For anyone coming across this video, there is a new menu called Direction. You can set the spread there, and also you can set direction to (0, -1, 0) instead of doing the rotation. And just fyi, I used the same values for the torch as in the video, but mine did not come out the same. For example, 0 spread looks awful, but that was what he used. So just play with the values and figure out yourself what looks good. Probably better for you to do that anyways.
I'm using 3.1 and I have to say after 2 YEARS your videos are the best when it comes to understanding why what happens works. You are an incredible teacher. Your Pace is great and the words you use are understandable to beginners. I can't thank you enough.
@@Kidscancode A guy above says youve used too many particles for the torch. what do you think is the downside to using a lot of particles in a game? going by their size i cant imagine them being much of a load on the cpu actually now that i think about it they must have their individual code running so perhaps it is heavy is that the case, sir?
I know this is old but thank you none the less. These slower more in-depth turorials on a single subject are very helpful and I've used many of your videos to help me learn godot and I am making much better progress than if your videos were not here.
Another heartfelt thankyou. I had a quick play with Particles a year or so ago and could not make head or tail of them. Now I have a much better understanding. XD
Youre the best! :D I would love to see more and more know your nodes! There are tons of nodes i have no idea how they work and godot official doc page is old and kinda confusing, but seeing nodes in action, its so great! :D
If you're using 3.0, make sure you're looking at the latest docs. Look at the bottom of the sidebar and make sure you choose "latest" the url should look like: docs.godotengine.org/en/latest/ We've done a lot of work over the past couple of months on the API docs and they're much more complete than 2.1's were. Now that beta is out, the rest of the docs will start seeing some love too.
As always: brillant! For me it's important and very time-saving to watch your videos instead of reading the basic stuff (of course it is still important reading it...) THX!
If you want to optimize your game. Don't forget to use lower particles. Like use 6-10 instead of 100. It will look almost the same but with better performance.
For some reason, setting all processes to false didn't work for me. What I had to do in the timer timeout is set `SpeedScale = 0`. Note: I'm using C# / Godot 3.4
The only thing missing from particles 2D is a way to have random lifetime. Maybe I suppose that can be done with an alpha for now Oh and also particles need a "start" as well as an end (lifetime). In other words, If you want them to spawn from a point but in a circular shape, but have the center of the circle be clear of particles. You need to have a way to tell the particles to "start" only after a certain time period as well, that way you can originate from a point but still create a "clear zone" that has a shape Should look to Blender for the best way to do particles, it has very good options for adjusting them
Thank you for making great tutorial! I have a question, if you don't mind. I can't see H Frames/V Frames on my Godot 3.2 particle 2D.. how can I enable it? Is it special texture?
Hey, I'm watching your tutorials now, and I'm impressed. Could you tell us about the pull request related to emmitting and how is it in 3.2 version? Thanks.
Is there any chance that you could adjust this video for 3.1 ? I have downloaded the get hub files and cannot figure out why the animation is not working correctly on the chest and droplets. Or maybe you could just point me to a video that has a solution to this.
can the particles emit lights? or can you add particles like smoke/fog to lights to distorted the reflections? do you plan to make tutorials for Godot 2x I'm interested more about the Visual Shader Editor and how it works.
Particles don't emit light, but you could get creative with a particle shader. It depends on the effect you're going for. I don't plan on doing anything else for 2.1. It's still supported for existing projects, but if you're starting out it makes the most sense to start on 3.0.
Thank you for this tutorial video! I have a snow particle system that I've been trying to put into a platformer. In my master level scene, I've attached the particle node to a CanvasLayer node so that the snow effect sticks with the camera. However, once camera dragging starts, it does look like the frame of snow is moving along with the player (instead of the player moving THROUGH a frame of snow). My question: how best to implement a constant background of snow or rain or wind? Is there a best node to attach it to or is something done via script? Thanks!
I have the collision mask set correctly but the enemy tanks DetectRadius detect enemy tanks -edited - disconnected and reconnected the signals, now it works properly But now both enemy tanks stops when one is a front of the player
Great Videos. Question, when I dragged the white_Puff to the Particle2D texture, the texture covered the whole screen. I selected "Stream Texture". How can I contain the texture within the Object?
Thank you for this video. I really inspires me to try getting in to Godot again. One small question. Once I set up a particle and want to use it later how would I bring it back? I assume that I would probably have a few particles that I set up previously that I would then want to bring in to a new project, so is that how I would do it?
Any node or set of nodes can be saved as a scene, which you can copy to any other project. A node's resources, such as the ParticlesMaterial, can also be saved into a .tres file which is portable.
This comment strikes me as odd. If it's giving the effect you want, how is that wasting resources? Why worry about "wasting resources" when there isn't a performance problem in the first place? You could carry this further and say that animations are a waste compared to static images. In short: don't worry about it - make your game and don't think about performance issues until you actually encounter one. If you do, it likely won't be the one you thought you'd have in the first place.
