It's so bizarre! I remember watching your time travel video a while back. It was so cool! (I forgot about your channel because I hadn't subscribed. Not gonna make the same mistake again) Also, thanks!
Stuff like this is super important, I don't think it needs to wait to the end :) otherwise you won't generate as much excitement when you show your game to people
I recently stumbled on these devlogs in my recommended, and though I am not a game developer, I am an avid fan of pixel artistry. Seeing what you have done with pixel art meshing it with modern game design is very spectacular. These developer entries are also so wholesome to listen to as you are so calm and refreshing in your presentation. It makes me wish I was a developer who could glean more about the technical aspects of your work rather than just an admiring bystander.
This is the true definition of how devlogs should be. It shouldnt be a tutorial but still tells the ideas/concepts used to progress making a certain part of ur game 🎉
Astortion looks great, interested to see it's future! I am incredibly curious to the process around 00:45 of how you've actually implemented the movement through a fragment shader (or how that is even made use of in shadergraph being as the sprite masters seem to only take vertex inputs) and pixelating it to the proper resolution of your art/scene. After several hours of research you seem to be the only person on the entire internet to have arrived at this kind of result with 2d shadergraph and this is basically exactly what I've been after for some time now, so if there's any chance you could spare a moment for an explanation, or hell even just a pic of the graph- I'd be ravenously grateful Fantastic work btw, the later process of entity interaction is really clever.
@@aarthificial Oh yea, it's seriously a great effect that hasn't too much explanation over the internet. I've tried many times to replicate it but without success. Hover I had a bit of a laugh making it. Could I ask you about the screenshot of this shader graph too? I know, it totally depends on you and of course, I don't want to "still" your work. Overall, great job. You are really talented and the game has much potential with the story/art/mechanic you designed. Ps. I know you are from the U.K, but I can hear Polish accent in your videos. Are you from Poland? :D
Wow, that technique is amazing! exactly what i was looking for. Are you working with the 2D Renderer? if so, i would really appreciate if you could share the shader information or make a tutorial if you got the time. Thanks for the insight anyways.
I've been looking for a tutorial or blog explaining how the two Ori games made their foliage sway depending on the player movement and velocity (as well as the force of explosions, enemy movements etc, basically any force), and I think this is it (or at least one way to do it). If you ever make a tutorial on this, I would appreciate it massively. I have tried some other methods but its not exactly what I'm looking for.
- ahem - particle simulations (dust, leaves, water splashes etc.) systemic interactions (birds that fly away when you run past them, people lifting their heads etc.) imagine running complex interactions like that, all on the gpu. You could scale it up to insane numbers, now that is some emersion right there.
I love that technique and I want it too. Do you want to share any tips on how overlay the correct part of the render texture to the uv's of the individual grass sprites? That's the only step I can't figure out without losing my mind.
I actually haven't figured this one out yet. The whole concept is on my back burner currently. In the video I map the UV of my render texture directly to world coordinates. So world position of sprites serves as coordinates to sample the render texture. Ideally the camera position would be fed to the shader so the whole thing is relative to said camera. Or perhaps the screen position should be used.
Code Monkey has a nice video about it: ruclips.net/video/siiqnXA156Y/видео.html The secret is to do two passes of pixelation. First, you pixelate your UV - just before sampling the noise. Then you pixelate the output from the noise. Takes some trials and errors but once mastered, it can produce all sorts of cool effects
Hey man! Nice devlog, love the art. I do have a question, is your game locked to one resolution? Because my pixel art tends to distort on revolutions that aren’t 1920x1080? My sprites are 32 x 32 ppu and my camera size is set to the correct calculated size. Good vid bro
Thanks! No, I'm only locking the aspect ratio to 16:9. Haven't had problems with distorted pixels yet although I feel like they're gonna come eventually. I'm still using a normal camera (without the pixel perfect script or anything like that) so maybe that's why?
