I'm wanting to get into making games. I'm using Godot and I was wondering if you could make a video using Godot or comparing Unity, Unreal, Godot or any other engines you know of.
hello code monkey i am your subscriber and i request you to make level editor for hyper casual game like stackball (casual azur games) i have started gamdev jerney but i am still stuck at this thought that how can i mange to create almost more than 1000 levels only in single scene? how does they do it please help me.
Come to think of it, how did the Splatoon devs implement the ink swimming mechanic? 🤔 I'm guessing there's some challenges to do that, like how to determine where can you swim in an optimized manner or etc...
Since you are modifying the texture of the ground. You can ray cast to sample the texture at that point and get the color of it. Black is ground, white is painted. If someone has another idea post it here.
@@euden_yt Does that handle colors of the environment correctly? And places where the surface is obscured by obstacles in front of the camera? I’m a developer but have no knowledge in game development. For my kind of work I would think I need the data model to keep track of painted areas for swimming and scoring at the end, but I guess that would be computationally expensive for a game.
@@cyrfung The environment colours have nothing to do with it. The splat map and the environment textures are separate, and you only sample from the former in this case. This effect is not screen space based so it will work totally fine without the camera looking at the relevant area.
I freaking love how you used photoshop adjustment layers as a way to "prototype" the shadergraph interactions. Simply brilliant, def adding that approach to my repertoire
There's actually a lot of resources on this already. His way of describing it is simple and understandable. But I found guides or overviews of what to do a couple years ago when I first picked up splatoon and wanted to make it for pc. Still just above my head tho
Nice job! The blurring and levels adjustment to get the blobs was very clever. Next step: calculating all the area that the paint is covering! I'm curious how Splatoon devs implemented that part.
@@mixandjam haha, well it was a team effort. And for a little more context, we needed to do a fix to his shoulders because the original version had some questionable vertex weights and it was especially apparent with the pose for the gun. Other people will be able to benefit from the change as well once the update goes out. =D
@@mixandjam i request you to make level editor for hyper casual game like stackball (casual azur games) i have started gamdev journey but i am still stuck at this thought that how can i mange to create almost more than 1000 levels only in single scene? how does they do it please help me.sorry for the bad english.
Hey bud, I've been fully into gamedev for 2 years now and things were starting to feel very stale - I have to tell you I'm lucky I found out about your channel just today. It has been a huge refreshment and very inspiring to see such popular mechanics being replicated in a relatively simple way, keep doing what you're doing :)
I learn a lot with these videos. I love how you show the whole process of coming up with a solution to make an AAA game feature and the issues that show up in the way. Also: web-swinging 👀.
Yo this is awesome! What a triumphant return! It's always so cool to see how you are able to pool experience and knowledge with other talented developers. There is a lot of creativity on display here. I do wish it was a little more on display though as much of the results of your had work is obscured by the player character and the splash effect when in third person. It may be nice to move the target point higher above the character, like in Splatoon. I noticed that in Splatoon the arch of the paint is high enough over the character that you can clearly track where it is traveling. In your recreation it is a little harder to track, and more importantly, harder to fully take in the technical artistry that you and your friends came up with. Compare the gameplay at 0:47 and 0:53 with 6:54. You can see in the former it is a lot easier to see where the paint is traveling and take in the post processing effects in the first clips. But, again, excellent work all around. Thanks for sharing so many interesting techniques!
It's a fun game. The ink and mesh painting part have been done by many other videos. What hasn't been done is making the gameplay where you detect opposing team ink percentage or paint another character or make the ink look as good as Nintendo got it to.
This is awesone. The process of how you came about how to blend the shapes together is interesting. It might be slightly large-scale for this channel, but can you consider doing a video on God Eater's bullet editing system? It basically allows the player to edit together and tweak chains of particle systems.
I've been waiting for this for so long! This is really cool! I thought this was going to be extremely complicated, but this is still leagues above how complex I imagined.
I’m really thinking of how a combination of all of your projects would look- to be fair, remastering some older projects with Jammo would also be great!
This was fantastic. I was wondering how to make the paint appear on textures for months. I knew projecting images for each bullet wouldn’t work because it would be way too inefficient. Great work!