KidsCanCode please don't take personal. Let me give you some background: I'm recently trying to learn godot but many many years ago I learned the basic of programming with div games studio and some years later tried bennugd as a fork of div. All those scripting languages did everything via software, so pure CPU usage. Also the cpu tech at the moment obviously was a lot slower and less efficient than today, so using particles with physics processing and rotating graphics was unthinkable for things not really important like a decoration flame which can be achieved with just doing some animation of 3 or 4 frames saving tons of cpu computation. Every optimization in that matter was directly reflected when running the game in some portable devices where the game could be run on, and that's the why of my comment. I'm thinking old fashioned lol
Yes, those older frameworks that were cpu-rendered really limited what you could do in a single frame. The thing about using a modern game engine like Godot is that a lot of the performance issues are handled for you - that's the point. That's not to say that you can't do things that will grind your game to a halt, but in general you're pretty safe using the things that are built into the engine, such as particles, animations, etc.
I don't plan on doing any games in visual script at this time. I find it harder to use than GDScript for a number of reasons, so I don't think it is useful as a learning tool.
For anyone coming across this video, there is a new menu called Direction. You can set the spread there, and also you can set direction to (0, -1, 0) instead of doing the rotation.
And just fyi, I used the same values for the torch as in the video, but mine did not come out the same. For example, 0 spread looks awful, but that was what he used. So just play with the values and figure out yourself what looks good. Probably better for you to do that anyways.
I'm so glad and happy there are videos like these in case we forget stuff
I'm using 3.1 and I have to say after 2 YEARS your videos are the best when it comes to understanding why what happens works.
You are an incredible teacher. Your Pace is great and the words you use are understandable to beginners. I can't thank you enough.
Thanks!
@@Kidscancode A guy above says youve used too many particles for the torch. what do you think is the downside to using a lot of particles in a game? going by their size i cant imagine them being much of a load on the cpu
actually now that i think about it they must have their individual code running so perhaps it is heavy
is that the case, sir?
I know this is old but thank you none the less. These slower more in-depth turorials on a single subject are very helpful and I've used many of your videos to help me learn godot and I am making much better progress than if your videos were not here.
Another heartfelt thankyou. I had a quick play with Particles a year or so ago and could not make head or tail of them. Now I have a much better understanding. XD
Youre the best! :D
I would love to see more and more know your nodes! There are tons of nodes i have no idea how they work and godot official doc page is old and kinda confusing, but seeing nodes in action, its so great! :D
If you're using 3.0, make sure you're looking at the latest docs. Look at the bottom of the sidebar and make sure you choose "latest" the url should look like: docs.godotengine.org/en/latest/
We've done a lot of work over the past couple of months on the API docs and they're much more complete than 2.1's were. Now that beta is out, the rest of the docs will start seeing some love too.
Cool, ill check! :)
As always: brillant!
For me it's important and very time-saving to watch your videos instead of reading the basic stuff (of course it is still important reading it...)
THX!
This tutorial is awesome sir, thanks
If you want to optimize your game. Don't forget to use lower particles. Like use 6-10 instead of 100. It will look almost the same but with better performance.
I'm a simple person, i see Godot 3 i press like.
Can't wait untill Godot 4...
I liked your comment cause I saw Godot 3
@@armonj2296 I liked your reply because I saw Godot 3
@Colin Smith i liked your reply cuz i saw Godot 3 ... Omg this is never gonna end.
awesome thanks for all efforts!
Wonderful tutorial!! Thanks
I liked as soon as I saw the video notification and it was well done :D
Particles always scared me, thanks for the tutorial.
Great tutorial, need this fire example in order to test an aspect of my game.
Thanks. I now know how to use particles :)
Great series!
Thanks for making this video! Great explanation, it made making my own particle effects a breeze :)
For some reason, setting all processes to false didn't work for me. What I had to do in the timer timeout is set `SpeedScale = 0`. Note: I'm using C# / Godot 3.4
thank you. some nice effects
Very nice
The only thing missing from particles 2D is a way to have random lifetime. Maybe I suppose that can be done with an alpha for
now
Oh and also particles need a "start" as well as an end (lifetime). In other words, If you want them to spawn from a point but in a circular shape, but have the center of the circle be clear of particles. You need to have a way to tell the particles to "start" only after a certain time period as well, that way you can originate from a point but still create a "clear zone" that has a shape
Should look to Blender for the best way to do particles, it has very good options for adjusting them
For your second point, that's what the "emission shape" property is for.
Thank you, great video !!
Thanks! Very helpfull!
Lol, I coded my own particles from scratch not knowing there was a node for that. XD
awesome video, as usual!
Hm..I cant seem to get the steam/fluffy effect to work
awesome...
Damn thats dope
Thank you for making great tutorial!
I have a question, if you don't mind.
I can't see H Frames/V Frames on my Godot 3.2 particle 2D.. how can I enable it? Is it special texture?
nevermind, Godot team moved H Frame/V Frame option to CanvasItem>Material>CanvasItemMaterial.
thank you so MUCH
Thank you!
This is a great tutorial.
Thank you for the tutorial, is incredible
Thanks!
