In case you didn't already know this, but a way of getting around UA-cam's compression is rendering videos in a higher resolution. Even if the files themselves are 1080p, rendering in 4k or even 1440p will get around the compression UA-cam seems to do with 1080p videos. They specifically throttle that option the most, likely because it's the most common resolution to upload to
Unlike previous videos, I barely understand what is going on and how it set up despite your best efforts trying to explain it, so congratulations, you have officially changed your class to a developer in my mind.
Really happy you're getting into visual effects! Particles/fx have always been my favorite thing to create. You're definitely taking the correct approach by making a general purpose emitter object that's reusable.
The shaders section reminds me of how certain monochrome games offer shaders in the menu that you can toggle on and off at whim. In the unlikely event your game ends up monochrome, it would be a cool idea to have that. But even if it's not monochrome it's still a neat idea. Display customization in games is always fun and deserves more exploration IMO.
Even though I rarely use them, I like to see options to change the palette or add filters or whatever. Seems like a fairly lightweight way for players to keep the visuals fresh across repeated playthroughs. I'm not committing to doing this (because it might increase the amount of testing substantially) but I'm certainly open to the idea. We'll just have to see how it shakes out.
I started watching on my computer and it looked great, but my laptop is a bit more crunchy. It's cool to see how far you've pushed the particle system in its capabilities, even if GM handles most of the code. Takes a lot to figure out how to use it in all these niche cases. Shaders are even more impressive. I think they're a much larger can of worms than they first appear, with a barrier to entry and even larger barrier to mastery. Good luck on further development; thanks for sharing your progress
Some of these already look pretty neat. I never thought about it before, but I guess various special effects in Touhou Luna Nights or Deedlit for example used those sorts of emitters. I'm partial to the leaves. The shaders I think can be a pretty neat way just to get some variety. Some area where it's all a silhouette or whatever comes to mind. It was definitely worth experimenting with at least. I've played plenty of older games I don't think have any of this stuff that look good, but I've also played some amateur efforts that could've really used some spit and shine to feel a bit better, and I think this stuff can help with that.
I probably could've been more clear. You can only set the initial orientation of the particle to a random value, not its orientation increase which is what imparts a spin to it. I want them to spin at different rates. To get the leaves spinning in different directions I had to set up several emitters.
As a non-programmer I have such a vague idea of what a shader actually is. Trying to reconcile how everything I've seen called a "shader" can be the same thing feels like I've been asked what a chihuahua, a leprechaun, and a bowl of soup have in common.
the bitrate kinda fucked with you on this video. Good work either way Either way, Maybe you know this but dont forget to use bluenoise instead of whitenoise! edit : blue noise is random like white noise, but it makes sure the particles (or whatever) are at least some distance apart, which makes it less random but much more natural.
Hey there, this is a really neat project, though I don't totally know what it is. Is it a game you're going to eventually release for the public? Is it just a personal learning project? Is there a video I missed explaining all of it?
I know theres nothing to be said about Oddworld Soulstorm that youve not said already in the New n Tasty/Oddysee comparison, but I want you to know that despite that, every second of your Soulstorm video not existing, brings me excruciating pain that grows in strenght exponentially with every passing minimicrosecond. Have a great whole life
If "blue rectangle" is not a playable character option I will be deeply saddened.
In case you didn't already know this, but a way of getting around UA-cam's compression is rendering videos in a higher resolution. Even if the files themselves are 1080p, rendering in 4k or even 1440p will get around the compression UA-cam seems to do with 1080p videos. They specifically throttle that option the most, likely because it's the most common resolution to upload to
Do you upload as 1080p or 1440?
@@gusonian8637 I usually render and upload at 4k. Doing 1440p should work fine though.
Here for his soothing voice.
I like this bouncy blue rectangle, keep it as our main character.
Unlike previous videos, I barely understand what is going on and how it set up despite your best efforts trying to explain it, so congratulations, you have officially changed your class to a developer in my mind.
Still planning on ripping off Ape Escape? I’d buy it
what do you mean by this
@@TheDepressedTurtle he said in a video that he wants to make a game inspired by Ape Escape one day.
this eroge is coming along nicely
Really happy you're getting into visual effects! Particles/fx have always been my favorite thing to create. You're definitely taking the correct approach by making a general purpose emitter object that's reusable.
