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Hi, I'm currently making a game in GameMaker, but I am not sure how to put the files into there since it's not GML. I tried watching videos on making GitHub repos, but I figured those would be useless in this case anyway. Please, if you know anyway to do this, like a GameMaker port of this, or if you think you can assist me, reply in the comments. Thanks  :) (Also, I don't want the whole thing, I just want to be able to call a script which creates a spritesheet for a given planet type)

I'm not really aware of any way to convert an entire godot project to gamemaker. You're probably gonna have to manually remake the entire thing.
However converting the shaders to gamemaker might be easier if that also works for you. I think gamemaker allows GLSL shaders, and these shaders are written in the godot version of GLSL.

(2 edits) (+1)

Thanks for letting me know. I did not know that gamemaker supports GLSL shaders, nor am I sure of how to covert it, but I will look into it. Thanks once again, I love the work you do and games you make. (P.S, the game is infinitely generating, meaning if I didn't port this , I would have to download a lot of planets of each type by hand, which is why I was wondering)

:)

I haven't used gamemaker, so I don't know myself how shaders work in that. But from some searching it looks like they do support glsl.
Yeah I think if you want infinite planets, using the shaders directly is your best bet. That way you also have all the control over the shader settings and stuff. Glad you like my stuff, good luck with the game!

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Hey, does anyone here by any chance knows a seed that generates Earth (or as close to it as possible)?

theoretically speaking, it should be possible with enough tweaking on the seed to make the land masses look similar. way too long to do it manually, let me know if you find a seed that  looks like it, im curious too.

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Hi, I've been fiddling a bit with the generator and got this seed which I think is quite accurate:

1223478954

also the terrain type is islands, as the terrain type affects the seed

also, also the size i put was 128 for the 'pixels'

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One of the best asset-generation tools I've ever seen!

That's a big compliment, thank you!

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This is brilliant - thank you so much! Any plans to port/upgrade to godot 4?

Thank you! I'll look into it porting it sometime soon.

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Hey! I used your generator to create some background images for my game. These are so stunning, thank you so much! You can check out my game here:

https://store.steampowered.com/app/2355070/Void_Strife/

and on itch at https://tritorus.itch.io/void-strife

Awesome! Congrats on publishing a game, hope it does well!

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This is legit awesome!  

Thank you!

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It looks amazing! Well done ☺️

Thanks! Glad you like how it looks.

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Fabulous. Congratulations. Very good work.

Thank you!

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Great tool! Thanks

Thanks, glad you like.

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Phenomenal tool! My game simply wouldn't look right without it!
https://heyitsgus.itch.io/ufotto

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Thanks. You made a really cool game! Especially like the movement and walljumps.

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I LOVE GAME THIS

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YOU THANK

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This is great. I love this!

Thank you, glad you enjoy!

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God… this is too helpful

Nice, glad it can help.

(1 edit) (+1)

Couldn't install the program. Windows protected my laptop, why?

And how to export with background?

(+2)

It's because the program is not well known enough to windows. If you want to run it anyway, click "more info" when smartscreen pops up. If you don't trust that, then just run it from the source.
There is no background option in this generator, but I do have a space background generator if you want to use that.

(1 edit) (+1)

Happen to have made something similar but for stars?

(+1)

Not specifically for stars, but this generator also has a star type it can generate. I also have a space background generator that has stars in the background, but at very low resolution.

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This is pretty cool

thanks!

(+2)

I loved this tool so much that I created an entire planet collecting app! https://play.google.com/store/apps/details?id=com.NahueCabrol.astralrelics
Thank you!

(+1)

Very nice, thanks for sharing. I really like your UI colors. Well done on making a game!

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@NahueCabrol
Yeah this planet collector app looks really, really nice! I'm impressed.

@Deep-Fold
And well done on the tool. Honestly so curious what algos you used to optimize this so well. 👀
(I skim text often, so will go back and see if you talk about it)

Thanks! Not really using any special algorithms, just that shaders and the GPU are really good at this kind of thing.

(+1)

Wow very cool.

Am making a game right now and was struggling yesterday while I was listening to a video Spotify Podcast 😅

Everything I'm doing is running on CPU so kinda makes sense.

Do you know any good places to start when it comes to learning shaders / GPU, esp from a javascript perspective? Very curious to hear back from you. :)

Sure, shaders can be a bit difficult at first to understand. It's a lot of math and they function quite differently from CPU code. I don't think it matters too much if you know javascript or some other language, as most shaders use either GLSL or HLSL anyway.
A really good tool if you're first getting into shaders is the book of shaders: https://thebookofshaders.com/00/

(+3)

You have my eternal respect and gratitude for creating this

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You're very welcome, glad you like it so much!

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Dude this looks crazy good, good work

Thanks! Glad you like how it looks.

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Wow man this looks fantastic! Grate work, thanks for sharing!

You're welcome, glad you enjoy!

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Amazing work!

Thank you!

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Does anyone have a code i can copy that looks like jupiter?

no

(+1)

This tool is incredible. 

I am working on a space monopoly-esque browser game. 

I imported your Planets folder into my game, mounted one on the board to see how it looked, and it's freaking amazing. I will be attributing you big time on these, hands down you'll bring our circle graphics to AAA pixel game graphics :D 

But, when I export it to web, they don't render, and they output a ton of console logs in my browser.

If I want to use this in my own project, should I instead just be using the shaders?

Thanks for the help :) 

(+1)

Ah, I think I found the problem. I was targetting GLES2. 
Since you are a god of shading, I'm curious if you know off-hand what functions / vars you're using that would be breaking on GLES2 web?