@@aarthificial that's really cool, do you have a link to a resource on how to do it? I want to implement that then just use pixel perfect camera to upscale the render texture. thanks for the videos, subbed 👍
@@aarthificial do you mind sharing generally which basic nodes you used and how you linked them together? I’m fairly new to shaders, but this is just such a versatile shader - would work great for 2D water, fabrics, clouds etc
Oh boy. I had a similar thing going on with the sway stuff. Actually I exactly used cables hanging from the ceiling that sway when the player touches them. But since I'm an art and music guy and can't program for shit, I just rendered out some animations and went from there... 20 minutes of work and it was done. Not very intricate and sophisticated... I'm a simpleton sometimes...
@@aarthificial much appreciate it, you're videos are of very high quality I hope you know that, the way you explain I see you have a lot of experience, I like how you: find, fix and explain unity flaws because I use Unity and am making those mistakes without knowing it, want to see more :)
@@aarthificial Haha I know I’m late but I second (third) asking for a tutorial on more specifics achieving this effect! A lot of this stuff is abstract to me :o
54 minutes into this presentation there's a great grass demonstration: ruclips.net/video/MKX45_riWQA/видео.html It's still rubber grass that doesn't stay downtrodden though
Hello Many Thanks for sharing this knowledge And to Everyone Reading this comment - SUBSCRIBE!! to this channel. Its not me - its the content in these videos! [Three questions, please dont mind my directness, I am just curious.] 1. was all the effects achieved using shadergraph ? 2. And what if enemies could also interact with the folliage, then do we have to pass their info to the shader as well and repeat everytime for each and every enemy? 3. Are all sprites rendered on a quad? since rendered texture doesnot works with 2D sprites except rawImage. Thanks again
1. Foliage shaders where made with Shader Graph. The velocity buffer was made using a traditional shader 2. This is one of the main issues with this implementation - only one object can interact with the velocity buffer. Now that I've created my own renderer: ruclips.net/video/jguyR4yJb1M/видео.html I'm planning to redesign the whole thing to make it work with multiple objects. I'll probably do that by introducing a new render pass that will render all the interactive objects directly to the buffer. 3. No, these are normal sprites with a shader. Sometimes they may overflow the mesh, though, so it's helpful to switch the sprite to full rect in the import settings.
@@aarthificial That is incredible - I would love to study the velocity buffer shader! (if you could share some more details on how to achieve the same.) and I have seen you recent devlog - it is Delightfully Epic.
Thanks so much! In currently working on releasing all these shaders as an open source package, so there's gonna be another video with more details on them soon-ish
These shaders are now available as a package:
ruclips.net/video/ecYWvfMoRIM/видео.html
I just binged all of these devlogs - my guy you're on to something. Also, we seem to have started making videos one day apart!
It's so bizarre! I remember watching your time travel video a while back. It was so cool!
(I forgot about your channel because I hadn't subscribed. Not gonna make the same mistake again)
Also, thanks!
Shaders? I didn't think my nightmares would come haunt me here
(Looks great btw)
Ngl it would be tough if not for the shader graph
(Thanks btw)
I absolutely love the animation for the grass and trees! Just found you're channel and now I can't stop binging it
Thank you!
I'm glad you enjoyed it.
1:06 well atleast if you ever need to make an exploding tree you know how 😂
Or an imploding tree.
Stuff like this is super important, I don't think it needs to wait to the end :) otherwise you won't generate as much excitement when you show your game to people
I recently stumbled on these devlogs in my recommended, and though I am not a game developer, I am an avid fan of pixel artistry. Seeing what you have done with pixel art meshing it with modern game design is very spectacular. These developer entries are also so wholesome to listen to as you are so calm and refreshing in your presentation. It makes me wish I was a developer who could glean more about the technical aspects of your work rather than just an admiring bystander.
This is the true definition of how devlogs should be. It shouldnt be a tutorial but still tells the ideas/concepts used to progress making a certain part of ur game 🎉
Astortion looks great, interested to see it's future!
I am incredibly curious to the process around 00:45 of how you've actually implemented the movement through a fragment shader (or how that is even made use of in shadergraph being as the sprite masters seem to only take vertex inputs) and pixelating it to the proper resolution of your art/scene.
After several hours of research you seem to be the only person on the entire internet to have arrived at this kind of result with 2d shadergraph and this is basically exactly what I've been after for some time now, so if there's any chance you could spare a moment for an explanation, or hell even just a pic of the graph- I'd be ravenously grateful
Fantastic work btw, the later process of entity interaction is really clever.
