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 :)
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! :)
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.
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!
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.
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 :)
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
@@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
Really like this sprint format, a lot of videos drag on and on, You get to the point and get to specifics. This is gold! Thanks for sharing!
Glad you like the style! We try to get to the point :D
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!
The particle systems really have more power than they look like :D
;)
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.
Thank you! I agree. They are super powerful and save a lot of time compared to spritesheet animations etc.
Really useful, thanks for sharing!
Glad it is helpful to you!
This video is incredible! The vulgarization is excellent, the examples go straight to the point and everything is well shown. Thank you very much!
Thanks, that really means a lot! We try to break things down as much as we can.
Thank you for the perfect introduction to Particle Systems! It's extremely helpful, especially since I'm just starting to delve into particles!
Amazing! Glad it was helpful :)
Can't wait for this one! You guys make amazing videos :D
lol
Thank you very much :)
This is mind blowing! I didn't even know such a feature like this exists until now, thank you for sharing!
Amazing stuff! The imploding effect is exactly what I was looking for! Keep them coming!
And Godot impresses me again, thank you :-)
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... 😂
y'know your vids are really helpful, thx
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?
Thank you very much! We want to make a vfx series eventually, but we will see when we come around to that. Good idea :)
Ooooh can't wait to watch this!
Hope you had fun if you've already watched it :)
@@PlayWithFurcifer Was amazing quality and golden nuggets as always!
Short, sweet, and packed with info 🔥
Glad you liked it 😊
Pure gold. You could probably show more than 20 effects done this way. Not that I am asking for it ^_^.
That much information within that short period. Great tutorial, now give us more! 😈
The fountain of pixels from the sprite reminded me of Lemmings quite a lot!
Haha yup! It's just a great effect
Ok Godot's freaking particle engine is rad. The whole engine is rad and only going to get better!
I really love how informative your videos are :D
So insanely helpful! Thank you for these awesome tips!
Glad it was helpful :D
I love the sheer flexibility that Godot opens up for particle systems.
Great video, thank you
:)
Super cool!
Glad you liked it! :)
Thank you! Learned a lot.
Glad to hear it!
This is an excellent video! Thanks a lot
Always the best tutorials
Very glad you liked it :)
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.
Hol-y.... my brain is being flooded with Megaman/Zero nostalgia- All of my wildest dreams can come true!
I love this game! Get to work :D
this video opens my eyes 🤯
thank you!
Great tutorial thanks👍
Glad you liked it :)
Such a great tutorial!
Glad you liked it :)
this is what i was finding for 😃
Love me some trippy particles
The world needs more trippy particles
So much particle goodness
Really great tutorials! Is there a way to detect collisions (and invoke a GDScript function) with individual particles and, say, a plane?
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 :)
"émit all these particles then dramaticaly suck them back in"
Omg I'm gonna recreate the explosion → implosion → explode again from Kill la Kill ep3 !
Fantastic!!!
Is the emission shape Ring gone in the 4.x versions?
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! :)
Hello folks escaping dumpsterfire what Unity is
Welcome to the land of the blue robot face!
Well, thanks!
great stuff.
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.
Thank you
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!
Awesome
Thank you!
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.
I cannot find any demonstration of the effect is shown at 9:57 in any of your videos, anyone can find that ?
I was wondering what that repo was for...
Sneaky teaser :D
How could I make the implosion sprite one with a sprite sheet? Because it won't let me choose the specific frame I want to use :(
Have you tried using a canvas item material at the bottom? And set the "animation" in the particle material
How to export Blender geometry nodes to Godot? Why reinvent the wheel?
And nice video, thanks for that :)
Discovery this video was like mining for gold and striking it rich on the first try :D
Awww :)
This stuff still aplicable for godot4?
cool
that's VERY GOOOOOOOOOOOD Thank you very much!, i unsubscribed to your channel because of the rainbow
❤
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 :)
Please slow down - otherwise great tutorial.
Please speed up :p
thats how mc does food
Please add "2D" to the title
I think the title is fine the way it is :)
@@PlayWithFurcifer seems like you aren't thinking, just being toxic
@@leirex_1 Declining a request is not toxic at all.
If you request something you need to be able to deal with a "no"
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?
I call my videos however i want :)
With that attitude, you can look for that yourself
@@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
@@PlayWithFurcifer There must be something about my click because you keep replying to it. Have a nice life.
@@captaincomedian6320 It's just magical, it enchanted me!
;)
Hmm emission ring seems to no longer be a thing... boo
Huh, just used it yesterday in Godor 3.5. Maybe its moved in godot 4?
@@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
What's unfortunate is when all of these tutorials use the Particles2D. Most developers want 3D particles, even for low-poly, or pixelated games.
These do not look professional.
🤦
Interesting, but I think I will just use Effekseer to do all my particle effects. XD
Really useful, thanks for sharing!