No questions, just wanted to say this was a very informative video. You’re often told to “add juice” to a game but not given good examples or reasons for that but you did a good job of explaining the what and why. This need not be Godot specific either but it’s cool to see more videos and articles for the engine popping up.
So, I think all your affects *do* make the bullets feel satisfying and interesting.... however it feels like these bullets should be more special. Having all these effects for every bullet while having like 80 bullets shot in a second (exaggerating I know) means that I just loose the bullets within everything. From the very beginning, when I saw actual gameplay it was very hard to figure out what was actually happening, which seems like it should always be of utmost importance in a game where dodging enemy fire and landing your own is the main gameplay mechanic. For example, if you look at something like Into the Gungeon or the new Enter the Gungeon, the effects are either 1. Very intense like yours, but there's only like one or maybe two effects per attack (this is especially true of enemy attacks that need to be extra clear) 2. Many layered effects but each one is *very* subtle with only one primary one at a time Ultimately I just think you should either reduce the intensity of a few of your effects and/or decrease how many there are in order to increase the 'readability' of the game. Overall good video though!
Yeah, everything you said is right but about the (dust) and (flash) should be decreased with the fire rate and power of the fire amount, because it was quite destructing. Don't want to look vrry selfish, but I would highly recommend you doing so. Sorry if I sound demanding...
John, amazing work! Just wanted to say it, your game looks wonderful and is the kind of game I can spent hours playing! Keep it up! Edit: Are you using a 2d scene or a 3d? Can I ask if that rotating asteroids are 3d meshes? Or animated sprites? They look great!
EDIT: I got it! Re-parenting worked. Please let me know if there is some other more simple way you achieved it thought. How did you get the particle trail effect to stick around after the bullet had been destroyed/hit an enemy? I cannot figure that out right now it's blowing my mind. I tried deleting the sprite and collision box node children, setting the velocity to zero, and putting a tween fade on the particles, but then occasionally the collision shape would trigger a "double-hit" or just not damage the enemy. Now I'm trying to reparent the particles just before deleting them, but no luck so far.
Could you please explain how those blue trails behind bullets and engines are done? At least the concept behind them, if details are too complicated for a comment response. Thank you in advance! UPD: sorry, just checked rest of your channel and saw video about it there:) Leaving the comment for other people to see if they have similar question in mind.
How do you do those spark wake things? When i try with one particle, it emits one particle every several seconds or so. if i use many particles, it emits them all in one go. How do you graduate them?
Awesome, Im only watching this video today but i wanted to comment anyway, very awesome im doing my first game and this helped me a lot about the implementations, (you probably wont even see this anyway) But, if you do, i dont know how i would implementate the "Line Trails" Asked to Pigdev if he can answer me But if you do make a video about it, i would be very gratefull thanks
I have a question about that glow shader you said you applied to the bullet. Where could a feller like me find a nice glow shader that I could port to godot's shader language. I've been really having a rough time finding a script that I can understand.
No questions, just wanted to say this was a very informative video. You’re often told to “add juice” to a game but not given good examples or reasons for that but you did a good job of explaining the what and why. This need not be Godot specific either but it’s cool to see more videos and articles for the engine popping up.
Dude, you deserve way more attention/views and kudos, your content and tips are incredibly relevant and valuable!
Great video! Breaking down each effect is super helpful to see what goes into juicing up a bullet.
This game looks so polished, I have literally 0 words.
Fantastic guide to adding weight to player actions - good sense of humor, too
This is some very nice tips, great devlog, keep em coming 😁👍
Thank you for sharing, So many experiences to make a shoot game more juice!
Cool tutorial and all, but man, the pixelart is AMAZING!
So, I think all your affects *do* make the bullets feel satisfying and interesting.... however it feels like these bullets should be more special. Having all these effects for every bullet while having like 80 bullets shot in a second (exaggerating I know) means that I just loose the bullets within everything. From the very beginning, when I saw actual gameplay it was very hard to figure out what was actually happening, which seems like it should always be of utmost importance in a game where dodging enemy fire and landing your own is the main gameplay mechanic.
For example, if you look at something like Into the Gungeon or the new Enter the Gungeon, the effects are either
1. Very intense like yours, but there's only like one or maybe two effects per attack (this is especially true of enemy attacks that need to be extra clear)
2. Many layered effects but each one is *very* subtle with only one primary one at a time
Ultimately I just think you should either reduce the intensity of a few of your effects and/or decrease how many there are in order to increase the 'readability' of the game.
Overall good video though!
Great tips, Thanks!!
Yeah, everything you said is right but about the (dust) and (flash) should be decreased with the fire rate and power of the fire amount, because it was quite destructing. Don't want to look vrry selfish, but I would highly recommend you doing so. Sorry if I sound demanding...
John, amazing work! Just wanted to say it, your game looks wonderful and is the kind of game I can spent hours playing! Keep it up!
Edit: Are you using a 2d scene or a 3d? Can I ask if that rotating asteroids are 3d meshes? Or animated sprites? They look great!
@@johnmakesgames How did you create the asteroid like hand drawn or is it like a 3d asteroid rendered into pixel and taken 12 frames of it?
EDIT: I got it! Re-parenting worked. Please let me know if there is some other more simple way you achieved it thought.
How did you get the particle trail effect to stick around after the bullet had been destroyed/hit an enemy?
I cannot figure that out right now it's blowing my mind. I tried deleting the sprite and collision box node children, setting the velocity to zero, and putting a tween fade on the particles, but then occasionally the collision shape would trigger a "double-hit" or just not damage the enemy. Now I'm trying to reparent the particles just before deleting them, but no luck so far.
How do is you make the RGB glitch effect? The game and video look amazing. The bloom on the bullet is 😎👌
Could you please explain how those blue trails behind bullets and engines are done? At least the concept behind them, if details are too complicated for a comment response. Thank you in advance!
UPD: sorry, just checked rest of your channel and saw video about it there:)
Leaving the comment for other people to see if they have similar question in mind.
How did you do the explosion ?? The rocks emit a orange glow while exploding ??? Is it just animated or shaders are used??
How do I make a kitamatic body2D queue_free when it hits tile map?
How do you do those spark wake things? When i try with one particle, it emits one particle every several seconds or so. if i use many particles, it emits them all in one go. How do you graduate them?
Thanks!
Are the pitch shifts to the sound effect pre-calculated or does that get done by Godot?
Awesome,
Im only watching this video today but i wanted to comment anyway, very awesome
im doing my first game and this helped me a lot
about the implementations, (you probably wont even see this anyway)
But, if you do, i dont know how i would implementate the "Line Trails"
Asked to Pigdev if he can answer me
But if you do make a video about it, i would be very gratefull
thanks
I have a question about that glow shader you said you applied to the bullet. Where could a feller like me find a nice glow shader that I could port to godot's shader language. I've been really having a rough time finding a script that I can understand.
@@johnmakesgames oh wow okay
how can I add camera shake in my game
@@johnmakesgames thank you sir