Glass UI. It's not just distortion though there's also a bit of chromatic shift, grain and rim light.
Added a percent display to Schmooverz that change colors depending on how hurt you are, and fade after a while !
Now to figure out how to balance that knockback, cause it ain't it right now.
You can play Schmooverz on itchio already ! https://blessedsleepseeker.itch.io/schmooverz
#gamedev #indiedev #godot #godotengine #platfighter
Taller de Godot + Charla Licencias Libres
21 febrero ; 10:00 – 14:30 CET
Ahora puedes seguir nuestros eventos en Mobilizon.
Más información Gratuito Entrada libreAsociación de Usuarios GNU/Linux de València
+34 686349160
correo(arroba)gnulinuxvalencia.org
Hackerspace València
Carrer Francisco Martínez, 19 Bajo
Stress test du système avec quelques milliers de nuages qui emplissent 40% de l'écran.
Premier extrait avec full rendu volumétrique, on explose le budget avec 20ms de gpu par frame.
Deuxième extrait, on remplace avec un système d'imposteur (simple affichage de texture) au delà d'une certaine distance. Différence indiscernable mais on passe sur 3ms / frame.
Troisième extrait, essayez de repérer quand on passe de vrai nuage à l'imposteur.
One needed a lot more imagination to fill in the gaps back in the day!
I've built all the underground bases and the surface is coming along but it's hard to get the scaling and feel right.

Took me a while to find a balance that I feel comfortable with when using entity component systems, nodes and state-machines concurrently.
Currently updating my older implementations. Already looks cleaner and easier to add systems and features. There is no better metric to know that you learned something 😃
And as usual there are a million ways - just need to find the one that works for you.
#godot #gdscript #ecs #statemachine #gamedev #slyceverse
My first released package on winget!
godman is a console and TUI tool to install, manage, and activate Godot Engine builds on Windows and Linux
GitHub: https://github.com/jame581/GodotManager
Added some particle effects for when you draw. I'm also still noodling on how I want to use drawing as a game mechanic. I feel like there's something fun there, but so far the thing that sticks out to me is connecting things together like electrical circuits (hence the spark particles).
But is that it? Are there other things you should be able to do? Still figuring that out but at least I have one good idea so far, and it looks pretty cool too.
Some of the different water styles I made with my shader!
Dialogue progress!
Automated punctuation stops, speaker name, branching dialogue, mixed BBCode effects, player input indicator. Almost doubled the font size, too.
Next step: the scratchpad node used to interact with the data from the rest of the game. Events read/write from/to the Scratchpad, and the rest of the game interfaces with that.
Spent the last two days polishing the itch.io page - it’s now live! Pretty happy with the result. Now all that’s left is finishing the game … before Summer ’26! Fingers crossed.
Here’s the link:
https://mazeon.itch.io/a-knight-and-his-hobby-horse
#gamedev #indiegames #godot #indiedev #devlog #itch

Water shader with caustics, refraction, different shading options (smooth, toon) and other customizations is now available for free.
Duck included!
Link: https://binbun3d.itch.io/godot-water-shader
#godot #godotengine #shader #gamedev #gameart