Ah very nice, I followed your last tutorial and it sped up the drawing process a lot, but then I ran into the problem of textures looking repetitive like you said. Thanks for making these!
Once again, I think this might be one of the best game dev tutorials out there. It's straight to the point, easy to follow, and includes examples. Seeing this I also now think this is probably how the Oxygen Not Included devs did their tiles.
This is really neat, I made a tilemap shader myself a couple of years ago. I recall it was kind of a pain to get the shader to apply across all the tiles instead of to each individual tile.
You are incredible! I've spent this past week trying to figure out how to do exactly this and you explained it perfectly! Especially handling multiple tile types on a single layer, thank you so much for this video
My first thought was that if you had two masks, you might be able to create some interesting effects! And then the video immediately showed a version of the shader with two masks haha
Do you know how to make an online multiplayer code? I haven’t seemed to come across anything for godot that makes this work with people who create their own characters. I want to do something similar to Castle Crashers or Shredders Revenge to have either couch co-op or online multiplayer or both (split screen and online multiplayer)
I want to get into game development but this is all so daunting. I feel like if only I had taken more interest as a kid I would be able to do this now. You made this video very easy to understand yet I don't think I would have ever figured this out on my own. The pixel art in your game looks beautiful by the way. How do you recommend I start this sort of stuff ? Theres so much to learn I dont even know where to begin
Neat little tutorial. Your last one forced me to completely rethink how I draw tiled environments - I've used wang/bitwise/marching tiles in basically every project I made in the last 10 years, and never came across your tiling method before. So much more dynamic, and flexible - and easier to create programmatically. I'm working today on my scripting engine for procgenning 3D environments using that method almost exclusively :) Also love your lil animations, they're so cute
I was one of those people, thanks again for helping me figure this out back then :) I've also ended up putting the shader on individual tiles via the TileSet tab rather than on the level of the TileMapLayer node as a whole. for some reason the floor(COLOR.r) line does not work out for me though. even though I made super sure to save the mask as fully red (or green in my case), Godot still floors the value to 0. which is why I am using step(0.99, COLOR.g) instead. and that still wasn't enough, as for some reason COLOR.g was fully set for some transparent pixels, even though I made sure the transparent pixels are 0,0,0,0 (using Aseprite, saving as PNG). so I needed to do an extra multiplication with alpha: step(0.99, COLOR.g) * COLOR.a I suspect both of those issues are down to artifacts of PNG compression or something.
Ah very nice, I followed your last tutorial and it sped up the drawing process a lot, but then I ran into the problem of textures looking repetitive like you said. Thanks for making these!
I adore the visuals. Very excited to see this evolve into a complete work.
Once again, I think this might be one of the best game dev tutorials out there. It's straight to the point, easy to follow, and includes examples. Seeing this I also now think this is probably how the Oxygen Not Included devs did their tiles.
What a simple elegant solution and great looking tiles as a result! Great job!
This is really neat, I made a tilemap shader myself a couple of years ago. I recall it was kind of a pain to get the shader to apply across all the tiles instead of to each individual tile.
amazing video!
Hell yeah we love shaders. Amazing how much breaking away from square flat tiles livens things up!
You are incredible!
I've spent this past week trying to figure out how to do exactly this and you explained it perfectly! Especially handling multiple tile types on a single layer, thank you so much for this video
Woah. Such a small change can hugely increase visual interest. Excellent idea and explanation!
Very neat, the grass looks amazing, I love the color palette!
Such a simple thing that makes it look so much better! Keep up with the good work, I can't wait for the release :)
Wow i didnt even know this was an option, im 100% going through the effort of learning shaders once i have a game in late development
what a fantastic execution
ur game looks absolutely charming!
woah this is quite smart i might do something similar for my game! always a pleasure to see ur videos keep it up!
I was thinking about this yesterday, and then you post about it today! :D
I love what you're doing. Keep up the amazing work!
Excellent! This is very useful!
This game is so beautiful
I didn't hesitate to click on this video. Your use of shaders are very creative.
New jess:codes video! I needed this today, game dev feels overbearing lately.
Thanks for the content, continue doing it pls we need more and moreee hehe
Love your videos Jess! You should stream while you code 😊
This is some awesome stuff
Really cool video ✨
Thank you for sharing! :D
My first thought was that if you had two masks, you might be able to create some interesting effects! And then the video immediately showed a version of the shader with two masks haha
*Let's goooo*
Awesome grass thanks for sharing
Welcome back
thanks for this!
W video ❤
This is a great demonstration, a familiarity with masks is so valuable
Awesome!
Wonder what made you change your tilestyle, you had such gorgeous one for the water shader video
Great job!
WOW!!! Question: What if I would like to use the color 255,0,255 how do you tell the shader that color? I'm all new ;)
broo ur brain really brained on this one. gg.
Do you know how to make an online multiplayer code? I haven’t seemed to come across anything for godot that makes this work with people who create their own characters. I want to do something similar to Castle Crashers or Shredders Revenge to have either couch co-op or online multiplayer or both (split screen and online multiplayer)
WOW!
I just wanted to boost the algorithm 😊
I want to get into game development but this is all so daunting. I feel like if only I had taken more interest as a kid I would be able to do this now. You made this video very easy to understand yet I don't think I would have ever figured this out on my own.
The pixel art in your game looks beautiful by the way.
How do you recommend I start this sort of stuff ? Theres so much to learn I dont even know where to begin
Subbed because close up cat meme
Neat little tutorial. Your last one forced me to completely rethink how I draw tiled environments - I've used wang/bitwise/marching tiles in basically every project I made in the last 10 years, and never came across your tiling method before. So much more dynamic, and flexible - and easier to create programmatically. I'm working today on my scripting engine for procgenning 3D environments using that method almost exclusively :)
Also love your lil animations, they're so cute
Love it! Thanks for sharing
Why hello there
It looks great! So excited to try this in my game!
Amazing! Thanks for sharing. Will definitely yoink this at some point :)
Simple trick with a huge payoff. Looks great!
I would love to see more shader videos, your use of them is so amazing!
I have been wanting to dip my toes in shaders for a while, this makes it seem less daunting.
Thank you for sharing your code in both Godot and Unity.
I was one of those people, thanks again for helping me figure this out back then :)
I've also ended up putting the shader on individual tiles via the TileSet tab rather than on the level of the TileMapLayer node as a whole.
for some reason the floor(COLOR.r) line does not work out for me though.
even though I made super sure to save the mask as fully red (or green in my case), Godot still floors the value to 0.
which is why I am using step(0.99, COLOR.g) instead.
and that still wasn't enough, as for some reason COLOR.g was fully set for some transparent pixels, even though I made sure the transparent pixels are 0,0,0,0 (using Aseprite, saving as PNG).
so I needed to do an extra multiplication with alpha: step(0.99, COLOR.g) * COLOR.a
I suspect both of those issues are down to artifacts of PNG compression or something.
This game is so beautiful