Thank you!
I'd be glad to give you some explanation, just send me a dm on twitter or an email so we can talk about it.
@@aarthificial Just did to your email, thank you kindly!
@@aarthificial Oh yea, it's seriously a great effect that hasn't too much explanation over the internet. I've tried many times to replicate it but without success. Hover I had a bit of a laugh making it.
Could I ask you about the screenshot of this shader graph too? I know, it totally depends on you and of course, I don't want to "still" your work.
Overall, great job. You are really talented and the game has much potential with the story/art/mechanic you designed.
Ps. I know you are from the U.K, but I can hear Polish accent in your videos. Are you from Poland? :D
Wow, that technique is amazing! exactly what i was looking for. Are you working with the 2D Renderer? if so, i would really appreciate if you could share the shader information or make a tutorial if you got the time. Thanks for the insight anyways.
I've been looking for a tutorial or blog explaining how the two Ori games made their foliage sway depending on the player movement and velocity (as well as the force of explosions, enemy movements etc, basically any force), and I think this is it (or at least one way to do it). If you ever make a tutorial on this, I would appreciate it massively. I have tried some other methods but its not exactly what I'm looking for.
The Pixel art for the environment looks great!
Thank you!
- ahem -
particle simulations (dust, leaves, water splashes etc.)
systemic interactions (birds that fly away when you run past them, people lifting their heads etc.)
imagine running complex interactions like that, all on the gpu. You could scale it up to insane numbers, now that is some emersion right there.
The foliage movement looks awesome! I just do a simple squash/stretch/rotate technique XD
Thanks!
I find your channel very inspiring. Great work and thanks for sharing knowledge
Thank you, too!
goodbye blue sky on the background music. GOD what a good taste!
well kinda hahahahaha
This looks amazing! You're so talented i dont even have te patience to start coding...
Looks incredible!
bruh this looks just great
Very cool mate, its on the list of things
Looks really great! Thank you for sharing
This is some high level math stuff lol.
Looks so cool!
Thank you!
Nice job! Game's looking good!
Thank you!
things like this are so classy.
I love that technique and I want it too. Do you want to share any tips on how overlay the correct part of the render texture to the uv's of the individual grass sprites? That's the only step I can't figure out without losing my mind.
I actually haven't figured this one out yet. The whole concept is on my back burner currently. In the video I map the UV of my render texture directly to world coordinates. So world position of sprites serves as coordinates to sample the render texture.
Ideally the camera position would be fed to the shader so the whole thing is relative to said camera. Or perhaps the screen position should be used.
I really like to learn more about this velocity buffer thing
This is looking beautiful!!!!
Are you going to do any tutorial for this in future?
Thank you!
I'm planning on making a tutorial for this for quite some time now but I want to get a bit better at making videos first.
@@aarthificial Awesome!!
Can't wait for it!!
Great content!
Been using this video as a reference and managed to implement something similar in Godot.
Would you be willing to share a demo project or give a quick explanation of how you did it? I'm trying to do the same (in Godot) but I'm struggling.
Love the videos. Would really like some details on that fragment shader that you started out with.
Hi man! Astortion looks great! I was curious: I can make a fragment shader, but I was wondering how to pixelate it like yours?
Code Monkey has a nice video about it: ruclips.net/video/siiqnXA156Y/видео.html
The secret is to do two passes of pixelation. First, you pixelate your UV - just before sampling the noise. Then you pixelate the output from the noise. Takes some trials and errors but once mastered, it can produce all sorts of cool effects
@@aarthificial Thanks man!
Your videos are super Awesome
0:45 how does one simply "add pixelation"?
Hey man! Nice devlog, love the art. I do have a question, is your game locked to one resolution? Because my pixel art tends to distort on revolutions that aren’t 1920x1080? My sprites are 32 x 32 ppu and my camera size is set to the correct calculated size. Good vid bro
Thanks!
No, I'm only locking the aspect ratio to 16:9.
Haven't had problems with distorted pixels yet although I feel like they're gonna come eventually. I'm still using a normal camera (without the pixel perfect script or anything like that) so maybe that's why?
aarthificial very true! Regardless, this looks really cool! Good luck with it :)
Very nice 👍🏼 at 0:43 are u able to do that using the shader graph to get that effect?