Very awesome, thanks for sharing this, it's so interesting to see and helps a lot to improve my understanding of shaders and how they can be used to create some funky effects!
Excellent video! It seems that the Splatoon ink droplets also decrease in length as they fly to give a sense of weight and elasticity. They start as elongated blobs and quickly snap into sphere-like shapes.
This was great! I remember attempting this on my own when I was feeling inspired by first discovering your channle a year or so ago, but I kinda failed at it lol... I'll have to download the git repo and check it out!
Thanks so much! Sounds like it was a really complicated process. But this will give me a head start on something I'd like to attempt making. Again, thank you~
You're great. No, seriously and if you want to dismiss it cause some random dude on the internet said it please don't. You put a lot of effort into making your projects. You may not be the best in everything you do, but you actually do stuff. You do not just sit, you open Unity, YT Tutorials and make stuff. That level of patience and determination deserves a huge amount of respect
Speaking of Nintendo games, I've been playing Smash and would love to see a recreation of Terry Bogard's 'Buster Wolf' and 'Power Geyser'. Love your stuff.
i feel the video didn't touch on the part i was most curious about, which is how the game knows what parts are inked your color, which parts are inked the opponent's color, and which parts aren't inked at all, and then uses this to both calculate scores and to let the player move in squid mode/take damage, and how it deals with inking different colors over one another
Hey y'all! Thanks for watching! ♥
Don't forget to check out the complementary video from TNTC! 👉 ua-cam.com/video/YUWfHX_ZNCw/v-deo.html
it's all nice but i always strugle to convert the custom shaders into hdrp any chance to do a video how to convert the shaders into hdrp
I'm wanting to get into making games.
I'm using Godot and I was wondering if you could make a video using Godot or comparing Unity, Unreal, Godot or any other engines you know of.
Love the videos, came from reddit.
Please could you look at Reinhardt's shield mechanic, switching from 1st to 3rd person in overwatch?
Thanks for explaining the thought process behind the shader effect, it looks awesome!
Woah, the legend itself code monkey
@@difanaufalpratama8765 yesss!!!
legend
hello code monkey i am your subscriber and i request you to make level editor for hyper casual game like stackball (casual azur games) i have started gamdev jerney but i am still stuck at this thought that how can i mange to create almost more than 1000 levels only in single scene? how does they do it please help me.
Thanks André we really enjoyed working on this project with you!
Come to think of it, how did the Splatoon devs implement the ink swimming mechanic? 🤔
I'm guessing there's some challenges to do that, like how to determine where can you swim in an optimized manner or etc...
This video of Dan from new frame plus explains a big part of the animation transitions well
ua-cam.com/video/-oMTHqC5GxI/v-deo.html
I think OP was referring to the "what is and isn't an inked surface" logic, not the animation.
Since you are modifying the texture of the ground. You can ray cast to sample the texture at that point and get the color of it. Black is ground, white is painted.
If someone has another idea post it here.
@@euden_yt Does that handle colors of the environment correctly? And places where the surface is obscured by obstacles in front of the camera?
I’m a developer but have no knowledge in game development. For my kind of work I would think I need the data model to keep track of painted areas for swimming and scoring at the end, but I guess that would be computationally expensive for a game.
@@cyrfung The environment colours have nothing to do with it. The splat map and the environment textures are separate, and you only sample from the former in this case. This effect is not screen space based so it will work totally fine without the camera looking at the relevant area.
What a great video! Very satisfying ink effect - it's pure game juice!
Hi
When the world needed him the most, HE RETURNED!!!!!
I freaking love how you used photoshop adjustment layers as a way to "prototype" the shadergraph interactions. Simply brilliant, def adding that approach to my repertoire
its been 3000 years... welcome back, my guy!
If you ever do the ink swimming system, it would be funny to have Jammo turn into a little submarine, lol
You won't believe what I was searching for all over the internet just a few days ago. Thanks a lot!
There's actually a lot of resources on this already. His way of describing it is simple and understandable. But I found guides or overviews of what to do a couple years ago when I first picked up splatoon and wanted to make it for pc. Still just above my head tho
Hey mom, I want Splatoon 3
We have splatoon 3 at home.
Splatoon 3 at home:
Seriously though good job!
