Part of what I love about your tutorials is how you will do things the "wrong" way to show us what that does and why it doesn't work /for the current use case/. It is SO much more helpful than just "do this for this use case". You're a true teacher and I am so grateful for your videos!
I've literally been researching this very topic the past few days trying to do what you address here. The timing couldn't have been better. Pumped for more!
Thank you so much for your videos! I know this has been said many times already, but your way of teaching really helps to cement the subjects. Although I've already been using Godot for over a year now, I still could take useful new tips from every single video of yours. Your videos are definitely one of the best if not THE best resources when it comes to learning Godot!
Wow! Wow! Wow! Best video yet. The way you integrated all the features into your tutorial was outstanding. Even after an hour, I didn't want the video to end! Thank you!
Thank you very much for the lesson provided. I do motion design and do all the work in the Godot engine. Now I can enrich my work with interesting effects. Thanks again!
i have been waiting the tutorial of Godot's particle system for a long time, even there are documents on Godot official website but it can't give you as much as this video does. and you explain these parameters with example very clean and fun. i am not an English native speaker but i just watch the whole video without any burden ! Thanks Godotneers
I just finished my first Game Jam and made my first game. I definitely credited you for my UI training. I wish I had seen this earlier, but I love your work and it will make my future games even better!!! Thanks for all you do!
Thank you very much for this wonderful video. You have a pleasant voice and explain very well and clearly how the complex particle system works. I really like the structure of the video and how you proceed step by step. I also appreciate that you address small pitfalls that seem obvious at first. I am already looking forward to more videos from you.
Great video! Can't wait for the 3D one and custom particle shaders. Please do a video on Skeleton Mesh Animation using Bones, IK, Polygons, etc. (for 2D then 3D) next.
Great tutorial! I really loved the pacing. Everything explained quickly and concise, without getting sidetracked. I just started learning Godot and nice visuals seemed still out of reach, but this really helped and gave me ideas on how to improve my skills there. Thank you!
Wow, this is amazing! I can't wait for the 3D though. Actually, I wish you had started with 3D particles since there are already many 2D particle tutorials on TH-cam and not as many in 3D
Another amazing video and teaching! Would love to see an inventory system taught by you with drag and drop to and from a chest interface! Keep up the amazing videos!:)
I have a question: After 33:12, you used some magic numbers on the Drawing > Visibility Rect, and my question is: What happens when the user changes the game screen size in the game settings? EDIT: I suppose something will break, so how to fix it?
This mainly depends on your scaling settings. The numbers I used were for my 1664x936 reference resolution I designed my project for. In most projects I use scale mode "canvas items" and aspect handling of "expand", so no matter what actual resolution the player will choose, the game will still roughly look the same. Because all settings we do are in "world units" (not pixels) which will automatically scale with the resolution if you use the "canvas_items" mode, it will not break if the player goes with a different resolution. E.g. if I would resize that window in the video to be full screen, it would render at 4k resolution which is a lot larger than the 1664x936 i designed for. But since we still only have 1664x936 world units visible on screen (which are scaled up to render as 4k pixels), everything still works. If you disable the scaling, then 1 world unit will be 1 pixel and then you can suddenly see a lot more on your screen with larger resolutions than you see with smaller ones. And then it can indeed happen that your visibility rect moves off-screen when the player moves. I find this mode not to be terribly useful for games (e.g. fonts would render absolutely tiny in 4k in this mode), but if you have a use case for this, you can still keep the visibility check resolution independent by anchoring the particle system to something you know will always be visible on screen (e.g. use a remote transform to let the particle emitter follow the player) and this way keep the visiblity rect on screen at all times. This is something you'll have to do in 3D anyways as it's not really practical to have a particle system the size of an open world to simulate rain.
