This is a fantastic video. I'm currently adding game juice to my game, and you are pointing out many subtleties not mentioned in other videos. Thank you!
I'm binging your content. Every video is great. As a designer, I absolutely love your comprhensive discussion of art and what makes it work, and REALLY appreciate your technical lessons (my biggest challenge). Your ability to break down complex concepts into digestible segments is truly amazing. Keep this up and you're going to be a major UA-cam success!
I realized while making it that the video would become an hour long and kind of disjointed if I explained each step I made, so this is more of an introduction to the topic, and I will most likely have to make a video for each topic individually.
what makes the foliage movement shader look artificial is not that it's programmed. it's that you didn't think of adding 2 layers of perlin noise (with a random seed each) on top of the sine wave that creates the movement. or maybe you did think of doing it, but it's too difficult - if i wasn't using Godot, i would also find shaders too difficult to really use.
I kind of agree in that the shader I made is way too simple, I have been looking into improving it with something like perlin noise as you said. But personally I feel as if any type of continuous movement generally feels slightly more artificial compared to the discrete transitions that you might get from hand-animating it. That is not to say that a shader is bad, just that the look it gives is distinctly different.
It was nice seeing 8 doors among the example games. While it has its frustration (especially early game), I had a great time with it and it has an absolutely phenomenal aesthetic.
Man I LOVE YOUR VIDEOS!!! I really hope my toxicity doesn't annoy you too much, but it probably has. I really love that you're sharing your knowledge with everyone else, I really appreciate how "Down to earth" you are, you know your limits and you are a learner... and a teacher. Seriously respect to you and all you do, even if I'm an unbearable hater of all things. That fkin "ghostsong" game boils my blood c:
I appreciate the support :) I really don't mind differing opinions, I understand why people come to different conclusions. I try as best as I can to outline my thought process and why I think the way I do, plus I understand where you are coming from in regards to a lot of these things, I would probably say that I have shared similar sentiments in the past ^^
Great video as always! I'm still trying to figure out how to make my shaders serve me more and look more professional, but I'll try the book of shaders. It looks quite useful.
How about gras / flower animations with Skeleton2d and animation player? You can put a script behind it that controls the speed of the animation or various other things, and you can add to it over time. That's my plan, as soon as I get there...
ye, just particles. I haven't looked into performance with particles vs animated tiles, but as far as I can tell, particles work quite well and it is easy to implement :)
The reason I mentioned it was in part because I saw a video by @GonkeeDev that made his own procedural fog in godot (sort of replicating the dead cells shader) so I recommend checking the video out, it was quite extensive and well made :)
@@Nonsensical2D thats interesting, i checked it out. it looks like its for full screen, i tried to generate that, but looks quite sharp on the edges still, so not there yet. any ideas about hollow knight fog ? there is some nice fog in the background. i wonder how it works, it seems like some fog sprite and shader, but no idea, maybe particles?
@@greguar86 Hmm, i know you can get a quite decent fog look with particles if you just use a soft particle (sort of like a soft brush) and then fade them in when spawning, and increase opacity with time, and then fade them out. set the time they exist to something like 5 seconds and you can get a quite decent amount of movement that kind of looks like it's generated by noise. But I haven't looked at the performance of it too much, but it could be worth trying (wouldn't take many minutes to test). I wonder in regards for the screen shader, it should be possible to apply similar techniques to a fragment shader which wouldn't be attached to your screen, I haven't looked into it too much, but I don't see what the issues would be.
Showing the player what weather there is in a scene is a really unique thing to hear but makes a great deal of sense!
This is a fantastic video. I'm currently adding game juice to my game, and you are pointing out many subtleties not mentioned in other videos. Thank you!
I'm binging your content. Every video is great. As a designer, I absolutely love your comprhensive discussion of art and what makes it work, and REALLY appreciate your technical lessons (my biggest challenge). Your ability to break down complex concepts into digestible segments is truly amazing. Keep this up and you're going to be a major UA-cam success!
literally what i needed crazy this showed us so fast!
I realized while making it that the video would become an hour long and kind of disjointed if I explained each step I made, so this is more of an introduction to the topic, and I will most likely have to make a video for each topic individually.
