I'm still blown away by how impact each one of these effects is. If you'd like to support me and my work, please checkout the demo for my upcoming game Hexagod: store.steampowered.com/app/3059390/Hexagod/
I just started my game dev journey but I've been around audiovisual stuff for a WHILE and what you're doing is basically compositing, which is super common in video post processing, layers of different vfx working together
literally only got 10 seconds into the video and I loved stack lands but felt like it wasn't enough, so glad to see this. demo downloaded and wishlisted
I have to say thank you. I am learning "how to Godot" and I find your video very didactic and a good standpoint to start researching how to do things and make them better. I'll for sure keep watching your videos and play your game
This looks great and very polished! I'm also gradually picking up those small tricks to make my game look and feel more polished. The hardest part for me is recognizing what's "off". I normally just experiment and see how much better things look after trying something new. It's definitely a slow, iterative process! 😅
I love it. I'm also curious what it would look like with some subtle constant movement on the individual clouds. It's looking a bit static after the initial animations.
Good idea! I did play around with that a bit when I made this effect, and believe it or not, it made it look like there were monsters hiding in the clouds. You don't get to see in this video, but as the day progress the color starts to change (sunset effect), and that makes it feel a lot less static.
Awesome Video. Could you also make a video on how you have implememented your curvearrow? That thing that connects a tile or card with it's destination before you release the mouse button. It looks pretty cool too. I hope you know what I mean. That source target visualization sort of bezier arrow thing. Would be great.
Hi Aarimous! As a starter on game dev I have learned so much from your videos!! Thank you so much!! I am wondering if you can make some tutorials on the stars vfx (the ones flying toward the ui panels at the bottom of the screen when you claim rewards) and a day/calender system. Thanks in advance!!
Design a good UI is also important it should not be invasive, we could use a button to hide it or open it at will especialy if you want to make the game immersive , using the map or inventory with kind of transparent effect make the game more enjoyable, some game are more dependent of UI than other...
Thanks for the tips, but I have a question. How did you deal with the gridmap? I'm working on a board game, and the easy solution I found was to use the tilemap to deal with the grid, with a dictionary to hold the tiles, because the tile has special effects.
I don't use a Tilemap and instead basically do my own logic based on the amazing blog post for Hexagod grids: www.redblobgames.com/grids/hexagons/ Here is a utility class I made based on that blog post. Feel free to ask me more questions in my discord or when I am live on twitch: github.com/Aarimous/HexUtil
I'm still blown away by how impact each one of these effects is. If you'd like to support me and my work, please checkout the demo for my upcoming game Hexagod: store.steampowered.com/app/3059390/Hexagod/
Nice! Individually, each of those effects is super simple, but when you combine them, the end result is awesome
Agreed, I'm still surprised that the effect is kinda bad by removing any one of the layered effects.
"That might have something to do with time beginning". Spoken like a true hexagod
0:51 That harp jingle when your cat is jumping up in the background. 😂
Nice, didn't notice it! Had a good laugh, thanks!
this game looks clean as hell, i can see you've put a lot of effort into it good luck man
I just started my game dev journey but I've been around audiovisual stuff for a WHILE and what you're doing is basically compositing, which is super common in video post processing, layers of different vfx working together
literally only got 10 seconds into the video and I loved stack lands
but felt like it wasn't enough, so glad to see this. demo downloaded and wishlisted
I loved the visuals of your game the first time I saw it. Nice to take a peek on how it was made!
very nice video! love the effect, thanks for sharing, the behind the scenes!
Straight to the point and no annoying time wasting intro, great tutorial 👌
I have to say thank you. I am learning "how to Godot" and I find your video very didactic and a good standpoint to start researching how to do things and make them better. I'll for sure keep watching your videos and play your game
This looks great and very polished! I'm also gradually picking up those small tricks to make my game look and feel more polished. The hardest part for me is recognizing what's "off". I normally just experiment and see how much better things look after trying something new. It's definitely a slow, iterative process! 😅
Love this type of breakdown!
Thanks for sharing! Cool to see how you did this in Godot.
I love it. I'm also curious what it would look like with some subtle constant movement on the individual clouds. It's looking a bit static after the initial animations.
Good idea! I did play around with that a bit when I made this effect, and believe it or not, it made it look like there were monsters hiding in the clouds. You don't get to see in this video, but as the day progress the color starts to change (sunset effect), and that makes it feel a lot less static.
Really interesting! Very insightful from a game design perspective !
Love the juice! Lovely behind the scenes on how this is put together. Great vid!
7:08 Poland mentioned 💪💪💪
Awesome Video.
Could you also make a video on how you have implememented your curvearrow? That thing that connects a tile or card with it's destination before you release the mouse button. It looks pretty cool too. I hope you know what I mean. That source target visualization sort of bezier arrow thing. Would be great.
The mad lad actually did it! Thank you so much for sharing this with us, very insightful 😊☁️
Great tips, thank you !
I would want an option to turn off that audio if i was playing this game though.
really helpful insights. thanks for sharing!
Hello cat
Martin says "meow".... well he actually just keep sleeping but in my heart he wants you to know "meow".
@@Aarimous we love you Martin, great video! The effects really stack up to more than the sum of their parts
Hi Aarimous! As a starter on game dev I have learned so much from your videos!! Thank you so much!!
I am wondering if you can make some tutorials on the stars vfx (the ones flying toward the ui panels at the bottom of the screen when you claim rewards) and a day/calender system.
Thanks in advance!!
Great video😊
Design a good UI is also important it should not be invasive, we could use a button to hide it or open it at will especialy if you want to make the game immersive , using the map or inventory with kind of transparent effect make the game more enjoyable, some game are more dependent of UI than other...
Hexagods are the bestagods.
Thank you, Bo Burnam!
Great work! Are the tiles actually using a tilemap, or are they individually placed scenes so that you can affect the color and particles?
Thanks for the tips, but I have a question.
How did you deal with the gridmap? I'm working on a board game, and the easy solution I found was to use the tilemap to deal with the grid, with a dictionary to hold the tiles, because the tile has special effects.
I don't use a Tilemap and instead basically do my own logic based on the amazing blog post for Hexagod grids: www.redblobgames.com/grids/hexagons/
Here is a utility class I made based on that blog post. Feel free to ask me more questions in my discord or when I am live on twitch: github.com/Aarimous/HexUtil
are tiles also "dots" or are they made with tilemap system?
Where do you get your sounds effects from?
More cat content, please!😅
hexagod needs a mac build! lookin good