I will try my luck here since I can’t seem to find an answer anywhere for this issue. Here’s my idea ; I want my particles to appear between my background and my tilemap (where the player stands) to create depth in the scene. I want my particles to fall IN FRONT of my background but BEHIND my actual world. Here’s my problem; The particles appear on top of everything regardless of the ordering that I put it in. I haven’t tried collisions because i don’t want my particles to outright disappear when they collide with the environment , i just want them to fall behind my world layer. For context its a 2d platformer game. So basically I want the particles to go behind my platforms but in front of the background. I can’t get this to work to save my life. Idk if i’m missing something or there’s a trick that I need to know. Maybe I messed up my ordering, or maybe don’t even understand ordering all together lol. So please can someone help me with this issue
Hi! I really like your lessons. Can you ever do a physics lesson at Godot? I'm trying to add the ability to throw items on the floor from the inventory, and I want them to behave physically correctly. My problem is that almost always my objects fall through the floor if I try to walk on them, and also push through walls and inclined surfaces. Are you ever planning a physics video?
Id love to see a tutorial about randomness. Like the randomness you see when drawing Scrabble tiles from a bag. I have a board game idea from years ago that i want to create and ive learned a bunch about pixel art graphics and general 2d construction and container but im still very much a novice of coding. there doesnt seem to be any great video on the topic. also how would you get the pool of letter tiles to be correctly apportioned.. x of A, x of B, x of C ect. Another interesting thing would be storing data in tile. like the double\triple word score tiles. Maybe even building a small dictionary of 10 two letter words to show how to make those tiles to remove themselves and then score points. also how to force the tiles to only allow adjacent placement.
Thats a lot of interconnected systems and answering this in a comment isn't really possible. But to give you some ideas... A simple bag can be implemented by an array. Say you have a custom class named `Tile` which represents a letter tile. This has the actual letter, the point score for this letter and maybe a reference to a visual representation of the tile. Now you can create say 5 instances of the A tile, 7 of the B tile, etc.. and add all instances to an array - which represents your bag. Now you can just pick a random number between 0 and the array size and then remove the tile at this index from the array. This way you have simulated dragging from a bag of random tiles where you have full control over how many of each tile are in the bag. As for scoring, you would probably need extensive word lists to check against. So get the word the player has laid out and check if it is a valid word .Because each tile has the letter multiplier in its data you can now calculate a score from the involved tiles.
only thing I cannot understand is when we creating the particles at the center of portal, if we give some curve to x velocity then it becomes a line again; why is that happening?
Because the velocities add up. Say you have a particle that initially moves to -1, 1 (e.g. left and up) and you add a X velocity of 5. It will then move to 4,1 (right and a little bit up). So all the particles will now appear to form a line going to the right and will appear to emit from that line.
@@godotneers That sounds great...I like that you don't do short videos, you really take time to break everything down...so thank you...I mean, I don't watch for the knowledge :) I just find them relaxing..but I do recommend them to my son.
I literally just started with GODOT ... making a turned based RPPG'ish type game. While trying to get to grips wioth some of th ebasics I started building a start menu and then trying to implement a sound system that continues over scene changes and a options menu that can be called form any scene either through buttons or the escape key ... On my title screen, I added 2 particle emitters that span leaves and I have to say it was easy but at the same time confusin.g As soon as I added turbulance to my leaves path the distance they travelled dropped by like 66% and I still dont; know why so I had to adjust a bunch of other values to get them to travel the distance I wanted (also added a slow alpha fade curve to them as they approach the end of their lifespan. No clue why turbulance affected the distance traveled so much.
I found turbulence to be producing quite unpredictable results as well. But in the end 80% of particle systems is experimenting and see what works for the case at hand. If all else fails, one can still write a custom particle shader, though I consider this a "last resort" action.
Awesome channel. Can you please do a video on scene transitioning that is more advanced than get_tree.change_scene, one that manages things to load and offload and that carries the player through the scenes.
The first time I downloaded Godot I ran it and started playing around with particles, after about an hour getting frustrated with it I uninstalled and it took me like 3 years to go back to it. lol
Part of what I love about your tutorials is how you will do things the "wrong" way to show us what that does and why it doesn't work /for the current use case/. It is SO much more helpful than just "do this for this use case". You're a true teacher and I am so grateful for your videos!
