- 3 Posts
- 16 Comments
HobbesHK@startrek.websiteto Patient Gamers@sh.itjust.works•It's almost the week-end, what are you guys going to play?English11·1 year agoIt’s not a patient game yet, but I caved and got Alan Wake 2 the other week. In the early stages so far (the game’s quite scary!) but loving it.
I prefer the world-famous song “Press X to Jason”
https://m.youtube.com/watch?v=_56257iS77A
Since it’s about the first 5-10 minutes of the game, it’s not a big spoiler.
Stupid Jason.
HobbesHK@startrek.websiteto Godot@programming.dev•Humble Bundle - Learn To Make Games in Godot 4 By GameDev.tvEnglish2·1 year agoThanks for posting this here, just purchased it. Keen to dive into the 2D course and the Shaders course!
HobbesHK@startrek.websiteto Godot@programming.dev•Godot 4.2, Restorer of The Lost | Full Feature BreakdownEnglish1·2 years agoThis is true! I’ve only dabbled with the tilemap features, but the changes made are impressive. And for more advanced users in 3D, it seems really quite phenomenal.
HobbesHK@startrek.websiteto Godot@programming.dev•Godot 4.2, Restorer of The Lost | Full Feature BreakdownEnglish3·2 years agoSo much cool stuff to play with! Great summary by GDQuest. Integer scaling for pixel art - finally! Very chuffed with this.
HobbesHK@startrek.websiteto Godot@programming.dev•Switching from Unity to Godot: Tips and What You Should ExpectEnglish1·2 years agoThat is weird! Once my project is in a shareable state, I’ll post the link here. Maybe it’s because (so far) it’s not awfully complex…
HobbesHK@startrek.websiteto Godot@programming.dev•Switching from Unity to Godot: Tips and What You Should ExpectEnglish8·2 years agoYou may want to change the fact that web exports don’t work on macOS. MacBook Pro M1 user here. I’m happily running my Godot 4.1 as web exports on my server. Setting the headers is required for any browser / operating system, but things seem to work fine for me on Mac.
HobbesHK@startrek.websiteto Godot@programming.dev•[@godot](https://programming.dev/c/godot)'s timing on announcing the development fund is just \*chef's kiss\*. The landing page was out there without announcement for some time, I guess they simply toEnglish7·2 years agoOh, absolutely, and more power to them. Godot 4 has been an incredible piece of work and each update things are getting better and better. The thought of more developers using Godot is exciting, since it feels like we’re nearing the tipping point where it will really take off.
HobbesHK@startrek.websiteOPto Godot@programming.dev•[SOLVED] Help requested: Screenshot taken but disabled buttons still visibleEnglish1·2 years agoManaged to fix it by using
await get_tree().process_frame
instead. It seems thatidle_frame
appears to no longer exist in Godot 4.1?So my full code for triggering the screenshot function is:
func _on_SaveReport_pressed(): await get_tree().process_frame $"%SaveReport".visible = false $"%BackMainMenu".visible = false await get_tree().process_frame take_screenshot() $"%SaveReport".visible = true $"%BackMainMenu".visible = true
For some reason, I have to await before I turn the interface elements off, and after I’ve turned them off. It now works a treat for my app. Thank you for your assistance!
HobbesHK@startrek.websiteOPto Godot@programming.dev•[SOLVED] Help requested: Screenshot taken but disabled buttons still visibleEnglish1·2 years agoawait get_tree().idle_frame
Thank you for this! I just tried it out but unfortunately Godot throws an error on
await get_tree().idle_frame
:Invalid get index 'idle_frame' (on base: 'SceneTree').
Could it be because I’m running in application mode, which only refreshes the screen if there’s an update?
As an alternative, I’ve put the code to turn things off into its own function:
func turn_off(): $"%SaveReport".visible = false $"%BackMainMenu".visible = false
I’ve then tried an
await turn_off()
The code runs, but doesn’t do anything and the screenshot still gets saved with the buttons visible.
I’m trying both await functions just before the take_screenshot() function like so:
await turn_off() await get_tree().idle_frame take_screenshot()
Am I missing something very obvious here? Any help would be much appreciated!
HobbesHK@startrek.websiteOPto Godot@programming.dev•[SOLVED] Help requested: Screenshot taken but disabled buttons still visibleEnglish2·2 years agoI took away the 2 .visible = true commands at the end, just to see if they were the culprit. They are not. It appears that the get_viewport().get_texture().get_image() command gets called before the interface elements are turned off, even though the order of code would make me think otherwise.
Very excited about this update because it’ll finally fix Godot minimising at random (and getting stuck) on Linux Gnome when using certain extensions. It’s been a head scratcher for a long time!
HobbesHK@startrek.websiteOPto Godot@programming.dev•[SOLVED] Can someone help with fixing a Godot 3.4 plugin for Godot 4.1?English51·2 years agoThank you! I had a look through the documentation and managed to fix the error.
HobbesHK@startrek.websiteto Asklemmy@lemmy.ml•Is anyone else having trouble giving up Reddit due to content?English1·2 years agoThat is SUCH a useful tip. Thank you.
HobbesHK@startrek.websiteto Asklemmy@lemmy.ml•Is anyone else having trouble giving up Reddit due to content?English171·2 years agoI don’t miss it one bit as a social platform. I just wish that search engines wouldn’t prioritise it as much when I try to find a “how to do….” guide. It’s insane how many Reddit threads (half deleted and otherwise) dominate the results. Just show me a nice webpage please.
Without Adblock detection. And no bloody “how to” videos either. I just want to read it through, thank you.
This worked perfectly - thank you!!
For anyone else looking here later, the final shader code (confirmed working Godot 4.2) is:
shader_type canvas_item; uniform sampler2D screen_texture : hint_screen_texture; uniform vec4 water_color : source_color; uniform sampler2D wave_noise : repeat_enable; void fragment() { vec2 water_wave = (texture(wave_noise, UV * TIME * 0.02).rg - 0.5) * 0.02; vec2 uv = vec2(SCREEN_UV.x , SCREEN_UV.y - UV.y) + water_wave; vec4 color = texture(screen_texture, uv); float mix_value = 1.0 - UV.y; float avg_color = (color.r + color.g + color.b) / 3.0; avg_color = pow(avg_color, 1.4); mix_value += avg_color; mix_value = clamp(mix_value, 0.0, 0.7); COLOR = vec4(mix(water_color, color, mix_value).rgb, texture(TEXTURE, UV).a); }
Credits to Single-mindedRyan for creating this shader in the first place.