Watt Interactive is a one-person game development studio trying to make it in the indie scene and this is my RU-vid channel. I want to share my knowledge and passion for games to help other aspiring game developers create their games and make them look good.
I know this is an old video; but I've giving it a thumbs down. Please don't waste our time. We can see and read for ourselves. You showed nothing that inspired us, or tought us anything we couldn't do ourselves, or was too hard for one person to figure out. You don't even know what some of it does. So thumbs down.
it has become very apparent the godot comunity does not understand what 'cell shading' means. Cell shading is specifically anything that looks like the 2d animation art style where most of it is a flat textureless colour, like how it was when everything was done on physical cells. Borderlands is not a cell shaded art style, it is a comic book art style. There is a distinct difference, between the two. just because it has an outliner and isnt completely photo realistic doesnt mean its a cell art style. Cell shading refers specifically to 2.5 art styles like wind waker, and guilty gear. If it doesnt look flat its not cell.
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.
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)
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.
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?
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?
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!
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.
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!
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
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.
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.
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.
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?
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.
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.