Author: Offline Digital

  • Trying and Failing to Implement That Viral Godot CRT Shader

    Trying and Failing to Implement That Viral Godot CRT Shader

    I had an adventure of trying to implement the CRT shader that went semi-viral on r/Godot. Despite successfully implementing it, which required some changes to the node hierarchy of my main game scene, the internal resolution I was rendering at, and my scale mode, ultimately I decided it wasn’t worth devoting the time to get the text on my text-dense visible through the low resolution. The shader seemed to need pretty low resolutions for textures (240p was the recommended resolution, I was using 360p as that would scale well with Integer scale mode to all the common 16:9 resolutions) or the scanlines get messed up. I experienced this a lot as I resized the window, which is why I needed to render at a locked resolution.

    I switched rendering mode from canvas_items (which helped card readability in their subviewport setup) to viewport, which made the scanline shader look significantly better. However after this change, the card text would often be very difficult or impossible to read. I think this was an interaction between the shader used for rendering the cards and the CRT shader.

    I think the effect looks awesome in general environmental exploration though. If it wasn’t for needing to enforce a really low renderingi resolution to make the crt shader look correct, I would have just rendered the card UI outside of the ColorRect that was rendering the scene with the shader applied.

  • Demo Patch 1.1.13 – Quests and Touch Controls

    5th Cataclysm now has Quests! Throughout the introduction segments of the game, you will receive quests to help direct you and offer rewards. There are also quests that are randomized based on your current progress!

    • Enemy Spawners (except triggers) automatically spawn upon entering a new area
    • Fixed Stimulant card
    • Fog in battle scene is extended so inspect doesn’t reveal the edge
    • Fixed text label sliders in the options menu
    • Added a drop card button prompt
    • Added animation tweens for switching overworld cards
    • Deprecated the separate cutscene dialogue balloon
    • Added awaiting input indicator to dialogue bubble
    • Fixed Deck Viewer being incredibly off
    • Quest System Implemented
    • Quest Log UI implemented on pause menu
    • Added Touch controls for world movement
    • Changed standard location of back button on UI sub-screens
  • Demo Patch 1.1.12 – Inspect & QOL Improvements

    Demo Patch 1.1.12 – Inspect & QOL Improvements

    There is now a button prompt in combat for the Inspect command (default keys are [SHIFT] and gamepad [Y]). This zooms in on enemies and lets you see their hand, but MAGNIFIED! There are also card counts on each of the piles so you will always know how many cards you have.

    Patch Notes:

    • New animation for player overworld play card.
    • New animation for player overworld pick up card.
    • Added alpha values to battle environment fog colors.
    • Deck and piles display the number of cards contained in them on the button.
    • Flip Z/X for card cycling
    • Removed trailing ‘.’ on some effects’ descriptions
    • Added “Stacks.” to Weakness Effects’ detailed descriptions.

  • Demo Patch 1.1.11 – Compendium & Shop Improvements

    Demo Patch 1.1.11 – Compendium & Shop Improvements

    Added a compendium screen that tracks all of the cards you collect. Whenever you find a new kind of card, it is added to this screen. Once you sell a card to a merchant, it will be added to either Moonman or Sunman’s possible stock whenever the shop is refreshed. Through the Compendium Screen, you can also guarantee that up to 3 cards will never be stocked, or 1 card will always be stocked whenever a shop’s inventory is refreshed.

    Changelog

    • Compendium Screen
    • Card Info on Compendium
    • Merchants go into dialogue before the shop screen
    • Possible inventory for merchants expand as you sell them cards (not all cards are stockable by merchants though)
    • Save games made prior to Patch 1.1.11 are not compatible. This should be detected upon updating and will not allow them to be loaded. Unfortunately a fresh game is required to play this new patch. If you do not want to start a new game, do not update to Patch 1.1.11.
    • Adjusted font and scale on the upper left Log
    • Restrict and Require set numbers of cards to be stocked in the shop(s)
    • Controller input in menus should feel better with gamepads (B button is always return)
    • Added button prompts to more menu buttons
    • Fixed Incorrect textures on some Playstation button prompts

    As always, thank you to everyone that gives 5th Cataclysm a try!