Hey, I'm watching your tutorials now, and I'm impressed. Could you tell us about the pull request related to emmitting and how is it in 3.2 version? Thanks.
Is there any chance that you could adjust this video for 3.1 ? I have downloaded the get hub files and cannot figure out why the animation is not working correctly on the chest and droplets. Or maybe you could just point me to a video that has a solution to this.
can the particles emit lights? or can you add particles like smoke/fog to lights to distorted the reflections? do you plan to make tutorials for Godot 2x I'm interested more about the Visual Shader Editor and how it works.
Particles don't emit light, but you could get creative with a particle shader. It depends on the effect you're going for. I don't plan on doing anything else for 2.1. It's still supported for existing projects, but if you're starting out it makes the most sense to start on 3.0.
Thank you for this tutorial video!
I have a snow particle system that I've been trying to put into a platformer. In my master level scene, I've attached the particle node to a CanvasLayer node so that the snow effect sticks with the camera. However, once camera dragging starts, it does look like the frame of snow is moving along with the player (instead of the player moving THROUGH a frame of snow). My question: how best to implement a constant background of snow or rain or wind? Is there a best node to attach it to or is something done via script? Thanks!
I have the collision mask set correctly but the enemy tanks DetectRadius detect enemy tanks
-edited -
disconnected and reconnected the signals, now it works properly
But now both enemy tanks stops when one is a front of the player
I can't really guess how you made that happen. Also, why did you post this question about the tank game on the Particles2D video?
oh, my mistake, it is the autoplay was debugging that behavior and haven't noticed I'm in another video.
Your channel is amazing, i know you know but i wanted to say hahaha
Great Videos. Question, when I dragged the white_Puff to the Particle2D texture, the texture covered the whole screen. I selected "Stream Texture". How can I contain the texture within the Object?
To enable animation, you need to add a CanvasItemMaterial, and enable the "Particles Animation" property.
great tutorial!! (can you share the smoke texture?)
Smoke is from kenney.nl.
have you made a tutorial on how to make a 3d floor and a player model to walk on it?
I haven't done any 3D topics yet, but I'm planning to make some soon.
excelent
great
how can I use a particle2d when player die?
You can attach it to the player and set "emitting = true" when the player dies, or instance it at the player's position.
@@Kidscancode Thank you!
Good tutorial. Why the wheels don't move ?
Do you mean on the train? Because it's a static image I just grabbed to do the demo. :)
@@Kidscancode : yes , the wheels of steam locomotive . This is a way to do it simple , I don't test it: ua-cam.com/video/lMFuEc1XsOQ/v-deo.html
Thank you for this video. I really inspires me to try getting in to Godot again.
One small question. Once I set up a particle and want to use it later how would I bring it back? I assume that I would probably have a few particles that I set up previously that I would then want to bring in to a new project, so is that how I would do it?
Any node or set of nodes can be saved as a scene, which you can copy to any other project. A node's resources, such as the ParticlesMaterial, can also be saved into a .tres file which is portable.
Thank you. It seems there's a lot of experimentation in front of me. :)
Great video man, I get so much inspiration. Hey, how do you add light effects to this torch?
Check out Light2D: docs.godotengine.org/en/latest/classes/class_light2d.html
Could you provide a link to your explosion animation?
I found it on opengameart.org. Can't find the link at the moment, I'm afraid.
Looks beautiful, but isn't it wasting gpu/cpu resources? Should an animation of the flame be cheaper for cpu/gpu?
This comment strikes me as odd. If it's giving the effect you want, how is that wasting resources? Why worry about "wasting resources" when there isn't a performance problem in the first place? You could carry this further and say that animations are a waste compared to static images.
In short: don't worry about it - make your game and don't think about performance issues until you actually encounter one. If you do, it likely won't be the one you thought you'd have in the first place.
KidsCanCode please don't take personal. Let me give you some background: I'm recently trying to learn godot but many many years ago I learned the basic of programming with div games studio and some years later tried bennugd as a fork of div. All those scripting languages did everything via software, so pure CPU usage. Also the cpu tech at the moment obviously was a lot slower and less efficient than today, so using particles with physics processing and rotating graphics was unthinkable for things not really important like a decoration flame which can be achieved with just doing some animation of 3 or 4 frames saving tons of cpu computation. Every optimization in that matter was directly reflected when running the game in some portable devices where the game could be run on, and that's the why of my comment. I'm thinking old fashioned lol
Yes, those older frameworks that were cpu-rendered really limited what you could do in a single frame. The thing about using a modern game engine like Godot is that a lot of the performance issues are handled for you - that's the point. That's not to say that you can't do things that will grind your game to a halt, but in general you're pretty safe using the things that are built into the engine, such as particles, animations, etc.
I was thinking that too, but i think it depends on the game design aspect, there are going to be times that particles will look out of place.
looks great can you maybe do a video on godot making a 2D card game with visual scripting
I don't plan on doing any games in visual script at this time. I find it harder to use than GDScript for a number of reasons, so I don't think it is useful as a learning tool.
oh ok
first
Thank you!