Hi Chap.C, I made the water shader that you're using 😊 and I wanted to confirm it's open source (I'll update the description to clarify). Use it however you'd like, I love the edge detection! The visuals (even the placeholder ones) are stunning and very relaxing. Looking forward to seeing this project grow!
So cool! I revisited your shader today since mine broke for some reason after the Godot update. I noticed you added some nice edge detection yourself. Another change I made is that the shader works on any mesh size, even if it's, for example, twice as wide as it is deep. Anyway, thank you for visiting, and see you around soon. FairBear8974's Shader: godotshaders.com/shader/psx-style-water-surface-pixelation-waves-scrolling-textures/
This project looks amazing dude! I love the "2.5D" style. I'm pretty new to Godot so it's really awesome to see people like you making such cool stuff with it! Keep it up!
Welcome aboard! Thank you. It's so much fun hearing about everyone's games, to be honest. Feel free to share your work so far on our Discord. Many of us are beginners.
Amazing app idea Catapult planets The mini planets are in a stasis shell and do not notice the launching or gravity hit effects. Microscopic only shrink ray More interesting The catapult launches 10 planets per launch Up to 1000 per year. There is a 10 trillion plant population on the mini planet Promo at stop lites Multiplayer versus
Hit app idea Amazing app idea Catapult planets The mini planets are in a stasis shell and do not notice the launching or gravity hit effects. Microscopic only shrink ray More interesting The catapult launches 10 planets per launch Up to 1000 per year. There is a 10 trillion plant population on the mini planet Promo at stop lites Multiplayer versus
Hi, After watching your previous video about being in the Tutorial hell I though that I'm exactly in the same place.. I have an idea in mind but I got lost in the rabbit hole of creating a perfect game assets before I even started prototyping the game - that's crazy. But after watching this video - Man, I'm so so behind - Your game looks fantastic already, that nostalgic sun in the sea! Amazing! I'm joining your Discord.. And btw. Yes, Nick Cage is a good candidate to be a villain!! Good luck and keep it up!!
03:45 still planning on making a tutorial for that? Would love to see a in depth tutorial going through the workflow of creating those blocks in blender for godot :)
Currently working on a tutorial series. First one is gonna be very beginner friendly. But i will pass on all knowledge I learn myself during this journey.
Regarding the background, another route would be creating and adding a skybox with an hdr sky image. Then you can get a sky that wraps around the entire scene. You can create an hdr image in Blender and export it in a format that Godot reads.
Hmm, sounds interesting. But then you would still need extra layers for a middle ground, maybe? I'm wondering if it results in the same simple 2D look and feel since your solution might make it look like a globe-like surrounding. I will give it a try soon.
Oh my! Its looks wonderfull! I'm right now at the level of tutorial hell... I've already changed the very concept of my idea several times... and tried twice to draw assets in different styles... But it seems that in the end I'll jump to pixel graphics... or something like a merger between pixel and less pixel... At least I'll try
Using canvas layer is a common way to add backgrounds to games, no issues with using it to do that. I never thought to use a sub viewport to be able to see the background at the same time with the game in the eidtor though, normally it's a lot of playing and seeing how it looks but this is an interesting hack! Will probably use it myself in the future~
@@ChapC_Creates sort of, it doesnt create actual shadows in your scene but it makes your textures react to lighting. Usually its not used that much for pixelart games since you dont want that 3d effect but i think given that your game is 2.5d i think it would look good. For example your palm trees would look like they have depth to them even though theyre flat
I'm also trying the 2D/3D style, inspired by many games. Unfortunely I wanted to use 2D Spine sprites in 3D but, as far as I know, it isn't supported natively yet and even if it has an issue on Spine's github to implement this, it's been 2 years since it was open and nothing so far.
