If you didn't know, we're hosting our first game jam!! It starts on August 27, 2024 @ 7PM ET and runs for 1 week. If you want to sign up or see more details, check out the jam page here: itch.io/jam/sasquatchb2024 P.S. Since we found a partner for the jam, there are cash prizes for the top 3 submissions! Also, hope you enjoy the tutorial! Sorry about the length...I went overboard with this one, hopefully you pick up a few new things along the way (I tried to cram in as many tips/tricks as I could.)
Man, please help me, I cannot find any answer online. It's unbelievable. You know the water in Tasty Blue? I want to do that, but no one online seems to be interested in the layered astethic of that game's water. Please do a tutorial, because I haven't watched the tutorial yet, and I'm scared to code something that will be useless later on. What do you say about this? Please, please let me know.
@@robocem256 I've never attempted a layered asthetic like that, though I suspect you could do it with this tutorial (with some big changes on the shader side) - looks like instead of putting a line at the very top of the UV, they put it down further, and added some scrolling textures on top of the line - which then blends into sprites in the background to make it look layered
Fantastic tutorial ... Thank you SO much for this !!! I'm definitely going to try this when I get home, and I'll definitely be joining your Patreon shortly. Again, in my opinion, you have the most thought out & helpful Unity tutorials I've found on any platform !!! ✌️
I watch every video of you, but I already had such water, but there were problems with several cameras, and I did not know what to do, and your recommendation with copies of Render2D solved the problem. Thanks!
At 4:10 when you go over the vertices in two loops you can simplify that to a single loop to reduce the cognitive complexity as well by calculating the column_inxes and the line_index at each step: for(int i = 0 ; i < numOfVertices ; i++) { int column_inxes = i / columns; int line_index = i % columns; } Keep it up! 🙌
This is insanely cool! In some inaccessible heavens relative to my level of programming. Perhaps with this video you gave birth to a whole series of water locations in my game (By the way, it's called Shadow Pulse on Steam). Thank you very much for your work!
Exactly the tutorial I've been waiting for someone to make! Any ideas on how to make the water fill it's container reactively if you have destructible tilemaps? 🤔
@@robocem256 how exactly? because its in a separate render texture its always in front. pls do you know how to make it go behind other texutes (without putting all textures in a new sorting payer that is infront)
Hello, Great tutorial! I've been looking for something like this for about a year now. I found an article a while back which used a similar method, but I'm not nearly experienced enough to figure out the physics involved. With that being said, even with this tutorial I'm running into a problem. When my player enters the water the splash particles are being instantiated, but for some reason the waves are not being created. Any idea as to why that might be? I followed the tutorial exactly as you did it, so I'm having trouble figuring out what the issue is. Any help would be appreciated!
I noticed that the water is behind the walls in your scene. In my scene, the walls are behing the water. How can I change that? There is no sorting layer in the Water script
love this and love your work! can anybody point me towards something as good as this but in Godot? doesnt need to be swimming as the way the water works in the intro would be perfect for what I need. thanks :)
@@lacrime_khalil3032 the 2.5D things can't be 3D, its an illusion, and so you do need the flat water but change something so that it "feels" 3D. like on the front 'side' make it a bit darker colored or make it atleast hale something to see the difference between the 'top' part and the 'side'.
If you didn't know, we're hosting our first game jam!! It starts on August 27, 2024 @ 7PM ET and runs for 1 week. If you want to sign up or see more details, check out the jam page here: itch.io/jam/sasquatchb2024
P.S. Since we found a partner for the jam, there are cash prizes for the top 3 submissions!
Also, hope you enjoy the tutorial! Sorry about the length...I went overboard with this one, hopefully you pick up a few new things along the way (I tried to cram in as many tips/tricks as I could.)
Man, please help me, I cannot find any answer online. It's unbelievable. You know the water in Tasty Blue? I want to do that, but no one online seems to be interested in the layered astethic of that game's water. Please do a tutorial, because I haven't watched the tutorial yet, and I'm scared to code something that will be useless later on. What do you say about this? Please, please let me know.
