A bit sad that https://github.com/Croquetx/thecolony doesn’t seem to be getting very much attention since its source release. I do realize it was a pretty niche title even at the time, but I don’t really have the relevant skills to personally resurrect C code that is this old. If I’m really lucky maybe @foone will notice it at some point
@glyph@foone Consider tagging with #gamedev. Hashtags are hot we reach outside our bubble in the brave new less destructively algorithmic world of the fediverse :)
@atropos148 The code for those curious. It's for #godotengine 3.5. I always forget how to best animate a shader param, so used a tween method this time. Sprite MAY have another shader on it, so I just replace it with a preload 'fadeShader' before I go.
Here's a better video. I got rid of the camera issue at the beginning, and finished the infinite ocean. What's next is adding a mouse control for the camera and some terrain with grass! #godotengine#gamedev
Also there's a big glitch at the beginning, nevermind that. Here's the video in black and white because I learned how to use screen shaders. Of course the game will stay full color, but I spent the day tweaking shaders so I'm a bit tired. #godotengine#gamedev
So I added a dynamic camera that follows the player and started making the infinite ocean (I'm halfway through that's why there are visual glitches). I'm annoyed because the waves are all flat since I changed the wave displacement calculus, I need to correct that. #godotengine#gamedev
I added mouse motion control for the camera! I have some issues with the speed of the rotation not being consistent even if I use delta, I don't really know why. #godotengine#gamedev
A long time ago, at the beginning of the project, one of the artists decided to use a free glass shader for distortion effects in fire, explosions, etc.
Today I understood it does not work on Nintendo Switch. The author has already disconnected it from the asset store. so we will have to redo different objects and use a other shader with distortion and normal mapping
From community member BearBarney: "A few more updates of my winter village map. Added a church on the west, one more hut across the river on the east, and a big house of the village chief on the north."
the dropdowns are all functional, though most of the buttons don't actually do anything yet. i need to have a think about scores and timers and stuff... #gamedev#pixelart
ROG Strix Arion (unpacking) and 1TB, I bought it separately because it's cheaper that way
I have 500GB on my laptop (ROG Strix), so Arion will not only be my project ark, but also free up space on the laptop. First test - file size 1 GB, copied in 2 seconds
I got another level mostly put back together yesterday. Now for the grueling work of figuring out the important stuff - like what should this sword's qualities be, which quest order makes sense, and most importantly, where do all of the vendors go? #gamedev#UE5
The montages had the wrong names for notifies. I fixed them. It still wasn't notifying. Oh. This didn't use MontageNotify. It's a plain old Notify. Well, why didn't you tell me? Ah. That's why that little icon wasn't turquoise. I see, but not very observantly. All better now, a dragon just beat me to a pulp in several ways while taking on a host of other AI bots. Getting there. #UE5#gamedev
Update on the water ruins level! I posted the original layout sketch a couple of weeks ago. Here is the completed backdrop. Now to add actors and effects!