Babe wake up a new Godotneers video just dropped.
Damn those words can be confirmed to be a dream :v
I've literally been researching this very topic the past few days trying to do what you address here. The timing couldn't have been better. Pumped for more!
I literally started looking for this video this morning
Post your game, would love to see what others are working on.
The GODOAT has returned! I love that you do all kinds of levels. Most tutorials start from setting up the project instead of jumping right into it
Simply the best Particle tutorial for Godot I have ever seen so far. You deserved subscription 👍👍
Thank you so much for your videos! I know this has been said many times already, but your way of teaching really helps to cement the subjects.
Although I've already been using Godot for over a year now, I still could take useful new tips from every single video of yours. Your videos are definitely one of the best if not THE best resources when it comes to learning Godot!
Wow! Wow! Wow! Best video yet. The way you integrated all the features into your tutorial was outstanding. Even after an hour, I didn't want the video to end! Thank you!
Thank you very much for the lesson provided. I do motion design and do all the work in the Godot engine. Now I can enrich my work with interesting effects. Thanks again!
i have been waiting the tutorial of Godot's particle system for a long time, even there are documents on Godot official website but it can't give you as much as this video does. and you explain these parameters with example very clean and fun. i am not an English native speaker but i just watch the whole video without any burden ! Thanks Godotneers
The man, the myth, the legend. 💪Very happy to find a long video focused on this topic. Thank you a lot, sir.
This is an excellent tutorial, you are an amazing instructor. Thank you!
Woohoo, new Godotneers video! Thanks for everything you do for the community!
Very comprehensive and well thought out tutorial, I made a coffee and watched the whole thing :) Thanks!
You make the best godot tutorials man! Keep up the good work!
I just finished my first Game Jam and made my first game. I definitely credited you for my UI training. I wish I had seen this earlier, but I love your work and it will make my future games even better!!! Thanks for all you do!
Brilliant, I’ve been using Godot particles for years, but still learned new things from this. Thank you.
Your teaching style is awesome and is exactly what ive been looking for when learning Godot. Thank you!
Yes! Right when I need to learn godot vfx, I find it in the new episode of the best tutorial series xD
Thank you very much for this wonderful video. You have a pleasant voice and explain very well and clearly how the complex particle system works. I really like the structure of the video and how you proceed step by step. I also appreciate that you address small pitfalls that seem obvious at first. I am already looking forward to more videos from you.
Great video! Can't wait for the 3D one and custom particle shaders. Please do a video on Skeleton Mesh Animation using Bones, IK, Polygons, etc. (for 2D then 3D) next.
this one
Excellent overview! Looking forward to covering 3D particle systems
Once more, a huge thank you !
Another awesome learning ressource on your channel.
Great tutorial! I really loved the pacing. Everything explained quickly and concise, without getting sidetracked. I just started learning Godot and nice visuals seemed still out of reach, but this really helped and gave me ideas on how to improve my skills there. Thank you!
Fantastic presentation, exactly what I was looking for. Thank you for all of your videos, looking forward to the future ones!
Yeeeeees I have been waiting for the next godotneers video! And I great topic. I can’t wait 😊
As all your other videos, a fantastic introduction to the topic. Thank you!
very useful feature and explained very professional
Wow, this is amazing! I can't wait for the 3D though. Actually, I wish you had started with 3D particles since there are already many 2D particle tutorials on TH-cam and not as many in 3D
There are 2D particle tutorials, but you have to admit, none of them come remotely close to explaining particles as well as @Godotneers!
@@Asguardian22 true, @Godotneers definitely did a great job explaining 2D particles
I can't live without your video
Another amazing video and teaching! Would love to see an inventory system taught by you with drag and drop to and from a chest interface! Keep up the amazing videos!:)
Thank you! Please keep going with these amazing tutorials! I love them ❤
Can't wait to see you tackle shaders!
