I spent like 4 days playing with lighting and shaders, just to land on a simple status icon and a countdown. I do like it better ๐.
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I stripped most of the shader and found where the blocks are coming from. At light() I was assigning the calculations directly to DIFFUSE. If I use += instead, the blocks are removed. This combined with the rest of the shader created the effect.
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@silic2023 Is the cooldown for placing another unit in the grid. You can see how the tiles also turn yellow and another mech can be placed. Does it read well, or do you find it confusing?
Now that I am here, I am re-designing the effect, because I found that at the levels of zoom I am showing the objects, is overkill and a lot of the details are actually lost. I am going to simplify the shadows for readability.
I stripped most of the shader and found where the blocks are coming from. At light() I was assigning the calculations directly to DIFFUSE. If I use += instead, the blocks are removed. This combined with the rest of the shader created the effect.
#godot#gamedev#indiedev
@francium_221 Nice โ if you gate the blink outside light() or early-out when it's not your intended light, the banding usually drops. Looking forward to hearing what fixed it once you poke at it.
This is Miyamoto. At 7am PT today, we will release a video covering Pikmin-related information on Nintendoโs official YouTube channel. There will be no information about new games, but we hope you tune in.
@PtVHVQ2FPQ51994 Thank you Six. I did not know that. I will give it a try and play around with the shader. I am going to need to let you know once is fixed!
I have the reinforcement logic in a good place. I am moving into FX to showcase cooldown and I added a light to the radar, but the custom lighting shader does not play nice with the extra light source, making it look like a NES artifact.
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@PtVHVQ2FPQ51994 I honestly don't know. I setup the shader to be single light source; I expected the material would ignore the extra light, but clearly there is something else going on๐ . I'll rework the shader, but I do want to understand what causes this behavior.
@eth61675 Thanks! I will check it out. I am indeed overwriting the diffuse light, to give it this look ๐, but I found this might not be worth it, because the models are too far away, so I am probably going to simplify it.
https://t.co/ar3zFgn245
Shadows can now be colored, per material. Will this look better than a straight toon shader? Probably not. But I am going to set the scene, see how it looks.
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@silic2023 Thanks for the feedback, I was considering a continuous siren when the lid is open, but it might be annoying. I will give your idea a test as a first try, maybe a single siren loop is enough. I might also need to have the button pulsate to sell the "armed" state as well.
Update on this. I re-did the gears icon and I am much happier with it. Simplicity wins. Also, the exit button now only works when the open animation completes. I do plan to add a siren/alarm sound once fully opened ๐จ.
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The exit button is working. I need to improve it to avoid miss clicks, and wait for the animation to complete, before registering the second click. The gear took me A LOT of work, just to not be happy with the final look ๐ซค, just doesn't look right.
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I'm launching a site for free shader assets (CC0-licensed) for use in multiple engines: currently Unity, Godot, and Unreal Engine, with more effects and platforms planned in the future. https://t.co/VJUwCfvn9q
@PlayPartyTag I hadn't thought about it. I was thinking to have a campaign resource burndown chart, but it does make sense to present that at the battle level as well. As you mentioned, even when losing is educational. I will think on how to implement it. Thanks for the feedback!
Going back to this, the new UI lets me stay toe-to-toe against the PC. I was able to win a field battle against a 2:1 reinforcement rate (kinda, the PC had a 5 second delay, while I didn't). It deployed *800* mechs and spent 184 millions "credits". #godot#gamedev#indiedev
Reinforcement logic is working; when the computer is outnumbered it will deploy reinforcements and try to keep a two mech advantage on the field. I haven't been able to win a battle yet, I need to update the UI to support the new play style. #godot#gamedev#indiedev
It gave me good visibility on multiple enhancements for the future: better battle summary, mech self-destruct options, battle forfeit, AI enhancements, and the initial ideas for resource balancing.
It took me 124 million credits to defeat it, and I spent only 70% compared to the PC. Attrition broke my way thanks to the artillery. This was a really interesting battle. It took me ~40 minutes to complete and it was a test of the systems and the attrition based concept.