Keep in mind, this is for Godot 3.x. Godot 4 has both linear scaling and FSR, and that is better quality and faster than this plug-in.
Andres Hernandez
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The page for the game (in my library) does not load on the Itch desktop app on Ubuntu Linux (it's just white). Also, I cannot install the Linux version from the app, it gives a Butler error about the wrong format or something. The manual download does work. Also, the web player never loads on Firefox Ubuntu. Otherwise seems like a fun game.
I think I see the problem. I'm on Ubuntu 22.04 and the tablet/pen is not detected in the Settings menu (which I think uses libwacom). However it does work in apps like GIMP and Blender, I think cause they have native support. I tried to update libwacom myself, but the libraries don't work on newer versions of Ubuntu, so I might be stuck. I'm using a Huion Q11K.
I love the visual aesthetic, but it doesn't really make sense. I figured out that you want to bounce off the triangles, but this isn't explained and doesn't feel right. It also looks like she is getting hurt. Also, the controls are really clunky and hard to use. It seems choppy and it's hard to move. It would be better if you could smoothly rotate around and not feel like you are fighting the camera. Also more visual cues that what you are doing is good or bad. It's hard to tell right now if you are supposed to go into the eye or not. But it's a great start, and the visuals are there, you just need to work on the gameplay.
Thanks for watching. Yes, it is a high end demo and designed more for desktop graphics cards. It should run at 60 fps at 1080p on a GTX 1060 or RX 580.
Slower machines can work, but not at high resolution. With your screen, even on lowest settings 50% render scale, it's still pushing 1440p, which would need something more like an RX 5700 XT or RTX 2070 Super to get 60 fps.
Because I realized this, I made the default window size smaller (1600 x 900) that way more people could at least see the demo on a variety of machines, though only in a window.
Yes, I agree the reflection quality is not state of the art, but I think it still looks okay and if your use proper PBR materials with roughness it can actually appear pretty nice. However, sharp mirror-like reflections may not be the best quality. Even so, I think it's good enough for an indie game. Thanks for watching.
So I've been using Godot for 2 years, I didn't do any tutorials, but I read some books and the documentation. However, I have been programming games for 25 years and used just about every engine before switching to Godot. However, if you want a recommendation you should check GDQuest. They have the best tutorials.
Thanks for your kind words. Yeah, I've been really impressed with Godot now that I am getting more comfortable with it. I will have to make a tutorial at some point. The things I did here were not difficult, but they took time and a lot of it is an artistic choice rather than anything technical. But I should be able to write up some tips.
I've just released Ella : a study in realism. This is a project I created in Godot 3.4.2 and made in one week. It uses global illumination for 100% real time lighting (no baked lightmaps) and art created with photogrammetry for the highest possible realism. It is a short music video kind of graphics demo, but you can also fly around with the camera and adjust options to optimize for your computer.