Thanks!
Yes, everything except for the velocity buffer was made using the shader graph
@@aarthificial that's really cool, do you have a link to a resource on how to do it? I want to implement that then just use pixel perfect camera to upscale the render texture. thanks for the videos, subbed 👍
Unfortunately, aside from the videos linked in the description, I didn't follow any specific resources. It was more of a trial and error.
@@aarthificial do you mind sharing generally which basic nodes you used and how you linked them together? I’m fairly new to shaders, but this is just such a versatile shader - would work great for 2D water, fabrics, clouds etc
Oh boy. I had a similar thing going on with the sway stuff. Actually I exactly used cables hanging from the ceiling that sway when the player touches them.
But since I'm an art and music guy and can't program for shit, I just rendered out some animations and went from there... 20 minutes of work and it was done. Not very intricate and sophisticated... I'm a simpleton sometimes...
Nice video, will start implementing this into my game. Thanks!
PS. Also, what's the music at the start of the video? I really liked it =)
Thanks!
It's Introspective by Gabriel Lewis
How does one start learning this shader wizardry?
Your voice kinda sounds like Naval Ravikant
1:18 Can you share this shader by a photo please? Because i don't know anything about shaders and this is so cool :)
I'll be making it available real soon
@@aarthificial Thank you so much :)
I like it!
How do you distort vertecies in unity?
In terms of Shader Graph it's done by modifying the vertex position in the master node.
You can google "vertex shader" for more info
@@aarthificial much appreciate it, you're videos are of very high quality I hope you know that, the way you explain I see you have a lot of experience, I like how you: find, fix and explain unity flaws because I use Unity and am making those mistakes without knowing it, want to see more :)
Thanks, I'm happy to hear that!
What for a game is this?
some tutorial? :0
I'm planning to make one but there's still some things that I need to fix before it happens
Would be very appreciated, your system looks very intricate!
@@aarthificial Haha I know I’m late but I second (third) asking for a tutorial on more specifics achieving this effect! A lot of this stuff is abstract to me :o
this urp or hdrp ?
URP
@@aarthificial ok
54 minutes into this presentation there's a great grass demonstration:
ruclips.net/video/MKX45_riWQA/видео.html
It's still rubber grass that doesn't stay downtrodden though
I thought you'd share or like? Lol
I did ruclips.net/video/ecYWvfMoRIM/видео.html
Hello Many Thanks for sharing this knowledge And to Everyone Reading this comment - SUBSCRIBE!! to this channel.
Its not me - its the content in these videos!
[Three questions, please dont mind my directness, I am just curious.]
1. was all the effects achieved using shadergraph ?
2. And what if enemies could also interact with the folliage,
then do we have to pass their info to the shader as well and repeat everytime for each and every enemy?
3. Are all sprites rendered on a quad? since rendered texture doesnot works with 2D sprites except rawImage.
Thanks again
1. Foliage shaders where made with Shader Graph. The velocity buffer was made using a traditional shader
2. This is one of the main issues with this implementation - only one object can interact with the velocity buffer.
Now that I've created my own renderer: ruclips.net/video/jguyR4yJb1M/видео.html I'm planning to redesign the whole thing to make it work with multiple objects. I'll probably do that by introducing a new render pass that will render all the interactive objects directly to the buffer.
3. No, these are normal sprites with a shader. Sometimes they may overflow the mesh, though, so it's helpful to switch the sprite to full rect in the import settings.
@@aarthificial That is incredible - I would love to study the velocity buffer shader! (if you could share some more details on how to achieve the same.)
and I have seen you recent devlog - it is Delightfully Epic.
Thanks so much!
In currently working on releasing all these shaders as an open source package, so there's gonna be another video with more details on them soon-ish
@@aarthificial Cant Wait to get those and Also very generous of you, Thank you.
First?
Nice
Ee
why does every game dev have that accent?
Thanks for making me even more self-conscious about it.
@@aarthificial it's not a bad thing, I actually quite like it. it's a nice accent I just was wondering why every dev had it?