Pixel - GameDev
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pxlheart.co.uk
Pixel - GameDev
@pxlheart.co.uk
• 20 / Gender-Evil {They/Them}
• Uni (🎉) game dev {Godot}
• Wannabe composer / Songsmith
• Professional Idiot Tier VIII
• Funny sometimes
https://patreon.com/PixelGameDev
Ahhh I love dynamic UIs like this. And the little clicks and bips give so much dopamine
November 21, 2025 at 1:15 PM
Always love to see cool new tech being made in Godot. Is the voronoi baked or is it a different seed each time?
November 19, 2025 at 4:25 PM
Ready for the prom! (Acid bath)
October 14, 2025 at 3:55 PM
Wait what is Godot doing?
September 13, 2025 at 7:34 AM
This is really cool, but could I ask why you opted for using .cfg and ConfigFile? Rather than .save and a generic FileAccess with some JSON? Curious because I've heard differing opinions on which is better for a save game specifically.
September 8, 2025 at 11:59 PM
It's okay, I believe in you
September 8, 2025 at 8:44 PM
You must give in. Learn Godot for years. Become masterful in it's craft
September 8, 2025 at 8:21 PM
📌!!
September 8, 2025 at 8:20 PM
the screen pixel to the actual player texture pixel in there, rather than whatever I was suggesting last night with a mask getting light data (which I don't even think is possible)
September 7, 2025 at 10:49 PM
www.youtube.com/watch?v=y2eL...
I did a little more digging because it was bothering me, I think a BackBufferCopy node might be best for this. It *might* need some refactoring of scene order, but my thought is, if the light is drawn after everything else then you can query the buffer and compare...
Create Stunning X-Ray or Masking Effect in Godot 4 | Godot Tutorial
YouTube video by Dicode
www.youtube.com
September 7, 2025 at 10:48 PM
Yes... Yes... Let the power go to your head... Learn Godot for years to come...
September 7, 2025 at 12:13 PM
Possibly? Like an invisible mask that picks up the light information and internally blends it with the real texture, which is then passed onto the overlay mask. Again, incredibly unsure on precise implementation, but could be a start to something?
September 7, 2025 at 1:08 AM
Waaahhhh I love seeing more and more popular devs work in Godot. Can't wait!!
September 6, 2025 at 4:35 PM
Ah hang on, I realise this definitely won't work if the scene is lit, bc the lit pixels definitely won't match the unlit texture
September 6, 2025 at 4:33 PM
The obvious edge case would be that a wall has some pixels the same colour as a player pixel but it's unlikely unless they use the same colour palette for both, which idk if you do
September 6, 2025 at 4:27 PM
checks the screenspace pixel (I forget what it's called) and if the pixel is not the same colour as the real texture of the xrayed object, then it's alpha is 1 and the grey silhouette shows.
September 6, 2025 at 4:26 PM
I'm not 100% on how exactly it would be implemented (it's been months since I've touched any Godot shader code), but you could have a grey mask on some Z index far above the xrayed object and walls, with a shader material that has a texture that's a silhouette of the xrayed object. The material...
September 6, 2025 at 4:25 PM
Very similar yes, where different items take up different amounts of space
September 5, 2025 at 12:39 AM
Thank you! I took some inspiration from Escape From Tarkov and other games with modular inventories. It's full of edge cases rn and I need to rewrite the vertex algorithm but I really like how it's coming along
September 5, 2025 at 12:30 AM
Me and a few others have been working on this ✨yuriful✨ masterpierece over in Canada
September 5, 2025 at 12:28 AM