Does anyone with a really hefty cartoony bag with dollar signs on the sides wanna hire a game dev programmer guy? I promise that I know how.
@bunkwire2x8
Programmer with miscellaneous technical skills. Working on shitty game dev things in Godot. Currently searching for a job. Whether it be a random ass program, video editing, or graphic design. Hire me, I beg. I need money. Formerly known as 'Goy288'
Does anyone with a really hefty cartoony bag with dollar signs on the sides wanna hire a game dev programmer guy? I promise that I know how.
PaperSkeleton 2.0, the "Grand Overhaul" update, is finally out. Here's the update log:
bunkwire2x8.itch.io/paperskeleto...
Bullshit feature has been implemented.
This shit just auto-installed on my computer.
Two things:
1. I didn't even restart/update, so Windows just downloaded this in the background.
2. I'm on Windows 10.
I'm sorry, but the voices in my head scream at me to attempt to implement yet another bullshit feature.
A few days ago in a VC debate about Undertale genocide run's narrative, I described my belief that the genocide run is an inverse of the pacifist run (Chara subsuming Frisk's identity) and how Chara is also a manifestation of the player's drive for completion and I felt like this:
..Anyway, among other things, this should allow one to also add special texture maps that consistently go across the entire rig.
But in cooler news, I made my own projected UV implementation that I think should allow for some pretty cool effects.
As such, I'll be switching the default diffuse mode back to burley.
The specular mode will still be set to toon though, as it has been rather effective at making sure certain dark outlines and colors pop out a bit better under harsh lighting.
Okay, it seems to be more the way that shadows are currently projected, which is a bit of a dilemma.
Certain lighting modes process shadows in a way that doesn't seem to compliment 2.5D rigs, causing weird artifacts with this flat mesh setup when using lambert wrap or toon modes.
...Actually, there may be some downsides to using the toon diffuse mode.
Most notably, shading can get all weird when at certain angles with `diffuse_toon`. This appears to be due to how this mode imitates hatching. This looks okay on models with depth, but is kinda awful on 2.5D models.
This can of course be reverted by typing
`#define DIFFUSE_MODE DIFFUSE_BURLEY`
...and...
`#define SPECULAR_MODE SPECULAR_SCHLICK_GGX`
Forgoing lighting/shading entirely is also an option, simply by typing in `#define UNSHADED 1`.
I also think I'll be switching to the `diffuse_toon` and `specular_toon` render modes as the new defaults for the shaders.
The colors are more vibrant and significantly less washed out in toon mode, which makes me fell pretty dumb for not utilizing them sooner.
Before and after:
Experimented a bit, and, with relative ease, I was able to make a material that mimics Shadow Mario's gradient effect.
Getting much closer to the PaperSkeleton 2.0 release, but I just want to make sure my shader setup is as reasonably approachable as possible.
Using preprocessing code and shader includes, I've made a sort of pseudo-material interface.
This took a surprising amount of effort to pull off right. Older versions had a bug involving the billboarding updating a frame too late.
This is also technically an update for PaperBoneAttachment3D. Due to how billboarding is no longer done with bones, the transform now has to account for that.
Been making way too many PaperSkeleton 2.0 update logs just on my Twitter. Feel like I should post updates here far more.
Updated billboarding to automatically respond to camera switching.
felt like a dweeb making this
Oh yeah, haven't mentioned it on this platform, but for the few people that follow me for it, I've been greatly overhauling PaperSkeleton for awhile now.
Here's a status update from two weeks ago for more details:
bunkwire2x8.itch.io/paperskeleto...
Spoilers: There's gonna be Sprite2D support.
The neat thing with it, is that you can use its `get_display_property_list()` function to add it to other interfaces.
Like with the bone modifier overhaul that I'm working on for my PaperSkeleton addon.
Recreated Node3D's transform section as a resource, because the export property for Transform3D being just a basis and a position slapped together is unintuitive as hell.
Always found it weird that Godot didn't already have something like this built-in.
The design for the 2D model showcased in the thumbnail and video was made by @nightfawnart.bsky.social, so please go check her stuff out as well!
Released a proper showcase video about my PaperSkeleton addon, a way to easily implement 2.5D skeletal rigs in Godot!
youtu.be/SrHYdrwTya8
#Godot #GodotEngine #GodotAddon #MadeWithGodot #MadeInGodot #GameDev #IndieDev
I modelled a hammer
I promise it looks better when it isn't compressed to shit lol
Decided to experiment a bit in Wallpaper Engine. #DELTARUNE
(I'll add PaperSkeleton to the asset store whenever I finish the next update and also when the store starts to support monetary transactions lol)
PaperSkeleton stocks are rising baybeeeee
Because Sound Alerts was down for me for a couple days, last night I tried out a different method on stream of playing meme videos directly from OBS
Turned out as well as I expected.