This is my home page to my website.
This is a simple page that houses a few projects that I felt were worth talking about.
This is my home page to my website.
This is a simple page that houses a few projects that I felt were worth talking about.
I have tried to participate in Ludum Dare several times, but I have always either given up or skipped it due to not liking the theme. There was one year where I did technically “complete” a “game”, but the assets were terrible and I wasn’t very proud of it. At first I didn’t really like the theme and wasn’t sure I’d even attempt it, but somehow I ended up coming up with something that I felt satisfied the theme enough and was interesting enough for me to work on....
I noticed that the shader was not showing shadows properly and also there were alpha issues with any meshes that had occluded faces. This is due to modifying the ALPHA value in the shader. I was able to resolve it by enabling a render setting for godot shaders called depth_prepass_alpha. shader_type spatial; // This is needed for toroids and other objects with faces behind other faces. // It also allows for shadows on meshes with this shader....
I decided to experiment with some shaders in godot. I was able to get something working nice enough that I figured I should write it up. Here’s what it looks like. It’s a simple shader that fades out from the top of the object down. Here is the gdshader code for reference shader_type spatial; uniform sampler2D noise_texture; uniform vec3 base_color : source_color = vec3(0.0, 1.0, 0.0); // The height of the dissolve effect....
I have been experimenting with turn based combat in the Godot game engine. At this stage I have a Turn Queue displayed at the top that shows the order of which character is going to be moved. It removes players as they are killed. There are different attack ranges per weapon type, and there are only 2 weapon types at the moment. It also supports collisions - the characters cannot walk through water or through each other....