Nice job! The blurring and levels adjustment to get the blobs was very clever. Next step: calculating all the area that the paint is covering! I'm curious how Splatoon devs implemented that part.
One of my favourite channels, glad to see you at it again 👍
Nobody:
Not one single heckin’ soul in the entire known universe:
Me: Jammo’s shoulders are looking nice.
I hate this comment format so much. =P
This comment is perfect LOL
Just for context - Omni actually created Jammo! 👉ua-cam.com/video/jKErxSUx54Q/v-deo.html
@@mixandjam haha, well it was a team effort. And for a little more context, we needed to do a fix to his shoulders because the original version had some questionable vertex weights and it was especially apparent with the pose for the gun. Other people will be able to benefit from the change as well once the update goes out. =D
@@artsyomni i also hate the comment format, luv you tho
@@mixandjam i request you to make level editor for hyper casual game like stackball (casual azur games) i have started gamdev journey but i am still stuck at this thought that how can i mange to create almost more than 1000 levels only in single scene? how does they do it please help me.sorry for the bad english.
He’s back!
He ain't never leave tho
Hey bud, I've been fully into gamedev for 2 years now and things were starting to feel very stale - I have to tell you I'm lucky I found out about your channel just today. It has been a huge refreshment and very inspiring to see such popular mechanics being replicated in a relatively simple way, keep doing what you're doing :)
I really appreciate the research that you have done. it's always really cool to see how certain mechanic works
I learn a lot with these videos. I love how you show the whole process of coming up with a solution to make an AAA game feature and the issues that show up in the way. Also: web-swinging 👀.
This is so cool dude. Good job to everyone involved. Been enjoying a lot of splatoon 3 since it dropped in september, so this was really great to see.
He finally remembered his UA-cam password
4:33 - Ah yes, the old: "just blur it and then apply levels" trick known to so many substance designer artists, a real life saver!
I think I asked for this a while back! Glad to see you finally do it! This is the best most authentic tutorial for this system!
Yo this is awesome! What a triumphant return! It's always so cool to see how you are able to pool experience and knowledge with other talented developers. There is a lot of creativity on display here. I do wish it was a little more on display though as much of the results of your had work is obscured by the player character and the splash effect when in third person. It may be nice to move the target point higher above the character, like in Splatoon. I noticed that in Splatoon the arch of the paint is high enough over the character that you can clearly track where it is traveling. In your recreation it is a little harder to track, and more importantly, harder to fully take in the technical artistry that you and your friends came up with. Compare the gameplay at 0:47 and 0:53 with 6:54. You can see in the former it is a lot easier to see where the paint is traveling and take in the post processing effects in the first clips. But, again, excellent work all around. Thanks for sharing so many interesting techniques!
Blurring the spheres and adjusting the levels was quite amazing
ngl i haven't even played the game, this looks so interesting!
It's a fun game. The ink and mesh painting part have been done by many other videos. What hasn't been done is making the gameplay where you detect opposing team ink percentage or paint another character or make the ink look as good as Nintendo got it to.
The consistent quality of your content is amazing! Now trying to figure out where I can squeeze metaballs into my projects! XD
Finally~
been waiting for this series, especially with splatoon
This is awesone. The process of how you came about how to blend the shapes together is interesting.
It might be slightly large-scale for this channel, but can you consider doing a video on God Eater's bullet editing system? It basically allows the player to edit together and tweak chains of particle systems.
The wait was well worth it, welcome back!
I've been waiting for this for so long! This is really cool! I thought this was going to be extremely complicated, but this is still leagues above how complex I imagined.
I’m really thinking of how a combination of all of your projects would look- to be fair, remastering some older projects with Jammo would also be great!
I was just wondering where you disappeared to. Glad you're still around!
Looks awesome, great solution on how to solve the fake volumetric question, well done! The cake is a lie
no way man I've been thinking about this in my head for the past few days and now I see a video on it wow. does google have access to my head??
This was fantastic. I was wondering how to make the paint appear on textures for months. I knew projecting images for each bullet wouldn’t work because it would be way too inefficient. Great work!
Thank you so much for this video and for git project, this project is so helpful for me❤
This is definitely my favorite youtube channel.
