Recreating Tunic's Visual Effects in Godot 3.5

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  • Опубликовано: 21 окт 2024

Комментарии • 16

  • @somedude5951
    @somedude5951 Год назад +1

    You made a typo, at line 20 in the script.
    It says goabl_transformation, instead of global.

    • @wattinteractive
      @wattinteractive  Год назад +1

      Oops! I corrected that in my code but missed that in the video. Thanks for letting me know!

  • @nyuh
    @nyuh Год назад

    NO FREAKIGN WAYYYY
    I LOVE TUNIC
    IVE ALWAYS WONDERED HOW THEY DID ITTT
    ALSO I LOVE GODOTTT YIPPEEE THIS VID IS THE VID EVER

  • @DaBrain2578
    @DaBrain2578 Год назад +1

    Will you be adding more effects?
    I'd love to see how close we can get.

    • @wattinteractive
      @wattinteractive  Год назад +1

      What other effects would you like to see? I'd be happy to add things to my list of effects to cover in Godot.

    • @DaBrain2578
      @DaBrain2578 Год назад +1

      @@wattinteractive As many as possible. :)
      They use SSAO and some sort of indirect lighting. Maybe SSGI. Possibly with light probes. Might also be SSAO with a simple color bleed.
      I'd love to deliver some assets, but I don't know when I'm free again.
      Anything from lighting to post effects is interesting.

    • @wattinteractive
      @wattinteractive  Год назад +1

      @@DaBrain2578 Great! I didn't have lighting on my list of things to cover, so it's been added! Expectation managing here, it might be some time before I get there due to other commitments severely limiting my video production time but I'm working on it!

  • @luqal7112
    @luqal7112 Год назад

    Fantastic

  • @samuraikina5908
    @samuraikina5908 Год назад

    Hey dude i love tunic im creating a game somehow similar , could you do the cant walk trough edges feature? ...what im thinking is to make a lot of invisible collision shapes on the whole world because i was trying to use a raycast to stop when the player is on an edge ...but on my game i wasnt able to implement this feature yet.

    • @wattinteractive
      @wattinteractive  Год назад +1

      Sure, I can add that to the list of ideas to cover. I think the easiest way to do it though is to do what you said and have invisible collision shapes that stop you from walking off the edge.

    • @samuraikina5908
      @samuraikina5908 Год назад

      @@wattinteractive thanks a lot right now i make my character jump but later ill remove this feature so he have to walk all the way :D hehe

    • @chrisnevermorebotha3040
      @chrisnevermorebotha3040 Год назад

      @@samuraikina5908 maybe try a Raycast in front of the character that checks if it's colliding with floor, and if it's jot colliding with floor prevent movement in that direction.

    • @samuraikina5908
      @samuraikina5908 Год назад

      @@chrisnevermorebotha3040 i try that but then how do i specified dont move west... Nwest and sw? But you can move east, ne, se, south, and north?

    • @chrisnevermorebotha3040
      @chrisnevermorebotha3040 Год назад

      ​@@samuraikina5908 this will be tedious indeed, but if u manage to get it working you will have a player controller that detects edges and other useful variables you can use for other mechanics for example that you wont have to worry about in the future. You will basically have a mini IK system at the end of the day XD. Its basically the same as how a climb mechanic works but abit more complex. This mechanic is also seen in some games where if the character reaches the edge while running they will slow down and stop and you can still jump over the edge so that means there were no invisible walls but actually something that detected the edge .You can check out this tutorial for reference ruclips.net/video/wRLmRedssvs/видео.html
      The easy way is just to make invisible walls yes XD