Alot of good and creative particles on display here. Especially like the Retro and Implosion. I didn't know you could animate particle sprites like that!
This is a fantastic resource. Especially since particles are one of those things that add heaps of juiceyness to your game that I think a lot of beginners don't know about.
Really cool tutorial! I loved the retro explosion and I never knew that Particles button at the top existed. Good thing it's underlined now I guess 😂 I'm definitely gonna save this video for when I use particles again!
Thank you! I can never predict how a particle effect will turn out, but somehow it always looks cool :D Yeah, I used to forget where that button was... 😂
Awesome vid. Please make a pt 2 with more examples as it really is enjoyable watching vfx come to life in a matter of minutes,i really learnt alot. Maybe have a demo environment showing them all in effect also?
At 0:35 she makes a "process material" and this is where a majority of the settings are. This brought to you by CPU particle guy, who was trying to upgrade.
Thank you! Currently this is difficult, because you dont really have a good way to get information back from the shader. I saw one guy reading the screen buffer, but that comes with a set of problems. Godot 4 will have particle collisions tho :)
Thank you! I am having an issue with the colors of the fire. As soon as place the fire ontop of my level, the colors of the fire looks at once much flatter/different. It has to do with the additive material in the CanvasItem. Could someone help with this? Thanks!
Do you happen to know a way to do persistent blood? I always wanted to make a gory game with an explosive blood particle system, but I've no idea how to make it stick to the walls. I don't know if it's possible to take a given particle that died and draw a red pixel on a texture at the particle's position.
It's really difficult to return information about particles to the game, as they are computed on the GPU. For that feature, I would just spawn sprites in the general area the blood was sprayed
@@PlayWithFurcifer yea, I was thinking about that. I'm wondering, though, can a shader actually change an image? I'm not sure it can, but if it could then it might be able to give back information to the CPU through it. Anyway, I just noticed Rungeon made a second video on this that I think I missed. There's also a few others I never watched, and it seems they all do some variation of what you're suggesting. One of these days I'll play around with this.
@@skaruts I think this should be easier with compute shaders coming in Godot 4. However, you can get information back by reading the screen buffer. For this, you could render the whole particle system in a separate viewport, but that solution will likely take quite a bit of effort.
Didn't expect a response for a one word comment, tbh. I'm gonna use a few of these down the line. The one i'm most enticed about is the sprite explosion, which i'm planning to use this weekend on a tiny semi-idle game i'm working on.
Hello, very informative tutorial, thanks a lot! I have one question though concerning the Additive Blend Mode "Add" effect mentioned at 1:47. When I try this it works fine, however, as soon as I place this explosion on top of a background image/layer, (which has it's own colouring) then the explosions add with the colours in this background image too. I have tried everything I can think of to isolate these explosion-add-effects so that they don't add/blend with any of the colours from my background image but without success. Do you have any suggestions how to stop this explosion "Add" effect from being added/blended with the colours from different layers? Any suggestions or ideas would be really appreciated!
What you are looking for is typically called something like "masking". Usually, you can use light2D for this stuff, but it is not easy to use with particles. You could render the particles in a viewport and assign that to a light2D, buts thats a bit hard. Maybe take a step back and think about what you really need to visually communicate - maybe there is a simpler way
Thanks a lot for the terminology of what I was trying to do, and also for telling me that this is tricky to achieve. Certainly I’ll now reconsider my approach and see if I can find an effective alternative! Thanks again for the top tutorial! :)
I watched a bunch of your videos ... I thought it was a channel with 100k subscribers and 50k views per video ... with you ending up as youtubers instead of selling your indie game. But actually, you have 5k subs and 2k views per video. I went back and liked the videos. (Your youtube content is of really great quality, your game work much less memorable. Good luck)
Glad you like our videos! Games take a long time to make, and quite a lot of essential stuff is missing in current builds. Everyone always says "show your game early" with the obvious drawback of people seeing a flawed and unfinished version of your game. Maybe it looks more appealing to you in a year :)
@@PlayWithFurcifer Yea I am using 4 and there is sphere and sphere edge (not really the same as ring I think but close enough.) And in v4 a lot of the controls have change away from have a normal control, say scale, and a randomness scale control. now there is a min and max controls. Also thanks for the tutorials, they are super helpful
You shouldn't call an 11 minute video "Particle Systems from BEGINNER to PRO if all it shows is which buttons to press to create a couple of very specific particle effects. How about a detailed rundown of how particles work in Godot: what each option does, the various emission shapes available (especially how to see them onscreen as you change size and shape), confusing UI quirks such as editing the look of particles under a GPUParticle2D vs. under the Process Material..? Can you point me to a resource like that?
@@PlayWithFurcifer Wow, good luck promoting Godot with that kind of reaction to constructive criticism. Don't worry, I won't sully any more of your videos by clicking on them when I see your channel name.
@@captaincomedian6320 Oh no, how can i live without >your< click? What an entitled attitude, i wonder how hyped you would be for unasked and unqualified feedback :D