@@robocem256 I've never attempted a layered asthetic like that, though I suspect you could do it with this tutorial (with some big changes on the shader side) - looks like instead of putting a line at the very top of the UV, they put it down further, and added some scrolling textures on top of the line - which then blends into sprites in the background to make it look layered
You're knocking it out of the park with these tutorials Brandon.
Fantastic tutorial ... Thank you SO much for this !!! I'm definitely going to try this when I get home, and I'll definitely be joining your Patreon shortly. Again, in my opinion, you have the most thought out & helpful Unity tutorials I've found on any platform !!! ✌️
This video worth a lot!
Usually...This type of content is paid!
Nice tutorial my developer friend! 👍
I watch every video of you, but I already had such water, but there were problems with several cameras, and I did not know what to do, and your recommendation with copies of Render2D solved the problem. Thanks!
Wow. You have no idea how many people have wanted/needed a tutorial like this. Thank you.
This is awesome, your tutorials have been quite informative and been following you for a while. Keep at it Brandon!
Fantastic bro ...PLEASE MAKE WATERFALL like ori ...... it' really cool... 💥🌊
At 4:10 when you go over the vertices in two loops you can simplify that to a single loop to reduce the cognitive complexity as well by calculating the column_inxes and the line_index at each step:
for(int i = 0 ; i < numOfVertices ; i++)
{
int column_inxes = i / columns;
int line_index = i % columns;
}
Keep it up! 🙌
oo I'll try that out later, thanks!
Love it... please make swiming and floating I am waiting ....❤❤
Exactly what i was looking for thanks heaps!
This is insanely cool! In some inaccessible heavens relative to my level of programming.
Perhaps with this video you gave birth to a whole series of water locations in my game (By the way, it's called Shadow Pulse on Steam).
Thank you very much for your work!
Even better than your usual high standard. Thank you 🙂
Exactly the tutorial I've been waiting for someone to make!
Any ideas on how to make the water fill it's container reactively if you have destructible tilemaps? 🤔
u could try make the water go all behind ur tilemap so when it is destroyed the water behind is revealed but im not sure if that would work
Don't overthink it, just put it in the back layer
@@robocem256 how exactly? because its in a separate render texture its always in front. pls do you know how to make it go behind other texutes (without putting all textures in a new sorting payer that is infront)
Add buoyancy with an effector to make the character float
Thanks a lot, I was looking for this! Also can you please make a tutorial about creating something similar to chase/escape sequences in Ori game?
Thank you for this. It works great.
thanks for your tutorial!
awesome tutorial , i feel like i got 100% smarter
good video
Hello, Great tutorial! I've been looking for something like this for about a year now. I found an article a while back which used a similar method, but I'm not nearly experienced enough to figure out the physics involved.
With that being said, even with this tutorial I'm running into a problem. When my player enters the water the splash particles are being instantiated, but for some reason the waves are not being created. Any idea as to why that might be? I followed the tutorial exactly as you did it, so I'm having trouble figuring out what the issue is. Any help would be appreciated!
Wow
Do you think that for loop inside for loop seems more confusing than all this vertecies and triangles arrays with multiply and adding?
When my water surface is bumped, the entire water surface collapses downwards, which is probably where something went wrong.
hi at the time 8:41 I don't have the sprite lit default, where can I find it?
I noticed that the water is behind the walls in your scene. In my scene, the walls are behing the water. How can I change that? There is no sorting layer in the Water script
nevermind, adjusting the layer index of the ground fixed it
my water points dont interact at all. i get collision,, but they dont move help
same, did you find a solution?
love this and love your work! can anybody point me towards something as good as this but in Godot? doesnt need to be swimming as the way the water works in the intro would be perfect for what I need. thanks :)
Is it possible to make 2.5D water like that?
What do you mean?
@@robocem256 water like in Ori and the blind forest or rayman legends
Like not flat water
@@lacrime_khalil3032 the 2.5D things can't be 3D, its an illusion, and so you do need the flat water but change something so that it "feels" 3D. like on the front 'side' make it a bit darker colored or make it atleast hale something to see the difference between the 'top' part and the 'side'.
@@nlgames1691 any tutorial for that :/?
First