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submitted 11 months ago by mac@programming.dev to c/godot@programming.dev

Original post by u/Majestic_Mission1682

https://www.reddit.com/r/godot/comments/17djxqh/im_proud_with_how_my_gameplay_feels_so_far/

Reposted gif in case its not animating for you

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[-] altairabove@lemmy.world 7 points 11 months ago* (last edited 11 months ago)

Love the blast effects. One critique is that it is really hard to see the main character with so many brighter splashes going on. Perhaps use a higher contrast pallet, or use a glowing outline? Would it be feasible to add a simple lighting to the player, so it lit up one one side with each flash of light?

[-] mac@programming.dev 5 points 11 months ago

im not op, just crossposting from some other spots with permission from the ops but will give some info for people who want to make something similar

Agree glowing outline would be good here. A glowing outline is something thats relatively easy to do and good to add even if just to have for an accessibility setting people can toggle. Easily addable without changing sprites by attaching a shader onto the player and theres lots of tutorials out on doing so such as https://www.youtube.com/watch?v=UBujOvMRNl0

For adding lighting to the player, thats also feasible although maybe a bit harder than the outline shader due to needing to mess with normal maps. Something some people do is add a normal map for the outermost pixels only (edge lighting)

Its theoretically also possible by just lighting up the entire sprite without a normal map or the entire sprite normal mapped but tends to not look great and makes the sprite a bit more unreadable

[-] echodot@feddit.uk 3 points 11 months ago

The other thing that might be good to do is set some minimal movement distance the character has to move before the camera moves. Right now it's a bit crazy and all over the place with constant movement. Which is another reason why the character is hard to see.

this post was submitted on 23 Nov 2023
149 points (98.7% liked)

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