You're sounding well. Great progress, glad to see what you're up to. Catch you next time.
Hope your doing well Matt! Most of what your saying in these videos goes over my head, but i still find it interesting.
It's super inspiring to see you continue to make progress with this. It's helping me push through with my own indie project. Many thanks Matt.
The shaders section reminds me of how certain monochrome games offer shaders in the menu that you can toggle on and off at whim. In the unlikely event your game ends up monochrome, it would be a cool idea to have that. But even if it's not monochrome it's still a neat idea. Display customization in games is always fun and deserves more exploration IMO.
Even though I rarely use them, I like to see options to change the palette or add filters or whatever. Seems like a fairly lightweight way for players to keep the visuals fresh across repeated playthroughs. I'm not committing to doing this (because it might increase the amount of testing substantially) but I'm certainly open to the idea. We'll just have to see how it shakes out.
@dune The most recent example of that I've seen is ZeroRanger. Typically the game is green and orange, but I've gotten used to a red and blue palette.
I started watching on my computer and it looked great, but my laptop is a bit more crunchy. It's cool to see how far you've pushed the particle system in its capabilities, even if GM handles most of the code. Takes a lot to figure out how to use it in all these niche cases. Shaders are even more impressive. I think they're a much larger can of worms than they first appear, with a barrier to entry and even larger barrier to mastery. Good luck on further development; thanks for sharing your progress
Really cool, I hope we keep getting to see more of this stuff.
Some of these already look pretty neat. I never thought about it before, but I guess various special effects in Touhou Luna Nights or Deedlit for example used those sorts of emitters. I'm partial to the leaves.
The shaders I think can be a pretty neat way just to get some variety. Some area where it's all a silhouette or whatever comes to mind. It was definitely worth experimenting with at least. I've played plenty of older games I don't think have any of this stuff that look good, but I've also played some amateur efforts that could've really used some spit and shine to feel a bit better, and I think this stuff can help with that.
10:51 I think you can set the orientation of a particle type with part_type_orientation, unless I'm misunderstanding what you're wanting to do.
I probably could've been more clear. You can only set the initial orientation of the particle to a random value, not its orientation increase which is what imparts a spin to it. I want them to spin at different rates. To get the leaves spinning in different directions I had to set up several emitters.
@@matthewmatosisextra Ahhh my bad, thanks for elaborating.
Drinking game: Every time Matt says the word ‘right’.
As a non-programmer I have such a vague idea of what a shader actually is. Trying to reconcile how everything I've seen called a "shader" can be the same thing feels like I've been asked what a chihuahua, a leprechaun, and a bowl of soup have in common.
i feel like matt's project manager watching these. better hit those deadlines pal :)
When can we expect a trailer?
What engine is this?
Matthew and Ullillillia are going to merge
The ancient language sprites look like a teleporter. You should use them later
the bitrate kinda fucked with you on this video. Good work either way
Either way, Maybe you know this but dont forget to use bluenoise instead of whitenoise!
edit : blue noise is random like white noise, but it makes sure the particles (or whatever) are at least some distance apart, which makes it less random but much more natural.
This looks like something Ulillillia would post, in the best way possible.
sick
at this point ill take whatever mathewmatosis thing i can get between videos
He ain’t making videos anymore. He’s making games
@@joebailey8294 never ever?
@@dongodongo12 I mean, never say never
@@joebailey8294 it would be kinda depressing, i would say he is top 3 youtuber in my book
@@dongodongo12 agreed, but he has transcended UA-cam and that’s exciting
im out of the loop. Is he just making this game now and not video, or what?
What is the difference between emitters and shaders? As if emitters weren't shaders anymore?
Blah blah blah im a boring semantic
Hey there, this is a really neat project, though I don't totally know what it is. Is it a game you're going to eventually release for the public? Is it just a personal learning project? Is there a video I missed explaining all of it?
There’s a blog detailing all this that’s free to view on his Patreon
that 3 looks like a ろ
:D
I know theres nothing to be said about Oddworld Soulstorm that youve not said already in the New n Tasty/Oddysee comparison, but I want you to know that despite that, every second of your Soulstorm video not existing, brings me excruciating pain that grows in strenght exponentially with every passing minimicrosecond. Have a great whole life
Have fun!
Can we get another game review? Please? Pls?
Nope
Never ever. Not even once.