If you haven't already found the video, he covered the topic about a year ago. :)
@martinedelius I'll take a look! thanks
Phenomenal video, my good man. You have my thanks!
Yet another fantastic tutorial. Thank you.
Love your stuff. Would love to see pixel art particles in part 2.
Another Master Class. Thanks for sharing
My favorite tutorial maker! With his help i can see a small chance for me to learn the use of this engine before the world ends.💀 Danke! 👻
Thank you so much for this! As a super new beginner, you made this really easy to understand!
Nice tutorial! It's very helpful for me. Thank you!
great overview, thanks!
I have a question: After 33:12, you used some magic numbers on the Drawing > Visibility Rect, and my question is: What happens when the user changes the game screen size in the game settings? EDIT: I suppose something will break, so how to fix it?
Great video by the way, many things that I haven't touched till now ^^
This mainly depends on your scaling settings. The numbers I used were for my 1664x936 reference resolution I designed my project for. In most projects I use scale mode "canvas items" and aspect handling of "expand", so no matter what actual resolution the player will choose, the game will still roughly look the same. Because all settings we do are in "world units" (not pixels) which will automatically scale with the resolution if you use the "canvas_items" mode, it will not break if the player goes with a different resolution. E.g. if I would resize that window in the video to be full screen, it would render at 4k resolution which is a lot larger than the 1664x936 i designed for. But since we still only have 1664x936 world units visible on screen (which are scaled up to render as 4k pixels), everything still works.
If you disable the scaling, then 1 world unit will be 1 pixel and then you can suddenly see a lot more on your screen with larger resolutions than you see with smaller ones. And then it can indeed happen that your visibility rect moves off-screen when the player moves. I find this mode not to be terribly useful for games (e.g. fonts would render absolutely tiny in 4k in this mode), but if you have a use case for this, you can still keep the visibility check resolution independent by anchoring the particle system to something you know will always be visible on screen (e.g. use a remote transform to let the particle emitter follow the player) and this way keep the visiblity rect on screen at all times. This is something you'll have to do in 3D anyways as it's not really practical to have a particle system the size of an open world to simulate rain.
@@godotneers Thanks for the explanation, you're amazing! :)
Very nice tutorial !!! Thank You.
really good video. now I know how to fix all my terrible particle systems
Thanks for your great work!
Videos on shaders, especially gdshaders, would be welcome, even more than particles3D (which are needed too ^^).
fantastic tutorial, thank you
Great as always! Thank you.
Thank you!
please an animation tutorial! Also great video as always. Thank you!
You have the best tutorials about godot, can you make a video about animation and animation tree
Awesome, thanks!
Yay!! Please do 3D as well :)
I will try my luck here since I can’t seem to find an answer anywhere for this issue.
Here’s my idea ;
I want my particles to appear between my background and my tilemap (where the player stands) to create depth in the scene.
I want my particles to fall IN FRONT of my background but BEHIND my actual world.
Here’s my problem;
The particles appear on top of everything regardless of the ordering that I put it in. I haven’t tried collisions because i don’t want my particles to outright disappear when they collide with the environment , i just want them to fall behind my world layer.
For context its a 2d platformer game. So basically I want the particles to go behind my platforms but in front of the background.
I can’t get this to work to save my life. Idk if i’m missing something or there’s a trick that I need to know. Maybe I messed up my ordering, or maybe don’t even understand ordering all together lol.
So please can someone help me with this issue
Hi! I really like your lessons. Can you ever do a physics lesson at Godot? I'm trying to add the ability to throw items on the floor from the inventory, and I want them to behave physically correctly. My problem is that almost always my objects fall through the floor if I try to walk on them, and also push through walls and inclined surfaces. Are you ever planning a physics video?
18:10 they're sparking particle, because they don't come from eastern France, otherwise they'd be Champagne Particles.
