When you don't procrastinate making ASCII art in your comments, of course. :)
Content scaling is hard until you spend enough time trying to figure it out. I mean, you can say this about anything, but content scaling is among the most annoying things for me. Thanks for the tip! :)
A graphic showing how to resize a window and its contents in the Godot game engine. A base image is shown, followed by four "outputs." Three of them are wrong and have clear problems with their scale or sizing, the 4th is correct. The three commands used to generate the correct one are: DisplayServer.window_set_size(new_size) # Vector2i (w,h in pixels) get_window().content_scale_factor = scale # float (eg 2, 3, ...) get_window().set_content_scale_size(new_size) # Vector2i (w,h in pixels)
After a lot of trial and error, it turns out THIS is how to scale a window and its contents by a fixed ratio in #Godot. It's these 3 lines of code. If you leave out any of these commands, you get the "wrong" images below.
Do not ask how long it took to figure this out.π
#gamedev #code #programming
As a developer of a game about vending machines, I approve. :) We need more vending machines in our games.