I've seen a bunch of those 'rigged' sprites in other engines. They look great. There is a team working on a 'sprite like' game in godot. Not exactly what you are probably looking for, but it does look great, this is the game: th-cam.com/video/KCLN4NddzqM/w-d-xo.htmlsi=Ea3XgCwDvYGHe-F1
@@ChapC_Creates Ah gotcha! I'd still bet on that being based off her work tho, the style and colors are practically the same as the ones used in her tutorial, I would be very surprised if it was totally unrelated :p
@@ChapC_Creates I’m so sorry, but the same goes the other way around. The only thing i find solace in is that once we finish our games and switch we are going to have a bunch of knowledge to share and probably also a lot of “what not to do’s” lol
This is the kind of stuff I like. I don't know much about godot, especially in 3d, but could you not use Sprite3D even though it's for the background? I suppose it's something super big, so maybe the 3d sprite, would be too huge for a background. I also heard you can mix 2d in with 3d (which you are obviously doing) but what I mean is, maybe Godot in a 3d scene can use 2d nodes, I think that's what the UI is any way. So maybe you could use a "2d" parallax layer? Suggestion about gameplay, you could constrain your character to only x and y axes (you know left and right/up and down), so it's played like a traditional platformer, with a fixed-z -- otherwise people might get frustrated missing jumps because they weren't at the right "depth". The only other suggestion (although it's more work, so you may not want to) is to animate perspective, on those 2d sprites (the front ones not the floating islands in the back) -- do maybe 3 or 5 frames for perspective based on where the camera is. It will still retain the 2d look, but won't look like a flat cardboard cutout (unless you like that look). And yes I do mean hand draw the different angles - you could keep it to as little as 3 if you wanted.
Thank you so much for your detailed feedback and suggestions! I did try using Sprite3D, but it was quite a hassle to make them static and ignore the camera perspective. I’m not too experienced with UI yet, but I believe it does use a canvas layer for that. Depth is definitely a challenge-I’ve been discovering that during recent playtests. I’ll test out your suggestion; good call on that. I was considering creating different angles for the enemies and the main character, but drawing in perspective is tough! Anyway, thanks again for the input!
I have no experience with unity. Did you make it work? I would love to know about your progress... if you like, drop by our discord to show us your implementation. discord.com/invite/4DMnyEDrTC
nice vid, can u provide some links to sources that gave u knowledge? like for ex. how to use 3d gridmap, what have u read to understand it. I think there is so much info in the net, that majority of it just gates users from understanding thing while technically they are correct. Mb im biased, lol
I've tried similar 2.5D project but i've abandoned it because of broken Camera DoF with Sprite3D. Have You solved this or there will be no DoF in Your game?
Yes! 2 ways: - in the import settings, disable compression and reimport - click on the sprite2d/3d node, go to inspector, go to flags... and set the texture filtering to nearest Drop by our discord so I can show you: discord.com/invite/4DMnyEDrTC
Hi Chap.C, I made the water shader that you're using 😊 and I wanted to confirm it's open source (I'll update the description to clarify). Use it however you'd like, I love the edge detection! The visuals (even the placeholder ones) are stunning and very relaxing. Looking forward to seeing this project grow!
So cool! I revisited your shader today since mine broke for some reason after the Godot update. I noticed you added some nice edge detection yourself. Another change I made is that the shader works on any mesh size, even if it's, for example, twice as wide as it is deep. Anyway, thank you for visiting, and see you around soon.
FairBear8974's Shader: godotshaders.com/shader/psx-style-water-surface-pixelation-waves-scrolling-textures/
Beautiful. I love how you can just appreciate the result so far and what your work has produced.
AH thank you! Having fun with your own game should honestly be your #1 priority...
This project looks amazing dude! I love the "2.5D" style. I'm pretty new to Godot so it's really awesome to see people like you making such cool stuff with it! Keep it up!
Welcome aboard! Thank you. It's so much fun hearing about everyone's games, to be honest. Feel free to share your work so far on our Discord. Many of us are beginners.
Amazing app idea
Catapult planets
The mini planets are in a stasis shell
and do not notice the launching
or gravity hit effects.
Microscopic only shrink ray
More interesting
The catapult launches
10 planets per launch
Up to 1000 per year.
There is a 10 trillion
plant population on the mini planet
Promo at stop lites
Multiplayer versus
Hit app idea Amazing app idea
Catapult planets
The mini planets are in a stasis shell
and do not notice the launching
or gravity hit effects.
Microscopic only shrink ray
More interesting
The catapult launches
10 planets per launch
Up to 1000 per year.
There is a 10 trillion
plant population on the mini planet
Promo at stop lites
Multiplayer versus
Hi, After watching your previous video about being in the Tutorial hell I though that I'm exactly in the same place.. I have an idea in mind but I got lost in the rabbit hole of creating a perfect game assets before I even started prototyping the game - that's crazy. But after watching this video - Man, I'm so so behind - Your game looks fantastic already, that nostalgic sun in the sea! Amazing! I'm joining your Discord..
And btw. Yes, Nick Cage is a good candidate to be a villain!!
Good luck and keep it up!!
I am welcoming you atm in discord! Thank you for the kind words my sir!
I love how your terrain looks, I'd love to see a tutorial on making a gridmap like yours from scratch!
