Remember, if you want to check out the project files, they are here, free ► www.fulltimegamedev.com/opt-in-hollow-knight-2d ► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop ► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook ► Learn how to become a full time game dev, free: www.fulltimegamedev.com/opt-in-how-to-make-six-figures ► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game ► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit ► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/ ► Learn how to make money as a TH-camr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
Another way to achieve the depth-of-field effect without PostPro or another camera, is to place large white sprites in front of each layer with a really low transparency. It's kind of like sticking sheets of tracing paper on top of each other. Start with the same transparency for each layer as they work additively on the layers behind (so if you have 5 layers, the background layer would have 5x the blur). Then adjust to what feels right for you I usually make these sprites child objects of the camera, so they only need to be as big the camera.
That wouldn't blur anything, mostly would only serve as fog. And you'll create hefty amount of overlay transparent layers = lots of overdraw. Possibly issue on low spec systems.
I've been looking for a more efficient way to do something similar to Hollow Knight, and this is it! Team Cherry really brute forced their art but that seemed way too time consuming to me, glad to see a more scalable approach as you put it! Absolute banger man, thanks!
They brute forced their art because they had to. Their target platforms wouldn't run shader-based depth of field effects, lighting etc. in real time. Don't assume your gamer has powerful hardware. If you ever want your game to play on mobile or the Switch or just some laptop with integrated graphics, then you'll need to think hard about pre-baking your artwork, just like Team Cherry did.
@@w0mblemania They did use a blur shader though, they used a plane in front of the background with a blur shader, kind of acting like a "blur screen". They were not using blur on every assets though, just on this screen rendered blurry
First of all, thanks Thomas for the great video, just as usually it is a huge help for those who just start their gamedev adventure! Just a side note, unfortunately this solution is a bit limited as it works only with the Unity built-in render pipeline and also it has performance penalties.
Hey Thomas, Thanks for these educational video's. They help a lot! Quick question, do you recommend this way of working over painting the whole scene in photoshop. Or is that more of a personal preference kind of deal. Thanks in advance
Please boost your recording/output volume a bit higher, I would love to watch lots of your videos, but in my conditions (laptop and lots of environmental noise) I cannot hear you well, even tho most of the content I watch on other channels and stuff its almost perfectly audible. I believe many might experience similar audio capping conditions as myself. Your content is very shy in the volume department in comparison. Thank you, you have a nice channel and content.
I absolutely love the "logic" approach but I cant help wondering how flexible this would be in the long run ? If you want to change the look of a certain "ground/plan" you're pretty much stuck with what the fog script gives you right ? Or are you able to inject specific lights into specific grounds ?
Why not just use orthographic camera plus parallax scripts instead of projection camera plus assets scaling (after you move sprites by z index) to achieve parallax effect? I mean you can just draw graphics in photoshop in a proper size with proper relative scale and just place it to the scene instead of getting assets together in unity trying to guess parallax sprite scale relatively to what you had in photoshop. Am I missing something? I am currently building 2d game in unity and can’t decide which camera to use for my 2d game. Thank you for reply.
That's understandable! However, I've made games like that before, and although it's very beautiful, it's quite time consuming. Imo at least. That's why I chose to use lights instead :) Thanks for your thoughts!
I tryed to put my player but he just fell out of the ground, he has a Rigidbody2d and a Boxcollider2d, i tryed to change to a normal rigidbody and boxcollider then now i cant move, any sollutions?
Have just been commissioned to make a silly 2d Mario style game for a tiktok user and I'm finding these tutorials absoloutely mind blowing. Only written in 3d so far Haha 5 years of 3d games and I'm doing my.first 2d now haha
Interesting, but like, its all monochromatic. Sure you can use different lights to get a gradation but monochrome is boring. HK is anything but boring. You nailed the atmosphere but the design and color is far from the level of HK.
Remember, if you want to check out the project files, they are here, free ► www.fulltimegamedev.com/opt-in-hollow-knight-2d
► Join my 2D character workshop, free: www.fulltimegamedev.com/opt-in-2d-character-art-workshop
► Make your game instantly beautiful with my free workbook: www.fulltimegamedev.com/opt-in-instant-beauty-color-workbook
► Learn how to become a full time game dev, free: www.fulltimegamedev.com/opt-in-how-to-make-six-figures
► Enroll in my 3D workshop, free!: www.fulltimegamedev.com/opt-in-15-minute-3D-game
► Get my 2D game kit, free: www.fulltimegamedev.com/opt-in-2D-game-kit
► Wishlist Twisted Tower: store.steampowered.com/app/1575990/Twisted_Tower/
► Learn how to make money as a TH-camr: www.fulltimegamedev.com/opt-in-indie-game-income-workshop
Hi - the player and enemy assets are just white in unity and in the .psb
Another way to achieve the depth-of-field effect without PostPro or another camera, is to place large white sprites in front of each layer with a really low transparency. It's kind of like sticking sheets of tracing paper on top of each other.
Start with the same transparency for each layer as they work additively on the layers behind (so if you have 5 layers, the background layer would have 5x the blur). Then adjust to what feels right for you
I usually make these sprites child objects of the camera, so they only need to be as big the camera.
i'm really interested in this, i gave this a try but did not work out, could you please create a sample project using this solution?
This sounds great, could we get a visual tutorial?
That wouldn't blur anything, mostly would only serve as fog. And you'll create hefty amount of overlay transparent layers = lots of overdraw. Possibly issue on low spec systems.
