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Joined 1 month ago
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Cake day: November 20th, 2024

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  • Is there a proposal for adding an option of sparse speckle* noise to Godot’s generated noise texture?

    I’m sure this is easily achieved with a dedicated texture (or two, so the light speckle can be more visible beyond the regular highlighted area), but I don’t seem to be having much luck making or finding it.

    *=Most of the original color is untouched but with lighter and darker splotches ideal for a stone texture or to just break up flat color.


  • Can 3D substitution* animation be exported from Blender? This isn’t easy to search, though what I could find seems like importing animations in general needs more clicks than expected. Even better would be a workflow with greasepencil and geometry nodes (though searching w/Godot leads to a paid tool), especially if that can also be used for vertex colors.

    I have my doubts here as the first thing I tried (a custom shader with a 2nd vertex color map hooked up to glow) didn’t work. Though I’m not sure if that was an issue with gltf, Blender, Godot, how I exported it, or something else.

    *= Switching visibility to another model rather than using deformation or texturing. If this does not export easily, I guess it’d be easy enough to manually do with Godot’s animation player so long as there aren’t too many frames/animations/states.



  • Yeah, I feel like the remakes lost some charm specifically when it comes to rendering tech (vertex colors, losing Spyro’s skyboxes feels like a crime). Particularly with the new data bloat.

    Also with the examples I'm not sure I like the new sounds

    (faster/higher-pitch… and they sound re-done? If they’re the same are they just better at very low sample rate?), looked it up and people were saying they didn’t like the mixing (new is more muted/subtle).

    That, and it seems re-makes don’t really fix core issues (Medievil’s remake).

    I think the original tech/limits can be taken further aesthetically for a different workflow (very general/sparse use of textures), especially in the modern era. Still undecided on some artistic/technical choices, but I have much more here than I do in the ways of (low-scope) starting project ideas that I like.

    not-very-polished

    The entire scene is low-poly with colors defined using the mesh itself,  also the image is optimized for color to reduce data, resulting in dithering patterns. In a gray room with black and white triangle tiles, there are 6 badgers of various sizes standing and facing the viewer. Similarly, there are 5 eyes floating in the air one of which is not fully opaque. There is 1 banana on the floor.



  • It is a free and easy way to experience 75% of the experience without even downloading it (data bloat has massively ballooned too, perhaps needlessly in some cases). Also linear stories, or procedural things not being as deep as they seem.

    Even when it comes to indie-appearing stuff I often don’t like the direction of the game design/difficulty, so it will likely be a more enjoyable experience in those cases too. The narrator also cuts boring bits or issues, also may do things I would not especially when it comes to skill or knowledge of said game. They may do silly things or tell a story. This may be 300% experience (of a new mix).

    EDIT: Also never really been into the idea of multiplayer games, competitive or cooperative for different reasons. So watching is a new avenue for that.