I will! I have 2 upcoming videos in mind that will be uploaden between now and 4/5 weeks. Stay tuned.
@@ChapC_Creates Awesome! I'll be sure to keep an eye out for it!
Lookin' splendid. 🏖🌴Makes me excited to see where this goes next.
You and me both tbh 😂
03:45 still planning on making a tutorial for that? Would love to see a in depth tutorial going through the workflow of creating those blocks in blender for godot :)
I just finished preparations for the first tutorial covering the gridmap, stay tuned and keep an eye on the channel.
@@ChapC_Creates awesome!
Nice Vid bros. I think your game is best for beat em up style and hard to find tutorial about this in godot. respect
Currently working on a tutorial series. First one is gonna be very beginner friendly. But i will pass on all knowledge I learn myself during this journey.
THIS IS FREAKING AMAZING!!!
Thank you so much!
this was really inspiring to watch, thanks!
Thank you so much. Comments like these are the best part of makig these vids
First time viewer but this looks so promising and inspirational! 🙌🏻
Thank you so much! Welcome to the channel, many videos are incoming.
Regarding the background, another route would be creating and adding a skybox with an hdr sky image. Then you can get a sky that wraps around the entire scene. You can create an hdr image in Blender and export it in a format that Godot reads.
Hmm, sounds interesting. But then you would still need extra layers for a middle ground, maybe? I'm wondering if it results in the same simple 2D look and feel since your solution might make it look like a globe-like surrounding. I will give it a try soon.
The build looks so clean and reminds me of a cleaner higher resolution mario game from the NES
Thank you Sam! Cant wait to someday let you play the full thing
@@ChapC_Creates I can't wait
That's so nice! Make's me want to go back home to make games!
Do it :)! and join our discord and show us your progress!
Looks really good
Thank you! Im hoping to make great progress soon.
yes fellow Dutchie, good job, I'd like to see more stuff.
Awesome! Welcome. More vids are coming. Have a lot more to show by now.
Oh my! Its looks wonderfull! I'm right now at the level of tutorial hell... I've already changed the very concept of my idea several times... and tried twice to draw assets in different styles... But it seems that in the end I'll jump to pixel graphics... or something like a merger between pixel and less pixel... At least I'll try
Awesome, drop by whenever you got something to show. I can't get enough of seeing other peoples games.
Using canvas layer is a common way to add backgrounds to games, no issues with using it to do that. I never thought to use a sub viewport to be able to see the background at the same time with the game in the eidtor though, normally it's a lot of playing and seeing how it looks but this is an interesting hack! Will probably use it myself in the future~
Ah... I thought it was actually the only way to make it work in the actual game though? Now I learned a thing too.
It looks amazing, exactly what I dream of making.
thank you so much, new vid incoming in a couple of days. Made lots of progress.
amazing visuals even tho those are placeholders. good work
Thank you so much! New video icoming in a week.. got lots more to show.
I think that color grading and pallete limiting would help with cohesion
I currently picked: lospec.com/palette-list/lospec500
Might play around with other ones later. But it makes huge changes indeed!
Looking great!!! Any chance you could share you camera set up? :D
Yes! I will be working on a 3 part tutorial pretty soon. Stay tuned.
You should look into 2D pixelart sprites/textures with custom hand drawn normal-maps
I think Ive hear about it.. is it a way to make things like shadows etc. dynamic?
@@ChapC_Creates sort of, it doesnt create actual shadows in your scene but it makes your textures react to lighting. Usually its not used that much for pixelart games since you dont want that 3d effect but i think given that your game is 2.5d i think it would look good.
For example your palm trees would look like they have depth to them even though theyre flat
I'm also trying the 2D/3D style, inspired by many games. Unfortunely I wanted to use 2D Spine sprites in 3D but, as far as I know, it isn't supported natively yet and even if it has an issue on Spine's github to implement this, it's been 2 years since it was open and nothing so far.
I've seen a bunch of those 'rigged' sprites in other engines. They look great. There is a team working on a 'sprite like' game in godot. Not exactly what you are probably looking for, but it does look great, this is the game: th-cam.com/video/KCLN4NddzqM/w-d-xo.htmlsi=Ea3XgCwDvYGHe-F1
4:08 oh nice! These were made with 8pxl's tutorial weren't they? I always use it too when drawing clouds, they just look so darn good in her style :p
Not sure! Could be. I found a zip pack online. Not through her tutorial though.
