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Joined 8 months ago
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Cake day: November 20th, 2024

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  • I have all of the free time but feel terrible most of the time, so everything really. When I actually do sit down to actually try something,

    it

    a. goes nowhere (failed attempt or no idea on how to start)

    b. works, but has some blocking issue (or otherwise is not as viable as I hoped)

    c. is… fine, but not quite smooth for me

    d. does not seem to exist as I expect, slowing my workflow

    e. is actually viable, but clunky (Godot’s gridmap, unless manual config)

    Not that I really have ideas, more of annoyances with common game mechanics (or that lots of new stuff is bloated from textures/video/non-compressed audio etc.) really.

    For a couple of things I have made (both text-file formats+loaders), one of them I had no desire to do the writing to utilize (adventure book, for a toolkit… also font scaling wasn’t as good I wanted) and the other (2D polygons, Raylib bindings) I was a bit unsure on usage (fans vs strips, loading multiple) and couldn’t be bothered to develop to a usable state (GUI editor etc).

    Some of it I know I just need to start with something simpler (I am already leaning towards this with 2D or 3D polygons) and get anything started*, but I don’t seem to be there yet. Maybe something will change…

    * still difficult having an idea that is both viable and engaging for me, and even the simplest 3D I’d still need to put a bit more prep-work in (Blender template file, importer script for materials and better node view, checking Godot color palette options to see if one allows keeping my x5 ramp width) unless I just don’t do that and ignore/manually do some of those (material overrides on import aren’t difficult for example, particularly when I won’t have many materials anyway)



  • I have been tinkering with those settings recently. I really enjoy how powerful editing the environment is, though I was getting freezing (not just Godot itself)… I think caused by multi-window mode.

    I’m using untextured*+low-poly models though, so the advanced stuff is a bit hit-or-miss. Or maybe it just seems that way as small issues like light leaking are more prominent without textures.

    Also when self-shadows are ugly I’m not sure how you fix that (other than perhaps not making concave details) when creating models. Doesn’t seem like you can just disable shadows via material without also scripting the sun to hide when indoors (masking likely is the solution, but that is node config).

    * vertex colors, I was messing with a shader (altering normals) until I found that lambert_wrap is what I’m looking for to improve vertex shading. Also, fog is applied to unshaded (though you can also disable fog per-material)