@@Nonsensical2D thank u the video was still very helpful! though further videos on it like you said would be nice as well.
what makes the foliage movement shader look artificial is not that it's programmed.
it's that you didn't think of adding 2 layers of perlin noise (with a random seed each) on top of the sine wave that creates the movement.
or maybe you did think of doing it, but it's too difficult - if i wasn't using Godot, i would also find shaders too difficult to really use.
I kind of agree in that the shader I made is way too simple, I have been looking into improving it with something like perlin noise as you said. But personally I feel as if any type of continuous movement generally feels slightly more artificial compared to the discrete transitions that you might get from hand-animating it. That is not to say that a shader is bad, just that the look it gives is distinctly different.
It was nice seeing 8 doors among the example games. While it has its frustration (especially early game), I had a great time with it and it has an absolutely phenomenal aesthetic.
Man I LOVE YOUR VIDEOS!!! I really hope my toxicity doesn't annoy you too much, but it probably has.
I really love that you're sharing your knowledge with everyone else, I really appreciate how "Down to earth" you are, you know your limits and you are a learner... and a teacher.
Seriously respect to you and all you do, even if I'm an unbearable hater of all things.
That fkin "ghostsong" game boils my blood c:
I appreciate the support :) I really don't mind differing opinions, I understand why people come to different conclusions. I try as best as I can to outline my thought process and why I think the way I do, plus I understand where you are coming from in regards to a lot of these things, I would probably say that I have shared similar sentiments in the past ^^
Great video as always! I'm still trying to figure out how to make my shaders serve me more and look more professional, but I'll try the book of shaders. It looks quite useful.
Some real good tips there, one of I'm going to use in my own project so certainly helpful. Thanks
I can’t wait for the next ones!
How about gras / flower animations with Skeleton2d and animation player? You can put a script behind it that controls the speed of the animation or various other things, and you can add to it over time.
That's my plan, as soon as I get there...
Great tips, this'll definitely help me with my game
Really Good and interesting video. You explain well and have a nice voice so it‘s easy to follow along :)
This was amazing thank you! 😊
Very useful info, thanks for sharing.
Thanks for the video!!
This is a very good video awesome job
Thanks for another high quality analysis. Is there somewhere we can follow or wishlist the game you are making?
Not as of yet. I appreciate the support :)
@2:00 The particles don’t seem entirely random. Even their PAST don’t entirely make sense? Oh PATHS. I had to listen 5 times lol.
I really like your water... so the shimmer is just particles, not an animated tile?
ye, just particles. I haven't looked into performance with particles vs animated tiles, but as far as I can tell, particles work quite well and it is easy to implement :)
nice video! i always wonder how to make a good fog effect like in dead cells
The reason I mentioned it was in part because I saw a video by @GonkeeDev that made his own procedural fog in godot (sort of replicating the dead cells shader) so I recommend checking the video out, it was quite extensive and well made :)
@@Nonsensical2D thanks man, i write my game in java (libgdx) but hopefully the rules are quite transerrable
@@Nonsensical2D thats interesting, i checked it out. it looks like its for full screen, i tried to generate that, but looks quite sharp on the edges still, so not there yet. any ideas about hollow knight fog ? there is some nice fog in the background. i wonder how it works, it seems like some fog sprite and shader, but no idea, maybe particles?
@@greguar86 Hmm, i know you can get a quite decent fog look with particles if you just use a soft particle (sort of like a soft brush) and then fade them in when spawning, and increase opacity with time, and then fade them out. set the time they exist to something like 5 seconds and you can get a quite decent amount of movement that kind of looks like it's generated by noise. But I haven't looked at the performance of it too much, but it could be worth trying (wouldn't take many minutes to test).
I wonder in regards for the screen shader, it should be possible to apply similar techniques to a fragment shader which wouldn't be attached to your screen, I haven't looked into it too much, but I don't see what the issues would be.
@@Nonsensical2D thanks man! i will try particles
What is the name of the game shown at 0:20 of the video?
Tails of iron
fina game name?
Your character is moonwalking :)
Ye, I sometimes increase the speed to show the parallax better. But it makes the character wonky :)
Stop furrowing your forehead