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submitted 7 months ago* (last edited 7 months ago) by HobbesHK@startrek.website to c/godot@programming.dev

I have been looking for a 2D reflective water shader for some time and was delighted to see that this tutorial was posted on YouTube to create just that:

https://www.youtube.com/watch?v=wPr5PvSgxFo

I've had a go at implementing it and have got the reflective water rendering. It's very "Kingdom: Two Crowns" like when spread across the full width of the scene.

However, as you can see from the image above, I've drawn a pond (as a separate Sprite2D) and I've applied the water shader to the pond. It's done that, but draws the water as a rectangle.

Is there a way to apply this shader to the Sprite2D, but conform to the actual sprite (only the light blue), rather than as a rectangle?

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Hello) Haven't seen nice videos exploring hierarchical state machines, so I decided to share my tutorial here. In the video I break down one of Dark Souls III bosses and then use Godot to recreate it.

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submitted 7 months ago by mac@programming.dev to c/godot@programming.dev
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submitted 7 months ago* (last edited 7 months ago) by mac@programming.dev to c/godot@programming.dev

Originally posted by doomski@mstdn.games and posted here with permission from them

https://mstdn.games/@doomski/112820238014617819

Reposted video in case your frontend doesn't show the other one

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submitted 7 months ago by splonglo@lemmy.world to c/godot@programming.dev

Hey, just wondering if anyone had any particular recommendations for specific channels they especially liked?

I've recently been watching some Inkscape tutorials by the channel Logos by Nick and I really like his presentation style. Instead of going into detail about how to do something in particular he'll just make something and on the way you're introduced to multiple features and techniques you didn't even know existed. Very useful especially if you aren't familiar with the software at all ( me )

So if you know of anyone like that for Godot, or any channels that you particularly like, or any particular videos, please post them, I'd be interested in having a look.

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submitted 7 months ago* (last edited 7 months ago) by Ategon@programming.dev to c/godot@programming.dev
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Hi everybody! This time I would like to try something really simple. It is one of the simplest fractals that you have probably seen before, and it is called the Sierpiński triangle. This code can demonstrate simple transformations and also model the resulting effect by removing pixels in each iteration. So let's get started.

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Going to start doing some daily Godot tips, both to force me to look for cool things the editor does so I can use it myself and to help out anyone else

Also posting these on my account on https://bytes.programming.dev

If youve got any tips I can put for a future day feel free to give me it and I can queue it up if I havent already

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submitted 7 months ago by mac@programming.dev to c/godot@programming.dev
  • Kolokol
  • JumpMap
  • Bosca Ceoil
  • Bloodthief
  • Yarn Guardians
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submitted 7 months ago by mac@programming.dev to c/godot@programming.dev
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submitted 7 months ago by mac@programming.dev to c/godot@programming.dev
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Exactly what the title says. It's under MIT lisence and currently being approved by the moderators of the AssetLib. The project is currently very simple and contributions are very welcome! image of the tool window

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Hi everyone! This time I would try something in 3D. It will be quite a simple thing, namely creating a tunnel from a texture, but even something as basic as that can sometimes be useful. And who knows, maybe I'll like it and next time I'll make something more sophisticated. So let's get started.

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cross-posted from: https://programming.dev/post/16870410

However, despite all the attention Godot has been receiving, the switch from Godot 3 to Godot 4 called for the removal of Godot’s visual scripting system. This presented us with an amazing opportunity. We knew we needed to provide more to our users, and now Godot was lacking in a function that we know really well! And that’s how the current plan was kicked off.

Makes me wonder if they'll do something similar for RPG Maker if AGM does well enough commercially, since the RPG Maker Unite, which was supposed to work with Unity, died thanks to that charge the devs per-install kerfuffle.

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The fediverse canvas event is starting in a couple hours (event similar to r/place) and similar to last year I figured we can place the godot logo on it!

Canvas is an event where everyone can place a pixel every so often on a shared canvas. This can overwrite previously placed pixels which can lead to communities fighting for space on the canvas

You can find the link to it here: https://canvas.fediverse.events

I set up a template beside the main programming.dev area that you can find from the below links. This can be edited if theres another godot design people like more but figured it was a good start. For real time chatting im active on the programming.dev discord and matrix

one to one template: https://canvas.fediverse.events/#x=423&y=472&zoom=5&tu=https%3A%2F%2Fbytes.programming.dev%2Ffiles%2F4ce62a78-1476-4842-a2df-fcb84049a52a&tw=44&tx=386&ty=429&ts=ONE_TO_ONE

dotted template: https://canvas.fediverse.events/#x=423&y=472&zoom=5&tu=https%3A%2F%2Fbytes.programming.dev%2Ffiles%2F4ce62a78-1476-4842-a2df-fcb84049a52a&tw=44&tx=386&ty=429&ts=DOTTED_BIG

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submitted 7 months ago by mac@programming.dev to c/godot@programming.dev
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submitted 7 months ago by mac@programming.dev to c/godot@programming.dev
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Hi everybody! During the development of our point-and-click adventure game Whispers of Prague, we played around with the idea of creating some scenes in complete darkness, so the main character would need to acquire night vision goggles to navigate the scene. This idea was eventually discarded, but the effect itself isn't entirely bad, as you can see right now. Let's take a look at how such a shader works.

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Hi everyone! Do you remember the Sobel operator that I used in one of the previous videos for edge detection? The shader that I will demonstrate today will be based on a similar principle, and its result will be an equally interesting effect. Let's take a look at how the algorithm for the emboss filter works and how to implement it as a shader.

view more: ‹ prev next ›

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