ended up making a bunch of little vehicles for my game, even though it's a turn based soulslike with no driving whatsoever #screenshotsaturday #godot #pixelart #ドット絵
ended up making a bunch of little vehicles for my game, even though it's a turn based soulslike with no driving whatsoever #screenshotsaturday #godot #pixelart #ドット絵
For a long time I wanted to try and make some blinking lights.
"What's so special about that?" I hear you say. Well, you see - real server racks or nuclear power plant control consoles don't blink completely randomly. There's intricate relationships between individual lights, rows of lights, entire racks... and the time factor.
I have created a texture storing 256 different patters. Special UV layout + vertex colors + of course a special shader and we can have this:
For a long time I wanted to try and make some blinking lights.
"What's so special about that?" I hear you say. Well, you see - real server racks or nuclear power plant control consoles don't blink completely randomly. There's intricate relationships between individual lights, rows of lights, entire racks... and the time factor.
I have created a texture storing 256 different patters. Special UV layout + vertex colors + of course a special shader and we can have this:
Blog: Easy, visual, camera bounds in Godot
I'm building a 2D rogue-like in #godot with one of my students and it was proving a hassle accurately setting camera and world boundaries on levels. This is one way to allow level scenes to set their own boundaries visually in the editor.
Blog: Easy, visual, camera bounds in Godot
I'm building a 2D rogue-like in #godot with one of my students and it was proving a hassle accurately setting camera and world boundaries on levels. This is one way to allow level scenes to set their own boundaries visually in the editor.
Blog: Easy, visual, camera bounds in Godot
I'm building a 2D rogue-like in #godot with one of my students and it was proving a hassle accurately setting camera and world boundaries on levels. This is one way to allow level scenes to set their own boundaries visually in the editor.