I would love to see your take on some of the mechanics from Astro Playroom!
Great video! I saw a few assets that had this affect and always wondered what went on behind the scenes
This was the one video I most wanted. Thanks a lot!!!!!
Amazing effect
It's been a while since I saw one of your videos, I'm glad you uploaded again! :D
Very awesome, thanks for sharing this, it's so interesting to see and helps a lot to improve my understanding of shaders and how they can be used to create some funky effects!
Wow that turned out so well...
Excellent video!
It seems that the Splatoon ink droplets also decrease in length as they fly to give a sense of weight and elasticity. They start as elongated blobs and quickly snap into sphere-like shapes.
This is so amazing! Congrats André and collaborators
Wooo! new video!! Thanks for sharing the progress!
Yes! I have been waiting for this for so long!
Excellent recreation of the Splatoon ink! This was super interesting to hear how you achieved this.
very cool . Good to see you back !
i'd love to see an extension of this for swimming into the ink
This channel is so underrated! 1 mil in the future! 👀
The editing quality is increasing, keep up the good work
Btw can you recreate atack on titan mechanic
Your custom pass solution is simply awesome :O
Welcome back. Good to see it
I've always wondered how this worked! Thanks for this.
i learn something new everytime a new video drops. fkn awesome stuff
I’ve been wondering how do to something like this since I was little playing super mario sunshine! Thanks for this neat tutorial.
Very nice and thorough thought process and troubleshooting!
That fake volumetric particles bit is brilliant!
At first, I read “Making metaballs” as “Making meatballs”
*we're in Unity not ikea*
I just discovered the channel, I love it!
I'm new to unity but I can already create a lot, I hope to one day reach your level!
Did such a good job on this that even UA-cam thinks this is actually Splatoon 3
Next do that he can swim in the ink
This was great! I remember attempting this on my own when I was feeling inspired by first discovering your channle a year or so ago, but I kinda failed at it lol... I'll have to download the git repo and check it out!
Long time no see...
I might never develop a game but watching this is way too much fun
Great Effects and Efforts.
Really good video! I'm working on an splatoon inspired game and this comes handy.
This is one of your best. I love the detail you provide here, I can use this!
Great Job my friend
I swear i once requested this from you. Thank you so much
Thanks so much! Sounds like it was a really complicated process. But this will give me a head start on something I'd like to attempt making. Again, thank you~
i like how the automatic license thingy in the description put it as splatoon 3
You're great. No, seriously and if you want to dismiss it cause some random dude on the internet said it please don't. You put a lot of effort into making your projects. You may not be the best in everything you do, but you actually do stuff. You do not just sit, you open Unity, YT Tutorials and make stuff. That level of patience and determination deserves a huge amount of respect
Splatoon is such a fun shooter. Can't wait for Splatoon 3!!
Speaking of Nintendo games, I've been playing Smash and would love to see a recreation of Terry Bogard's 'Buster Wolf' and 'Power Geyser'. Love your stuff.
100 love this content. I would LOVE to see something like the final fantasy tactics movement / facing mechanics.
This looks absolutely amazing! Great job everyone!
amazing video as per usual. Love watching your channel keep up the awesome work :D
he is back :)
This is such an awesome channel!
Yes I have been wanting this!!!
Would love to see a Splatoon FPS game made with this!
This'll be my favourite episode!
(as you can see Im a spoon fan)
I want to play splatoon again now... Let’s go!
Thanks for the awesome videos!
Awesome result! Very impressive!
Welcome back!
Nah man you're a legend it's just insane
It turned out amazing!
Yay he's back!
best Series in youtube !
Awesome performance !
Wonderful video! I was wondering if you would ever try to recreate the scan visor from Metroid Prime 2, as I've never really seen it replicated.
Huge amount of work!
First dani now you, it’s a great day today
All we need is to control splatoon with a banana controller now!
YES A UPLOAD
i feel the video didn't touch on the part i was most curious about, which is how the game knows what parts are inked your color, which parts are inked the opponent's color, and which parts aren't inked at all, and then uses this to both calculate scores and to let the player move in squid mode/take damage, and how it deals with inking different colors over one another
It's so beatiful!
Great job man!