My little indie game is inspired by Landstalker, and also by Zelda Majora's Mask (three day cycle)
No moon here, only water rising day after day. There's so much you can do with this
Posts by Satellite Moss π
Panda
thank you! glad the magic comes across!
"Goto your Steamβ’ library Leave a review for a smaller game you like Now tell me what it was" There's a very crudely drawn Steam logo in the middle. In the bottom right, there's an even crudely-er drawn frog, and the sideways text reads "I am a graphic design terrorist"
With regards to that last repost, reviews can mean a lot to smaller developers, so I'm gonna put out a little call to action. Everyone following me? DO THIS NOW! I'm asking for replies so more folks pick this up, and continue it. Please take this graphic and ask your followers to do the same!
π«
Raycasting to surface for stroke plane and using the view plane, allows for building up more volume, and feels pretty intuitive.
For all who are curious, here are the FX textures for the Aeromeda spell, as well as a peek at the content setup in Unity. Some of it is pretty quick and dirty (the stormcloud tex in the bg is just difference clouds) but overall I'm happy with the result! #jrpg #tacticsrpg #indiedev
Added colors, layering strokes, mesh merging
Some stuff you can do in Bushido Baseball
screw it
*turns your godot into powerpoint*
In my research, along with Graffiti Kingdom I stumbled across this gem:
www.youtube.com/watch?v=uQej...
You might see where I'm going with this
i'm listening
Partner's out of town, decided to spend my Saturday doing something cursed
My guess is that the main viewport was rendering the scene along with the subviewport, and so everything was rendering twice. I ended up not needing that extra viewport and removed it which also helped the framerate.
In TIL looked into the debugging tools a bit - it didn't make sense that my game scene was feeling slow. Turned out it had to do with placing my main scene in subviewport without turning on "own world".
teapot is next
you can wear a pot
The Mega Crit logo a heart and the Godot logo side by side
We would like to thank @megacrit.com for another year of sponsorship. This time, upgrading to Corporate Platinum! We were supposed to post this earlier but we were all busy playing Slay the Spire 2 π«‘
fund.godotengine.org
MallBat
Snazzy new loading screen and level intro, this took a while to implement
#gamedev #indiedev #lowpoly #madewithgodot #ctrloptout
Also worked on the watersim a bit to take into account level geometry that intersects the water plane, which you can kind of see here. I modulate a polygon layer, representing the intersection, alpha which creates a lapping water effect in the sim.
Took a while finding the right control scheme for object placement. Wrestled with the cursor moving around surfaces but found just locking the cursor to a target surface is probably more intuitive.
this version is designed for localized damage on mechs/hard surface so I can get that sweet satisfying localized visual damage feedback of shredding and chipping away at armor. This is an alternate evolution of my existing version that I use for shield barrier damage shown here.
a drawing of one head unraveling like ribbons, leading to hands knitting and producing another head
Haven't drawn in a long while, finishing an old sketch
I could def see that. The direction I've been leaning on is maybe having a discrete 3D grid with fixed rotations, gotta playtest one of these days...
but the s&box devs are like this apparently anyway so