Hey man your videos are awesome, please keep it up!
@Foxwizard3521 күн бұрын
I prefer the big and crunchy setting
@ServerSideSquidАй бұрын
When using the viewport method, moving the camera makes it move 1 scaled pixel at a time, which makes the movement very unsmooth. How should I be setting up and moving the camera so that I can pan the camera smoothly? I also had this issue when I was using a shader - but I figured I could probably calculate the camera position relative to the nearest pixel and shift everything left or right by that offset to give smooth movement. I never got around to implementing that, but with the viewport method I have no clue at all how to solve the same issue.
@LokieLogicАй бұрын
Gridmap3d uses multimesh btw, so no worries if you're using one
@mari-with-a-gunАй бұрын
To have the rain follow the player, I increased the radius of the spawn ring and greatly increased the amount of rain particles (I went from radius of 5 and 1000 particles to radius of 10 with 5000 particles)
@soundsofsweden9586Ай бұрын
Thanks for your efforts. I got everything to work until the GPUParticlesCollisionBox3D stuff. That really messed things up and I never understood how get it working, instead the particles just emitted from one of the sides (or all sides) of the collision box. But I really do not need that at this moment. That may have to do also with me running Godot 4.3 where so many of the settings have been moved around compared to in this video. I do hope you get a lot of views and that you are encouraged to do more videos like this, they are sorely needed because there are so little tutorials for Godot compared to Unity. I understand you put in a lot of work into this video, so again a great thankyou. I am going to look at your other videos dealing with Godot.
@RhevoRamirezАй бұрын
Thanks my friend
@marinhoutubeАй бұрын
Is it possible to have collisions as well?
@janwagner30206 күн бұрын
You would need to use the PhysicsServer for that
@SunJaycyАй бұрын
cool but the original texture details vanish. like eyes etc
@Carlover22-09Ай бұрын
Thanks I liked
@MrMr-oj7hlАй бұрын
What about godot 4.x?
@Pyblo1588Ай бұрын
There is something weird in the way this pulse looks like on non-box models (like the ramp or for ng cylinder) - 09:20. The sdf shape looks deformed on those (not a continuation of box sdf shape). Any idea why it is so?
@aitboss852 ай бұрын
I think for a large map, many falling and colliding particles will drop down the performance. I was thinking of a simple cheap trick of making an animated flat layer displaying falling rain over the camera just like in 3d games. What do you think?
@Qyedo9 күн бұрын
Just connect the particle emmiter to your player
@sweetabsol2 ай бұрын
Played this game to 100% was a fun time only problem I had with it was the camera not fully behaving all the time. Also that stupid beach mini game.
@foixa2 ай бұрын
It's hard to test without knowing the node-tree settings: \TutorialBear\Bear_Simple\ControlRig\Skeleton3D\Bear001
@possiblyzslot8382 ай бұрын
How did you get that glass ball?
@coratoraYT3 ай бұрын
Why does every tutorial video on youtube assume people know things and skip critical steps for beginners. ALWAYS.
@LersdayАй бұрын
Came to comment this. Just assumes you understand everything and shows you how it would work
@kazilife80593 ай бұрын
Bro THAT WAS IT! Idk, why every other tutorial/ article I saw about trying to cel shade was absolute irrelevant and confusing stuff that made no sense! God bless you man, thanks for this to the point and simple/ effective tutorial. Instant subscribed!
@JackAllpikeMusic3 ай бұрын
I'm having absolutely no luck trying to replicate this in 2D. Changing the stretch shrink changes the size of everything, and it's effectively impossible to position things/get a camera working properly.
@UltimatePerfection3 ай бұрын
But I've read the title as "A (Not So) Brief Overview of 3D _Parties_ in Godot 4" and prepared cute balloons, silly hats, and everything... 😢 Still, a very useful video!
@natwon6333 ай бұрын
thanks for the tutorial, man. I was looking forever to figure out a way that doesn't exploit an engine bug.
@kulak85483 ай бұрын
How did you make the mirror material?
@possiblyzslot8382 ай бұрын
Pretty sure it can be done with the standard Godot material settings + reflections in Environment. High metallic and specular, low roughness etc.