Id love to see a tutorial about randomness. Like the randomness you see when drawing Scrabble tiles from a bag. I have a board game idea from years ago that i want to create and ive learned a bunch about pixel art graphics and general 2d construction and container but im still very much a novice of coding. there doesnt seem to be any great video on the topic. also how would you get the pool of letter tiles to be correctly apportioned.. x of A, x of B, x of C ect. Another interesting thing would be storing data in tile. like the double\triple word score tiles. Maybe even building a small dictionary of 10 two letter words to show how to make those tiles to remove themselves and then score points.
also how to force the tiles to only allow adjacent placement.
Thats a lot of interconnected systems and answering this in a comment isn't really possible. But to give you some ideas... A simple bag can be implemented by an array. Say you have a custom class named `Tile` which represents a letter tile. This has the actual letter, the point score for this letter and maybe a reference to a visual representation of the tile. Now you can create say 5 instances of the A tile, 7 of the B tile, etc.. and add all instances to an array - which represents your bag. Now you can just pick a random number between 0 and the array size and then remove the tile at this index from the array. This way you have simulated dragging from a bag of random tiles where you have full control over how many of each tile are in the bag. As for scoring, you would probably need extensive word lists to check against. So get the word the player has laid out and check if it is a valid word .Because each tile has the letter multiplier in its data you can now calculate a score from the involved tiles.
@@godotneers Interesting.. Like i said im still a novice but the truth is thats about the logic i was thinking was involved. thanks you for the reply.
only thing I cannot understand is when we creating the particles at the center of portal, if we give some curve to x velocity then it becomes a line again; why is that happening?
Because the velocities add up. Say you have a particle that initially moves to -1, 1 (e.g. left and up) and you add a X velocity of 5. It will then move to 4,1 (right and a little bit up). So all the particles will now appear to form a line going to the right and will appear to emit from that line.
@@godotneers thank you for answer and good contents 😊
Do you have a similar video for spatial(3D) particles?
It's going to be part 2 of this.
@@godotneers That sounds great...I like that you don't do short videos, you really take time to break everything down...so thank you...I mean, I don't watch for the knowledge :) I just find them relaxing..but I do recommend them to my son.
Omg new video woooooo
I literally just started with GODOT ... making a turned based RPPG'ish type game. While trying to get to grips wioth some of th ebasics I started building a start menu and then trying to implement a sound system that continues over scene changes and a options menu that can be called form any scene either through buttons or the escape key ...
On my title screen, I added 2 particle emitters that span leaves and I have to say it was easy but at the same time confusin.g As soon as I added turbulance to my leaves path the distance they travelled dropped by like 66% and I still dont; know why so I had to adjust a bunch of other values to get them to travel the distance I wanted (also added a slow alpha fade curve to them as they approach the end of their lifespan.
No clue why turbulance affected the distance traveled so much.
I found turbulence to be producing quite unpredictable results as well. But in the end 80% of particle systems is experimenting and see what works for the case at hand. If all else fails, one can still write a custom particle shader, though I consider this a "last resort" action.
Great!
when will you release part 2?
It is currently in the making. As for when it will be done I can't say as it depends on my available time which is currently rather difficult to plan.
Hello! Is this useful for 3D too?
Alter Schwede, du bist ein Deutscher!😂 das finde ich ja obergarndios! Ich wusste es 🎉
Please make one for 3D too, I really struggle with making them look decent - like explosions, etc.
Awesome channel.
Can you please do a video on scene transitioning that is more advanced than get_tree.change_scene, one that manages things to load and offload and that carries the player through the scenes.
its really a good material but theres so much settings i feel like i will rewatch it a lot
What about lessons for 2.5 D?
Guuuys, i ve just found a hidden gem
The first time I downloaded Godot I ran it and started playing around with particles, after about an hour getting frustrated with it I uninstalled and it took me like 3 years to go back to it. lol
🙂
Good content but AI generated pictures like your PFP is cringe
your face is cringe
You should know about paid commissions, like ordering the production of imagery, something normally asked from a human to another human.
Please keep the discussion civilized.
THANK YOU!