Massive work on level, UI, sound, and player functionality, small progress on netcode. Renamed project to Net Gunner.
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visuals/images/icons/switch button.png
Normal file
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Normal file
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visuals/images/icons/trap button.png
Normal file
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Normal file
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visuals/images/title backsplash.png
Normal file
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Normal file
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visuals/images/title frame.png
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process/channel_remap/blue=2
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BIN
visuals/images/title glow.png
Normal file
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visuals/images/title glow.png.import
Normal file
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BIN
visuals/images/title target.png
Normal file
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After Width: | Height: | Size: 84 KiB |
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visuals/images/title target.png.import
Normal file
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process/channel_remap/green=1
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process/channel_remap/blue=2
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BIN
visuals/images/title.png
Normal file
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After Width: | Height: | Size: 145 KiB |
40
visuals/images/title.png.import
Normal file
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8
visuals/materials/health gradient.tres
Normal file
@@ -0,0 +1,8 @@
|
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[gd_resource type="GradientTexture1D" load_steps=2 format=3 uid="uid://urh11huy67cs"]
|
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|
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[sub_resource type="Gradient" id="Gradient_gqh23"]
|
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offsets = PackedFloat32Array(0, 0.2012987, 0.7564935, 1)
|
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colors = PackedColorArray(0.733002, 2.7554854e-06, 6.738305e-07, 1, 1, 0.052388567, 0, 1, 1, 0.8019481, 0, 1, 1, 1, 0, 1)
|
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|
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[resource]
|
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gradient = SubResource("Gradient_gqh23")
|
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14
visuals/materials/highlighter.tres
Normal file
@@ -0,0 +1,14 @@
|
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[gd_resource type="StandardMaterial3D" format=3 uid="uid://bsbw2oimdr0ps"]
|
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|
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[resource]
|
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transparency = 1
|
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|
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|
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|
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specular_mode = 2
|
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|
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disable_fog = true
|
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|
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albedo_color = Color(1.4439226e-07, 0.48261642, 0.48261642, 0.41568628)
|
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texture_filter = 0
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disable_receive_shadows = true
|
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9
visuals/materials/lowres-text.tres
Normal file
@@ -0,0 +1,9 @@
|
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://cysw8uwdmtv1v"]
|
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|
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[ext_resource type="Shader" uid="uid://dhtpmyruoq46j" path="res://visuals/shaders/lowres-text.gdshader" id="1_rvfg2"]
|
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|
||||
[resource]
|
||||
shader = ExtResource("1_rvfg2")
|
||||
shader_parameter/tracks = 200.0
|
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shader_parameter/vshift = -0.125
|
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shader_parameter/max_offset = 0.056
|
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52
visuals/materials/tv_static_image.tres
Normal file
@@ -0,0 +1,52 @@
|
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[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://c88aptbv2lgbu"]
|
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[ext_resource type="Texture2D" uid="uid://bsxod2wcjw5ik" path="res://visuals/textures/new_noise_texture_2d.tres" id="1_seqd6"]
|
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|
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[sub_resource type="Shader" id="Shader_ytjmb"]
|
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resource_local_to_scene = true
|
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code = "shader_type canvas_item;
|
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|
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uniform sampler2D noise;
|
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varying vec4 modulate;
|
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uniform float threshold : hint_range(0,0.5)= .5;
|
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uniform float strength : hint_range(-0.5,0.5) = 0;
|
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float random (vec2 uv) {
|
||||
return fract(sin(dot(uv.xy,
|
||||
vec2(12.9898,78.233))) * 43758.5453123);
|
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}
|
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|
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void vertex() {
|
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// Called for every vertex the material is visible on.
|
||||
modulate = COLOR;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
// Called for every pixel the material is visible on.
|
||||
vec2 uv = UV;
|
||||
vec2 rv = vec2(mod(TIME / 3.5, 1.0), uv.y);
|
||||
vec4 val = texture(noise, rv);
|
||||
|
||||
uv.x += .002 * (val.x - 0.5) * 2.0;
|
||||
float extrema = abs(val.x - 0.5);
|
||||
//if(extrema > threshold){
|
||||
//uv.x += sign(val.x - 0.5) * mix(0,strength, (extrema) / (.5 - threshold));
|
||||
//}
|
||||
if(extrema > threshold){
|
||||
uv.x -= strength * (val.x - 0.5) * 2.0;
|
||||
}
|
||||
vec4 col = texture(TEXTURE, uv) * modulate;
|
||||
COLOR = col; //* COLOR;
|
||||
//COLOR = val;
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the CanvasItem.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
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"
|
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|
||||
[resource]
|
||||
shader = SubResource("Shader_ytjmb")
|
||||
shader_parameter/noise = ExtResource("1_seqd6")
|
||||
shader_parameter/threshold = 0.1150000054625
|
||||
shader_parameter/strength = 0.09000002802499996
|
||||
29
visuals/shaders/lowres-text.gdshader
Normal file
@@ -0,0 +1,29 @@
|
||||
shader_type canvas_item;
|
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|
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uniform float tracks : hint_range(1, 200, 1) = 1;
|
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uniform float vshift = 0;
|
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uniform float max_offset = 1;
|
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|
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float random (vec2 uv) {
|
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return fract(sin(dot(uv.xy,
|
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vec2(12.9898,78.233))) * 43758.5453123);
|
||||
}
|
||||
|
||||
void vertex() {
|
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}
|
||||
|
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void fragment() {
|
||||
// Called for every pixel the material is visible on.
