Pedro J. Estébanez — Pedrocorp

@pedrocorp.net

• Veteran @GodotEngine.org contributor (a.k.a. RandomShaper) • Senior eng. at @w4games.com • Maked (and making) 'Hellrule' http://pedrocorp.net#hellrule • Making a #retrogame for MS-DOS • http://pedrocorp.net

By the way, I've hunt this naughty subcluster down. It was a subtle overflow issue. I'm using as few bits as possible everywhere and the budget was too low here. I've added a superfast bit trick clamp and it's solved now. #retrogamedev #gamedev #indiedev

Bild
Pedro J. Estébanez — Pedrocorp@pedrocorp.net · 2mo ago

So, the glitchy roughness was due to an RLE decoding bug. I've fixed it and added some nice dithering so I still get a grainy look but with more correct visuals.

Did you know you can set up a scene and render it to a texture without any nodes in #Godot, by directly using the RenderingServer? We automatically generate billboard sprites for meshes this way. There's not much info about the RenderingServer online, so I wrote about it: hexaquo.at/pages/using-...

a 3D tree asset on the left, with an arrow pointing to spritesheets on the right. The spritesheets contain 2 albedo sprites (front and side) and 2 normal sprites (also front and side).