It’s not a patient game yet, but I caved and got Alan Wake 2 the other week. In the early stages so far (the game’s quite scary!) but loving it.
I prefer the world-famous song “Press X to Jason”
https://m.youtube.com/watch?v=_56257iS77A
Since it’s about the first 5-10 minutes of the game, it’s not a big spoiler.
Stupid Jason.
Have a look at Three Minutes to Eight - small indie game released on Steam a while back. Haven’t given it a good run myself yet.
And as someone else mentioned: Oxenfree. Definitely good vibes there.
Will NEVER understand the people who lied to him in that scene. Or choose to shoot him in the back.
Loved the episode. Did I understand correctly that the Betazoids were travelling from planet to planet to find a cure for this rampant emotional telepathic event?
Does that mean T’Lyns powers extended that far?
Or were they secretly hunting for the alien ship? I got a little bit lost with the fast dialog.
On a random note, funny how in ten forward the two guys making out kept inserting themselves in almost every scene.
That is SUCH a useful tip. Thank you.
I don’t miss it one bit as a social platform. I just wish that search engines wouldn’t prioritise it as much when I try to find a “how to do….” guide. It’s insane how many Reddit threads (half deleted and otherwise) dominate the results. Just show me a nice webpage please.
Without Adblock detection. And no bloody “how to” videos either. I just want to read it through, thank you.
This worked perfectly - thank you!!
For anyone else looking here later, the final shader code (confirmed working Godot 4.2) is:
shader_type canvas_item; uniform sampler2D screen_texture : hint_screen_texture; uniform vec4 water_color : source_color; uniform sampler2D wave_noise : repeat_enable; void fragment() { vec2 water_wave = (texture(wave_noise, UV * TIME * 0.02).rg - 0.5) * 0.02; vec2 uv = vec2(SCREEN_UV.x , SCREEN_UV.y - UV.y) + water_wave; vec4 color = texture(screen_texture, uv); float mix_value = 1.0 - UV.y; float avg_color = (color.r + color.g + color.b) / 3.0; avg_color = pow(avg_color, 1.4); mix_value += avg_color; mix_value = clamp(mix_value, 0.0, 0.7); COLOR = vec4(mix(water_color, color, mix_value).rgb, texture(TEXTURE, UV).a); }
Credits to Single-mindedRyan for creating this shader in the first place.