@@322ss same on my side, that is why i'd be interested in an example
Thats true, but trasnsparency is a huuuuuuge performance killer!
Crazy how I was just playing this when you uploaded. The game's art is so simple but so beautifully executed.
I've been looking for a more efficient way to do something similar to Hollow Knight, and this is it! Team Cherry really brute forced their art but that seemed way too time consuming to me, glad to see a more scalable approach as you put it!
Absolute banger man, thanks!
I feel the same. But it paid off for em though!
They brute forced their art because they had to. Their target platforms wouldn't run shader-based depth of field effects, lighting etc. in real time.
Don't assume your gamer has powerful hardware. If you ever want your game to play on mobile or the Switch or just some laptop with integrated graphics, then you'll need to think hard about pre-baking your artwork, just like Team Cherry did.
@@w0mblemania They did use a blur shader though, they used a plane in front of the background with a blur shader, kind of acting like a "blur screen".
They were not using blur on every assets though, just on this screen rendered blurry
Y'know, most works I've seen on Unity shaders aren't particularly easy to wrap your head around. This video however was particularly good.
Tbf the only real thing about the shader is copy here and drag it in so we use the shader :) but yes easy to follow video and amazing visuals
Hella funny how im watching you, and I get an ad with you in it🤣 BTW no matter the views continue to do these, they are really helpful
I appreciate that
It would be great to be able to use URP with this as well (which, unfortunately, doesn't work right now :/)
hello, how to use this one with Universal Pipeline ? i have pink one
This was very good clip. Short but informative. Thanks!
No problem!
Thanks a ot man, I was wondering why does the depth of field didnt work on 2D games!
Is that a video from the god gamer that I see playing on your tv?!
Turns my material pink. I'm already running URP. Any ideas?
dont know if you still working on this but the shader is for the built in pipeline and sadly not compatible with the urp
First of all, thanks Thomas for the great video, just as usually it is a huge help for those who just start their gamedev adventure!
Just a side note, unfortunately this solution is a bit limited as it works only with the Unity built-in render pipeline and also it has performance penalties.
Thank you for making this!
Thanks a lot you're a great help, :D hopfully I will start a project for real this time.
Hey Thomas, Thanks for these educational video's. They help a lot!
Quick question, do you recommend this way of working over painting the whole scene in photoshop. Or is that more of a personal preference kind of deal.
Thanks in advance
Beautiful !!, Thomas, you are awesome you are Game design master
Thank you so much 😀
Awesome video! Thank you 😊
No problem 😊
The shader didnt work for me the material is pink
So all the assets are Photoshop layers? What resolution do you import them into Unity? 144px?
Please boost your recording/output volume a bit higher, I would love to watch lots of your videos, but in my conditions (laptop and lots of environmental noise) I cannot hear you well, even tho most of the content I watch on other channels and stuff its almost perfectly audible. I believe many might experience similar audio capping conditions as myself. Your content is very shy in the volume department in comparison. Thank you, you have a nice channel and content.
I absolutely love the "logic" approach but I cant help wondering how flexible this would be in the long run ?
If you want to change the look of a certain "ground/plan" you're pretty much stuck with what the fog script gives you right ?
Or are you able to inject specific lights into specific grounds ?
Why not just use orthographic camera plus parallax scripts instead of projection camera plus assets scaling (after you move sprites by z index) to achieve parallax effect? I mean you can just draw graphics in photoshop in a proper size with proper relative scale and just place it to the scene instead of getting assets together in unity trying to guess parallax sprite scale relatively to what you had in photoshop. Am I missing something? I am currently building 2d game in unity and can’t decide which camera to use for my 2d game. Thank you for reply.
the shadder thing did not work to me. After he copied the code, he jumped some steps that I didn't get.
Hollow knight did not use lights, they used simple shapes colored in unity. They did use 3D camera.
That's understandable! However, I've made games like that before, and although it's very beautiful, it's quite time consuming. Imo at least. That's why I chose to use lights instead :) Thanks for your thoughts!
Wonderful, it's easy 2d right?
Looks so cool
Why are you using regular lights vs. Light2D? when I'm adding a "regular" light object to my scene (using URP) it doesn't light up anything.
I’m really knew to all of this but I believe the game is actually “3d” in order to achieve the parallax effect.
I tryed to put my player but he just fell out of the ground, he has a Rigidbody2d and a Boxcollider2d, i tryed to change to a normal rigidbody and boxcollider then now i cant move, any sollutions?
you need to add a Box Collider 2D to [ Block1 , Block2 ] inside Ground
so is it a 3d project?
Does this still work? Maybe I put the project files in the wrong folder?
did you get it to work? I downloaded the file but I couldn't actually open the packag in unity... help pls
nice video
amazing
Thanks
Have just been commissioned to make a silly 2d Mario style game for a tiktok user and I'm finding these tutorials absoloutely mind blowing.
Only written in 3d so far
Haha
5 years of 3d games and I'm doing my.first 2d now haha
this is extremely helpful. the "dev log" ad at the bottom is pure cringe tho lmao
cringe is dead
@@asterling4 how are you typing then?! undead cringe upon us. spooktober is still going strong
will u ever try unreal engine 5?
hello
Interesting, but like, its all monochromatic. Sure you can use different lights to get a gradation but monochrome is boring. HK is anything but boring. You nailed the atmosphere but the design and color is far from the level of HK.
moin
looks awful