@@ChapC_Creates Ah gotcha! I'd still bet on that being based off her work tho, the style and colors are practically the same as the ones used in her tutorial, I would be very surprised if it was totally unrelated :p
Very, very cool!
Thanks you! That members icon is looking fine!
Hi, I’m a Godork too! (And have nothing better to say apparently) but my oh my im getting a bit jealous of your progress, it’s so good!
Thank you fellow dork! You still make it so hard for me NOT to make FPS games alonside this one, lol
@@ChapC_Creates I’m so sorry, but the same goes the other way around. The only thing i find solace in is that once we finish our games and switch we are going to have a bunch of knowledge to share and probably also a lot of “what not to do’s” lol
This is the kind of stuff I like. I don't know much about godot, especially in 3d, but could you not use Sprite3D even though it's for the background? I suppose it's something super big, so maybe the 3d sprite, would be too huge for a background. I also heard you can mix 2d in with 3d (which you are obviously doing) but what I mean is, maybe Godot in a 3d scene can use 2d nodes, I think that's what the UI is any way. So maybe you could use a "2d" parallax layer? Suggestion about gameplay, you could constrain your character to only x and y axes (you know left and right/up and down), so it's played like a traditional platformer, with a fixed-z -- otherwise people might get frustrated missing jumps because they weren't at the right "depth". The only other suggestion (although it's more work, so you may not want to) is to animate perspective, on those 2d sprites (the front ones not the floating islands in the back) -- do maybe 3 or 5 frames for perspective based on where the camera is. It will still retain the 2d look, but won't look like a flat cardboard cutout (unless you like that look). And yes I do mean hand draw the different angles - you could keep it to as little as 3 if you wanted.
Thank you so much for your detailed feedback and suggestions!
I did try using Sprite3D, but it was quite a hassle to make them static and ignore the camera perspective. I’m not too experienced with UI yet, but I believe it does use a canvas layer for that.
Depth is definitely a challenge-I’ve been discovering that during recent playtests. I’ll test out your suggestion; good call on that.
I was considering creating different angles for the enemies and the main character, but drawing in perspective is tough!
Anyway, thanks again for the input!
Just subbed yesterday ig it was a good choice
Ahh how nice! Comments like these always make my day.
almost looks like the art style used in my Godot game.
Yeah i definitely see the similarities
@@ChapC_Creates There is a demo of it available now if you want to try
Man, how did you set up that shadow on your character? Every thing on my scene has a shadow except my avatar
Make sure to have your WorldEnvironment set up correctly. And set the 'Alpha Cut' of the Sprite3D to Discard. It under "Flags"
I'm also struggling with mixing 2d and 3d stuff in Godot. It's harder than it should be IMHO. Fleeting pangs of regret for leaving Unity sometimes.
I have no experience with unity. Did you make it work? I would love to know about your progress... if you like, drop by our discord to show us your implementation. discord.com/invite/4DMnyEDrTC
nice vid, can u provide some links to sources that gave u knowledge? like for ex. how to use 3d gridmap, what have u read to understand it. I think there is so much info in the net, that majority of it just gates users from understanding thing while technically they are correct. Mb im biased, lol
The next two videos will include a tutorial for the 2.5-dimensional camera, followed by one on the grid map. Keep an eye on the channel!
got any links to the 2.5D godot tutorials?
My next video will be a tutorial about the basics. Stay tuned. Most of what I made I figured out myself.
@@ChapC_Creates nice look forward to it!
I've tried similar 2.5D project but i've abandoned it because of broken Camera DoF with Sprite3D. Have You solved this or there will be no DoF in Your game?
Havent tested it out to be honest... keep an eye out on future devs, will prob cover it.
I subbed. Great stuff. I know it's super early, but if you are looking for someone to help with music, I'd love to have a shot at it.
Ohh, music needs to be goooood, make sure to show up every now and then and remind me when the time is right.
How can I make a 2D sprite not appear blurry when I place it in 3D mode? Can someone please help me? :>
Yes! 2 ways:
- in the import settings, disable compression and reimport
- click on the sprite2d/3d node, go to inspector, go to flags... and set the texture filtering to nearest
Drop by our discord so I can show you:
discord.com/invite/4DMnyEDrTC
@@ChapC_Creates the second one works! I'll follow u from now on 😉
0:33 😂
Godot just died.
I certainly hope not. I feel like they will survive, to be honest. But it's tiresome ...
@@ChapC_Creates I was a titanium level donor. No longer one now…
Ahh, thats a bummer. Which engine you have in mind next? Maybe one day we’ll see you back?