@kulak85483 ай бұрын
very useful, thank you
@ilhanilhanDev4 ай бұрын
thanks for video , shart and understandable
@XxIBlueIxX4 ай бұрын
shart is crazy
@okie90256 күн бұрын
shart
@JohnStonexDj4 ай бұрын
thanks dude! love you <3
@99JasonKim4 ай бұрын
could you implement the Desperado3 or Shadow Tactics type of vision cone? Thanks~
@knowercoder4 ай бұрын
This is very useful. Thank you!
@zrw-xc9hy5 ай бұрын
Can your project 4.0 godot run
@zrw-xc9hy5 ай бұрын
How to link UI buttons with raindrop display? I really want to learn. Please tell me
@JuJuR5 ай бұрын
would you happen to know how to enable and disable this effect with a button click (like batman detective vision)
@Leoees6 ай бұрын
Do u know more games like this?
@chomptar6 ай бұрын
Short hike is honestly one of the best indie game I'd played in my life.
@camilosaavedralopez37575 ай бұрын
Fr
@BallyBoy955 ай бұрын
For reals! Best indie game I ever played. And 2nd best short game I ever played (after 'What Remains of Edith Finch').
@meowcow212 ай бұрын
I went into it expecting a 2d side scrolling game full of text to read. I never expected something akin to Mario 64 and having so much fun for a few hours
@t2pol9046 ай бұрын
You the man 🙌
@tumblingrosesstudio6 ай бұрын
Great video! Good luck with your future studio!
@GameDevGeeks6 ай бұрын
im thinking about so many use cases for this. eg: bullet hole decals, bullet projectiles, 3d grass...
@semihylmaz39496 ай бұрын
Thanks a lot! Can you please tell me if you know a way to display 3d text whilst any of this is running? I don't want the text to be pixelated but couldn't found a way to do that.
@zrw-xc9hy6 ай бұрын
I tried running your project but the raindrops don't follow me
@ncarter766 ай бұрын
For the second half of the video, if you're in Godot 4, CAMERA_MATRIX is now INV_VIEW_MATRIX.
@LucasRafaelDesenhista6 ай бұрын
hi, nice channel. Please, make a video to explain more how to use multimesh instance to make grass or bunch of rocks, to level up the FPS. putting in the theory in pratice. making a simple scenario. please. O:) and a simple texture mix painting ground too, simulating blender mix shader factor.
@ridingatthenightok6 ай бұрын
can i use on a 2D project?
@kiyasuihito6 ай бұрын
But how can I use this in Fortnite tho. Lol jk nice tutorial very helpful 🎉
@joshuastelly42567 ай бұрын
Thank you so much! The quality is on par with a paid course. It took me 30 minutes to get through because I kept exploring ideas. Can't wait to see the rest of your channel.
@bengtrust7 ай бұрын
When I click into Process Material and then on ParticleProcessMaterial, I dont have half of the settings you have. For example there is no Emission Shape, Color etc. Do you know why this is?
@samkoesnadi6 ай бұрын
Is it maybe the Godot version? He is using version 4...
@yotionstudio5 ай бұрын
I couldn't find it either. It's under Process Material > Spawn > Position Hope you figure it out.
@sifou05505 ай бұрын
@@yotionstudio Oh wow thanks for that
@othnielsu6977 ай бұрын
❤非常有帮助,正好是我需要的
@QQnowQQlater8 ай бұрын
Maybe the puddle forming is from a combination of the opacity of the texture along with the particle lifetime, as it collides and doesn't despawn? just a 2 cent thought off the top of my head.
@ivana.medina31268 ай бұрын
Nice! Thanks!
@NewFunnyAnimations8 ай бұрын
thanks for the help!
@Zenva8 ай бұрын
Thank you for making this video! How can we get in touch for a sponsorship opportunity for our Godot courses?
@wattinteractive8 ай бұрын
I would love to chat more about an opportunity like that! You can send an email to [email protected] and it will reach me. Thanks! 😁
@anastasiaklyuch27468 ай бұрын
the accuracy of shadow lines and their change with angle is what gives the 3D effect, regardless of shading or outline. You need the shadow border to be further back and depend on viewing angle.