|
||||
vec2 uv = floor(UV * tracks);
|
||||
vec2 rv = vec2(0.0, round(UV.y * 4.0) / 4.0 * 2.0);
|
||||
rv.y += TIME;
|
||||
float r = random(rv);
|
||||
float r2 = random(-rv);
|
||||
float brightness = .5 + .5 * r * mod(uv.y, 2.0) / 2.0;
|
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COLOR.rgb = COLOR.rgb * brightness;
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the CanvasItem.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
||||
1
visuals/shaders/lowres-text.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dhtpmyruoq46j
|
||||
@@ -1,7 +1,7 @@
|
||||
shader_type canvas_item;
|
||||
|
||||
uniform sampler2D main_texture;
|
||||
uniform float granularity;
|
||||
uniform float granularity : hint_range(5, 30) = 15.0;
|
||||
uniform float opacity_limit;
|
||||
|
||||
float random (vec2 uv) {
|
||||
@@ -17,15 +17,17 @@ void vertex() {
|
||||
void fragment() {
|
||||
// Called for every pixel the material is visible on.
|
||||
vec2 uv = UV;
|
||||
uv.y = TIME * uv.y + TIME * 0.5;
|
||||
uv.x = 2.0 * TIME * uv.x + TIME * 1.0;
|
||||
float g = ( pow(granularity, 2));
|
||||
uv = round((uv * g)) / g;
|
||||
uv.y = TIME * uv.y + TIME * .05;
|
||||
uv.x = 10.0 * TIME * uv.x + TIME * 1.0;
|
||||
float val = random(uv);
|
||||
float op = random(-uv) / val;
|
||||
float alpha = 1.0;
|
||||
if(op < opacity_limit){
|
||||
alpha = 0.0;
|
||||
}
|
||||
vec4 color = vec4(val, val, val, alpha);
|
||||
vec4 color = vec4(val, val, val, alpha * COLOR.a);
|
||||
COLOR = color;
|
||||
}
|
||||
|
||||
|
||||
38
visuals/shaders/tv_static_image.gdshader
Normal file
@@ -0,0 +1,38 @@
|
||||
shader_type canvas_item;
|
||||
|
||||
uniform sampler2D noise;
|
||||
uniform float threshold : hint_range(0,0.5)= .5;
|
||||
uniform float strength : hint_range(-0.5,0.5) = 0;
|
||||
float random (vec2 uv) {
|
||||
return fract(sin(dot(uv.xy,
|
||||
vec2(12.9898,78.233))) * 43758.5453123);
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
// Called for every vertex the material is visible on.
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
// Called for every pixel the material is visible on.
|
||||
vec2 uv = UV;
|
||||
vec2 rv = vec2(mod(TIME, 1.0), uv.y);
|
||||
vec4 val = texture(noise, rv);
|
||||
|
||||
uv.x += .01 * (val.x - 0.5) * 2.0;
|
||||
float extrema = abs(val.x - 0.5);
|
||||
//if(extrema > threshold){
|
||||
//uv.x += sign(val.x - 0.5) * mix(0,strength, (extrema) / (.5 - threshold));
|
||||
//}
|
||||
if(extrema > threshold){
|
||||
uv.x -= strength * (val.x - 0.5) * 2.0;
|
||||
}
|
||||
vec4 col = texture(TEXTURE, uv);
|
||||
col.rgb *= COLOR.rgb;
|
||||
COLOR = col; //* COLOR;
|
||||
//COLOR = val;
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the CanvasItem.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
||||
1
visuals/shaders/tv_static_image.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://jip0tjt8bc1n
|
||||
@@ -1,4 +1,6 @@
|
||||
[gd_resource type="NoiseTexture2D" load_steps=2 format=3 uid="uid://bsxod2wcjw5ik"]
|
||||
[gd_resource type="NoiseTexture2D" load_steps=3 format=3 uid="uid://bsxod2wcjw5ik"]
|
||||
|
||||
[sub_resource type="Gradient" id="Gradient_5ia6h"]
|
||||
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_qng1f"]
|
||||
noise_type = 3
|
||||
@@ -14,4 +16,5 @@ domain_warp_amplitude = 30.41
|
||||
width = 1920
|
||||
height = 1080
|
||||
noise = SubResource("FastNoiseLite_qng1f")
|
||||
color_ramp = SubResource("Gradient_5ia6h")
|
||||
normalize = false
|
||||
|
||||