Let's go Fireball in Godot! 💥 Side note on trails that I've only discovered after recording this. It's probably possible to have trails/ribbons: ruclips.net/video/vKrrxKS-lcA/видео.html Sorry for the harsh audio quality at some points, only noticed after recording the whole thing. 😬
Hi there🙋🏽nice tutorials. What about you create a tutorial explaining how shaders work? What we need to start creating some nice Effects. Until now I only copy what you do, but don't know exactly what's is running in the codes
Can you make a tutorial for stylized fire in Godot? Or maybe other elements like ice or water or rock? The Unity version of the projectiles look a lot better so I was hoping we could get something equivalent in Godot.
Hm, I thought Godot does have ribbons/trails, but you say at the start of the Fireball Trails chapter that it doesn't? In the video I see a RibbonTrailMesh option for draw passes, and there's a Trail section for sub emitters. I've seen a video or two that I think used them, but I am not sure if they could have achieved the same effect as you've done here. Still, this is a very cool looking effect, and I'm always very happy to see more Godot content!
Thank a lot for this and all of your other tutorials, those are real golden! If possible there is one i would like to suggest, there is a VFX which every vfx artist calls "easy" but i never really understood a good way to do it. I'm talking about a Kamehameha-like energy blast. I did many tests and some of those are good but all i could achieve are those static size energy waves, A tutorial for a kamehameha that stretch his size over time (to make an example like the one in Xenoverse 2) is what i'm trying to achieve, a tutorial for that would be the biggest gift for me (and i'm sure for many others too) if it fits your schedule (doing it for both Unity and Godot would just be insanely amazing like what you did with those fireballs)
when I connect the Texture 2d Parameter with the Texture 2d error: the sampler port is connected but not used. consider changing the source to 'samplerPort' please any solutions?
I just wanna tell you that in Godot, we animate almost everything using AnimationPlayer Nodes, you can key the "Emitting" property on all of the particles and make them play using the animation player in 1 Node instead of selecting all and pressing emmit
Let's go Fireball in Godot! 💥
Side note on trails that I've only discovered after recording this. It's probably possible to have trails/ribbons: ruclips.net/video/vKrrxKS-lcA/видео.html
Sorry for the harsh audio quality at some points, only noticed after recording the whole thing. 😬
Keep doing Godot 💥
Whenever there's a new video about Godot, I'll be there, I haven't watched it yet but I know it's going to be good❤❤❤
bro please make a video on stylized grass wind effect with Shader Graph in unity 3d URP
Omg, I was just procrastinating from my game dev where I make a fire wizard in godot... Is god spying me?
Procrastinate no more, this is the time! :D
Hi there🙋🏽nice tutorials. What about you create a tutorial explaining how shaders work? What we need to start creating some nice Effects. Until now I only copy what you do, but don't know exactly what's is running in the codes
Got better results with brackeys tutorial, and they provide files afterwards
Godot ❤
Can you make a tutorial for stylized fire in Godot? Or maybe other elements like ice or water or rock? The Unity version of the projectiles look a lot better so I was hoping we could get something equivalent in Godot.
Yes I got a Stylized Fire tutorial in Godot btw: ruclips.net/video/R3xMwfrlTI8/видео.html
Hm, I thought Godot does have ribbons/trails, but you say at the start of the Fireball Trails chapter that it doesn't? In the video I see a RibbonTrailMesh option for draw passes, and there's a Trail section for sub emitters. I've seen a video or two that I think used them, but I am not sure if they could have achieved the same effect as you've done here.
Still, this is a very cool looking effect, and I'm always very happy to see more Godot content!
It might be possible to have trails/ribbons yes, didn't test it in this use case of the Fireball tho: ruclips.net/video/vKrrxKS-lcA/видео.html
Thank a lot for this and all of your other tutorials, those are real golden!
If possible there is one i would like to suggest, there is a VFX which every vfx artist calls "easy" but
i never really understood a good way to do it.
I'm talking about a Kamehameha-like energy blast.
I did many tests and some of those are good but all i could achieve are those static size energy waves,
A tutorial for a kamehameha that stretch his size over time (to make an example like the one in Xenoverse 2)
is what i'm trying to achieve, a tutorial for that would be the biggest gift for me (and i'm sure for many others too) if it fits your schedule
(doing it for both Unity and Godot would just be insanely amazing like what you did with those fireballs)
I have thought about doing a video about it for a while now. Might do yeah.
@@GabrielAguiarProdThat would be a real dream, thanks a lot!
I will stay in hype until then ahahahah
any plans on godot 2D vfx tutorials? :)
when I connect the Texture 2d Parameter with the Texture 2d error:
the sampler port is connected but not used. consider changing the source to 'samplerPort'
please any solutions?
In godot 3.5 what node is the same panning node in godot 4?.
I believe you can always grab a UV node and multiply it with a vector2 that is multiplied with time.
How to make control time offset ? Just one shot
Genial
I just wanna tell you that in Godot, we animate almost everything using AnimationPlayer Nodes, you can key the "Emitting" property on all of the particles and make them play using the animation player in 1 Node instead of selecting all and pressing emmit
Interesting, thanks for the tip!
❤
Very helpful thanks
Glad it helped
Don't forget to rotate the fireball at the end ;)
Q bien.
Nice!
ew godot