Game would be way too easy if that was the case aha. Could make the logs smaller I suppose 🤔
Posts by Sam
Some more survival-like mechanics 🪓
As well as a soundcard and mics that others have mentioned you'll need something decent to treat the recordings with if you don't already have something. either a pair of studio speakers or a studio headset
I do this also. I have an inherited scene of the entire blender file in Godot that way it updates as soon as I save the blender file. to which I can add logic to each prop, then I have a little script to batch export each prop as their own individual scenes
Discovered this myself recently. Though yours looks much better 😅
bsky.app/profile/sami...
My first go at this 😬
In that case just be sure to keep a bucket nearby when playing the game 😆 (or reduce the camera movement in the settings)
The best kind of seasick aha
Yep will definitely be an accessibility feature for sure
imo the script editor is a bit of a mess. Why does it have its own files system rather than using the one already available in the editor, why is the "Shader Editor" not part of the "Script" view but instead a tab at the bottom of my screen ?
The open files tabs are really confusing for newcomers when on any other view except 2D or 3D, any sane person would logically assume from this screenshot that the asset lib window is part of my "debug" scene.
How seasick does this make you ? #indiegame #godotengine #screenshotsaturday
I honestly forgot I was recording sound. One of these days I'm gonna end up posting a video with me unknowingly blabbering something over the top of it 😆
Wasn't expecting this to make such a big difference, subsurface scattering looks too good 😮 #screenshotsaturday #GodotEngine
Was wondering how I've never seen these. "Cannot be used with external editors" ah, there's the reason 😄
A friend’s been prototyping a 3d Metroidvania focused on movement and traversal. It's a blast to play. Currently looking for funding so please rt if you can.
The full trailer here: www.youtube.com/watch?v=EBRM...
A friend’s been prototyping a 3d Metroidvania focused on movement and traversal. It's a blast to play. Currently looking for funding so please rt if you can.
If you go with the post processing technique you're effectively rending at full resolution and then downscaling which imo is a waste of performance. Instead I'm changing the global viewport's scale settings, meaning all UI is also pixelated, but this can also be done with a subviewport if need be
Already looks rather convincing for just two sine waves 😉
I'll have some random point where the buoyancy lifts the boat up as if a sine wave is passing by but it's visually absent. Once it's past it all goes back to normal, so I'm pretty sure it's not a sync problem but a calculation problem. It's all rather strange
Oh I meant with my own waves. But seeing as you're using a similar technique you may encounter it also
Yep ok that's the solution I went with also. A heads up, I have noticed some strange behaviour that pops up from time to time where a single wave will be out of sync, I haven't been able to pinpoint the issue as it's extremely rare but I believe it may be a floating point issue.
If you add a 'if not is_node_ready(): return' at the beginning of your setters I think it solves most if not all these problems. It should make the behaviour consistent : do not run during deserialization, only when the value is changed.
Is this using a compute shader, or just the same math on both CPU and GPU ?
NPC, don't plan on having multiple playable characters, it'd make things more complicated that it is already 😄
New character in the works. Still a noob when it comes to 3d modelling but I'm finally starting to feel more confortable with using #blender #indiedev
Stay strong, hope they get well soon 💪. Health and wellbeing always comes first, no need to apologize
A quick breakdown of the stylised cloud shader for those interested ☁️#indiedev
I'd be interested in reading the article aha. I've used both patterns for the web and prefer functional in that use case but I don't mind OOP within Godot. Signals being my least favourite part. I find it unclear what's connected to what when using the inspector, I much prefer to do it via code.