Glad you like the tool! Weird that it doesn't work. I did some testing for and it seems like it doesn't like looping over non constants in GLES2. So you can either set the value directly in the loop by changing:
  for(int i = 0; i < OCTAVES ; i++) {
to:
  for(int i = 0; i < 5; i++) { // some number

Or you can change the octave declaration to be a constant:
  uniform int OCTAVES : hint_range(0, 20, 1);
to:
  const int OCTAVES  = 5; // some number

You'd have to do this for every shader you want to use. Hope that works!

(+1)

Wow thank you so much I just dove in to the source code, while also reading the entirety of the book of shaders. Look like you're right! I remember reading somewhere, WebGL1.0 can't do dynamic loops, they have to be fixed, and I found this myself :) Pretty proud of myself! haha. 

I'm going through one line at a time learning how your genius came up with this.

Thank you so much for looking in to this for me!

(+1)

Hey! I just released an update to our rendering engine using your tool! It looks so damn amazing. The game is so far from being ready to be put online, but feel free to check out what I did at https://prometheusgame.servegame.com/edit ! 

Mind you, you'll need to sign in with a gmail account at https://prometheusgame.servegame.com before the planets will load.

Still trying to figure out where I'll put your credits on this, but don't worry no one uses it yet except close family :P 

Awesome! Glad it all worked out. Don't worry about the credits too much haha, wherever is fine. Good luck with the game!

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Is it only me, or does the planet rotate too quickly when I download it with a spritesheet? Can I solve it somehow to make the planet's animation not as fast?
By the way, it's really cool!

Deleted 227 days ago

Glad you like it! How long it takes for it to rotate depends on how fast you play it back. I think in the preview it takes 50 seconds for a rotation, so at 60 fps you would need 50*60=3000 frames to play it back at that same speed. If you need very slow rotations I recommend using the shaders directly.

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Starfield Pixel Game here we go xD

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Now just for a release of Pixel Skyrim lol.

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Thank you! This was a big help for my top-down space shooter game. I was redoing the 8 planets of the solar system's art but then I found this to hurry up the process! This can do everything I need! I'll make sure to put this in the credits of the game.

Devlogs: Taco Shooter: The Final DEVLOGS by CoolGames.Co (itch.io)

Glad this was useful to you! Thanks for the credit and good luck with the game.

(+1)

Hey ! Really cool, simple and beautiful generator !
Do you plan to add a "Generate random" button ? For the extra surprises !

Thanks! There is already a random color and random seed button, do you mean just one button that scrambles everything?

Exactly yes ^^

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This tool is REALLY COOL !!!

Thank you!

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woaw, cool stuff! <3

Thank you!

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These are really cool! love it!

Glad you like em!

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Hey! Do you have any plans for additional Pixel Generators?

I'd get a lot of use out of a Continent/City generator.

I do have some ideas, I have a WIP for a pixel spaceship generator, but still working on improving that. A continent or maybe a map generator is actually pretty interesting also. Thanks for the suggestions!

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very good, anyone know if we can remove the clouds from the wet planrt and island planet?

(+1)

Thank you! You can remove the clouds by clicking on  "layers" and toggling the layers you don't need.

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For anybody that wants a smoother looking animation, I find that you can ramp up the pixel rate to 2000 before the animation starts to lag.

Good to know, If you want to go beyond that without any lag you can also use the shaders directly to have any pixel rate. That might require a bit more knowledge of shaders though.

(+1)

So amazing, can i embed your generator into my game? 

Thank you! You can, but if you want to embed the entire generator then please give credit to this page.

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Does MIT license mean i can use i can use it for commercial android game ? I will credit you, of course, this thing is awesome!

Yes, you can do that under the MIT license. Looking forward to seeing what you do with it!

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Using these amazing shaders for planets in my game: Arcadium - Space Odyssey. Thank you!

(https://store.steampowered.com/app/2352670/Arcadium__Space_Odyssey/)

Wow, that looks really awesome!  You really made the shaders look beautiful.
Great job on the game, I'll definitely check it out!

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This is awesome !! 

Thank you! glad you enjoy!

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How do you add rings to an Islands-Type planet?

Currently the ring only works for one of the gas planet types, in a future update I'll change it so that it can be enabled for any planet type.

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This is absolutely AMAZING!!!
I was about to start working on a planet generator using perlin noise until I came across this beauty.
Thank you my friend, you gave me a lot of inspiration to start.

Glad you enjoy, would love to see your result if you decide to make your own generator!

(+1)

Hey I'm trying to use these shaders in Godot 4. They all work fine accept for the IceWorld's `Lakes` shader, which is now coloring the box that contains the planet (see screenshot). The shader code from Godot 3 -> 4 is identical aside from the the 3 colors in the shader being defined as `source_color` instead of `hint_color`.

I don't know anywhere near enough about shaders to troubleshoot this myself, so I'm hoping you might understand why this is happening, and maybe be able to provide me with a quick fix?

Cheers!

(+1)

Hey. thanks for letting me know. Here's a quick little fix:  

  • Click on the "shader" button to see the shader code.
  • Add this line: "float d_circle = distance(uv, vec2(0.5));" on line 74. Just before the line "uv = spherify(uv);".
  • On line 96, replace "a *= step(distance(vec2(0.5), uv), 0.5);" with the line "a *= step(d_circle, 0.5);"

I just tested it and that works for me. It's actually a mistake I made in the original shader code, but it seems like godot 3 handles it different than 4.

Hope that helps!

It does, thank you!

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