I'm trying to use a linear gradient to displace a plane mesh via vertex displacement in the visual shader editor. However, the linear gradient always seems to drop back to the start color just before the end, which throws off my vertex displacement: How do I get rid of that? The documentation mentions some "ramp" but I couldn't find it anywhere in the UI.| Recent Questions - Game Development Stack Exchange
I'm trying to perform a basic vertex displacement by means of a horizontal gradient: I'm using an on-the-fly created plane mesh. Most of this process is clear to me. I'm not understanding where the weird folds at the beginning and the end are coming from and when it should be a smooth transition from beginning to end. Settings of the texture:| Recent Questions - Game Development Stack Exchange
I’m trying to implement a top-down Zelda-like enemy movement system. Consider a screen of x tiles wide by y tiles tall, each tile being 16x16 pixels. I’m not asking for code here. I’m asking for direction. I’m using Godot, but perhaps the answer isn’t engine specific. Should I use something akin to NavigationAgent2D? Or manual movement? Based on the requirements below what is the best practice for an enemy movement system? Requirements: Enemies can only move in cardinal direction...| Recent Questions - Game Development Stack Exchange
I have this simple scene based on a Control Node and a few containers, note how the UI elements are anchored to the top left of the screen: When I put it into another scene, it looks like this: I tried playing around with the different anchor presets according to the documentation, but it doesn't seem to do anything. How can I make sure that what I'm seeing on my UI scene is what I'm getting when I integrate it in another scene?| Recent Questions - Game Development Stack Exchange
In Godot 4.5 beta 6, I have a drag-and-drop situation where the data being moved between nodes is stored using instances of a custom resource. The resource instance is added to a property called data inside a scene called slot.tscn and set to be unique. Multiple slots are then added to the scene tree, and their data instances configured with different values, depending on what data each slot is supposed to hold. When the player drag-and-drops from one slot to another, the resource instances h...| Recent Questions - Game Development Stack Exchange
Xogot is available on the App Store| Christian Tietze
The creators of the Godot engine have started beta testing their own asset store, a launch they have talked about for many years. In the future, it will replace the Godot Asset Library.| Game World Observer
Signals are Godot’s implementation of the observer pattern, making it easy to subscribe and react to events during gameplay, but what about if you have multiple signals you want to wait for? In this post, I share a small utility class I came up with to help solve that use case.| The Shaggy Dev
Answering a few viewer questions about how I parse, store, and use map data in my tactical roguelite so that units know where and how they can move and attack.| The Shaggy Dev
Post-processing shaders don’t always apply to all UI elements, so here’s a quick and simple fix to make sure they do.| The Shaggy Dev
Here’s a look at how the AI in my tactical roguelite, Unto Deepest Depths, works. We’ll break down the high level design, some algorithm specifics, and look at how I improved the quality of its output while maintaining performance goals.| The Shaggy Dev
Taking screenshots in-engine is very simple in Godot and can open up a wide range of possibilities for your game. This technique has become a go-to of mine to grab exactly what I want.| The Shaggy Dev
I’ve open sourced the post-processing shader from Unto Deepest Depths, so now you too can have a crunchy retro look to your pixel art game!| The Shaggy Dev
Here’s a look at how units are created, managed, and used in my turn-based rogutelite.| The Shaggy Dev
Transparent menus on things like OptionButtons are not exactly as straightforward as you would expect, so here’s a look at how I fixed it for Unto Deepest Depths.| The Shaggy Dev
Here's a brief answer to a viewer question concerning unit selection and movement in Unto Deepest Depths.| The Shaggy Dev
The demo is now available for Unto Deepest Depths! Battle through the first of five biomes, prepare for the challenging boss that awaits you at the end, and try out different unit types, each with unique movesets!| The Shaggy Dev
Let’s look at how my latest strategy game, Unto Deepest Depths, is designed. I’ll break down the application architecture, how I manage turn order, and show the core code snippets behind the main game loop.| The Shaggy Dev
An adaptation of my Unity Flight Controls project for Godot! … More Godot – Flight Controls, Just The Way I Like It!| Keith M. Programming
Happy New Year! :fireworks: How has everyone been?Ah yes, I can already hear the scorn and disdain of some of you wondering where I’ve been all this time. Short answer: Igot lazy. Long answer: I have a lot to do, but I’m also procrastinating. Man, I swear, it’s probably a comedic routineat this p...| codingindex.xyz