That “spring” effect looks awesome! It always amazes me how much thought and time goes into every single detail of a game. One thought: does it make sense to have green grass at the bottom of the acid pool? You could flip the dirt texture from the underside of the floating platforms.
omg I just learned about shaders and started using URP, I was a bit appalled about how little information there was for 2d games, thank you so much for this! I think you should include URP and shaders in the title so more people can see this!
Yeah, I agree. He should redesign the tiles that come into contact the with the acid to make it look like the acid is pulsing in and out of the region through "veins" in the soil.
Synthwave Zelda is a nice combination i never thought of ahah :) I find it kinda odd to have grass under the acid lake, since it should be impossible for anything to grow there, but i really like the look ! Maybe it could also produce this smoke effect you were talking about, but just when the player or an object falls into acid (could help further more to specify the danger when you're introduced in the arena) Have a good day Adam :)
Yes please! Came here because I was hoping to find some input on how to do that... Als always, I enjoyed the video even if I didn't find the info I was looking for this time. Love your reflection on the process! Sometimes it's best to just get started and figuring the rest out, as you go, I will try to live after that advice!
What a great shader! I'm sure you already have ideas for improvements, so I won't pester you with suggestions lol. Also, very well put general definition of shaders. You always manage to make these concepts understandable.
This looks really good. I have a few suggestions though. The back waterline of the pool I think should match the faux 3D aspect of the tile system, so that it gets a little more narrow. Perhaps also make some interaction between the left and right edge of the pool to the vertical ground. It would make the pool seems more connected to the enviroment.
Hi Adam, damn fine work :) On a side note to the bubbles pooping in the back, can this be solved by adding a few random lines of height to the bubble sprite colliders? making then exit the collider earlier.
Nice effect and explanation as always. Thanks Adam I learnt pixel art from you and I am also learning for making my own game from you. I have one question though, I liked the wave effect very much. However, I would like to ask how can you implement player swimming in it with the wave effect? (If the liquid is water instead of acid, and the player can swim in it for example)
I think that whole thing about the camera moving slightly more than the shader gets offset is the exact problem I've been having. I'm still not sure how to remedy it but at least this has made me realize what's happening when the more the camera moves the more the shader gets wonky. Great video btw
hey! thanks for the video. I want to share an idea, what about changing the tileset on the border of the pool? because that grass should be affected by the poison pool.
I started following your videos and they helped me mature the way I create characters. I'm making an isometric game, but I've found it difficult to do 'run animation' of the character, and it's hard to find guide material, most of it is in 2d platform view. Can you help by making a short 32px run animation?
You mentioned you are rendering the acid pool offscreen in an extra texture. How do you achieve that? Do you use Command Buffers or camera layers? SpriteRenderers or Meshes/MeshRenderers? I'm trying something similar but I'm not sure how to achieve that in a smooth manner.
The acid pool it's looking awesome. However to me it seems a bit to boxy, I don't know if it's possible, but maybe drawing it behind the tileset would give it a more characteristic shape and it could even help with the problem with the pool lagging behind as the camera moves. Also the grass in the bottom doesn't make to much sense to me. Anyway these are just some minor things. Great work!
Wow, this looks awesome! I've referenced your videos to help learn Aseprite and animation techniques for a passion project of mine. Love your work! Any tips/refs for animating a moving river in the bg?
I really love ur videos and take on this stuff. I always get subverted. Everytime I think you are sounding too artsy and perfectionist. You always talk about a lesson learnt. IE just jump in and don't optimize before
You don't keep the ends fixed on either end of the fluid surface. Is that intentional? That also means that the volume of "acid" isn't constant. Then again, that could be an interesting effect if the acid were being pumped in and out of that region by "veins" in the soil. You could redraw the tiles nearby with purple "veins" and give them their own animations to sell the effect.
Actually, there is something like that in the real world, but its not bubbeling (coz physic does not work like that in RL). the vulcano Ijen in Indonesia has the worlds biggest acid lake, it's color is turqoise like and on first glance there is nothing different, but its hightly acidic. The main acid is sulfuric acid. If u r interested how it look, just google the vulcano :D
That “spring” effect looks awesome! It always amazes me how much thought and time goes into every single detail of a game.
One thought: does it make sense to have green grass at the bottom of the acid pool? You could flip the dirt texture from the underside of the floating platforms.
omg I just learned about shaders and started using URP, I was a bit appalled about how little information there was for 2d games, thank you so much for this! I think you should include URP and shaders in the title so more people can see this!
Just woke up and got to watch some good quality content, thanks Adam!
Would make the bottom of the pool dirt instead of grass. Grass shouldn't be able to survive a pool of acid.
Add some cracks that look like acid is seeping into the soil to add to that.
Yeah, I agree. He should redesign the tiles that come into contact the with the acid to make it look like the acid is pulsing in and out of the region through "veins" in the soil.
Known issue. I believe he said it's temporary with the single grass tileset
Synthwave Zelda is a nice combination i never thought of ahah :)
I find it kinda odd to have grass under the acid lake, since it should be impossible for anything to grow there, but i really like the look ! Maybe it could also produce this smoke effect you were talking about, but just when the player or an object falls into acid (could help further more to specify the danger when you're introduced in the arena)
Have a good day Adam :)
It looks dope Adam. And I'm super glad your channel is growing, you deserve a lot more subs!
I always like your posts before i start to watch.u got good vibe
Really nice acid pool! Love the rise and fall alternating to create depth, and the slow rise and pop of the bubbles
this channel is growing dangerously close to my heart
I'm among the new 80 thousand people in your audience :D Very happy I found your work, I learned a lot, and the vibes of your videos are impeccable.
Great job as always!
I would love to see your approach with a shader for a topdown water/acid lake with reflection, movement, bubble...
Keep it up !
That would be cool!
Yes please! Came here because I was hoping to find some input on how to do that... Als always, I enjoyed the video even if I didn't find the info I was looking for this time. Love your reflection on the process! Sometimes it's best to just get started and figuring the rest out, as you go, I will try to live after that advice!
gotta love the saria's song remix at the start of the video!
You're the best, Adam. Love your work.
What a great shader! I'm sure you already have ideas for improvements, so I won't pester you with suggestions lol.
Also, very well put general definition of shaders. You always manage to make these concepts understandable.
Damn that looks awesome! Great work as always Adam
I love the look of your game! And the acid is awesome! I like the bubbles that grow and pop.
Dude, pretty nice explanation. Really appreciate it!
I have no idea whats going on but im a pixel artist, I like the pixels and Adam is a legend, so I watch :D
That is some sturdy grass! The acid can't even kill it...
@AdamCYounis, you're a smart dude.
This looks really good. I have a few suggestions though. The back waterline of the pool I think should match the faux 3D aspect of the tile system, so that it gets a little more narrow. Perhaps also make some interaction between the left and right edge of the pool to the vertical ground. It would make the pool seems more connected to the enviroment.
Perhaps also make the greenery in the pool dead or dying, unless of course it some how clashes with the lore of your world.
Is the spring system part of Unity or you made it your self? F=-kx? Also I assume you generate the mesh yourself?
Cool system 👍
Yeah, the spring system is a custom script and the mesh is also being generated at real time.
Hi Adam, damn fine work :)
On a side note to the bubbles pooping in the back, can this be solved by adding a few random lines of height to the bubble sprite colliders? making then exit the collider earlier.
How did I just watch a 20 minute video on purple game acid and enjoy it the whole time?
How you created the spring collider or custom script
It's a custom script
Hey I love the video. And idea for you is to add something like vapor and smoke it could give it a really nice effect like in hollow knight
Nice effect and explanation as always.
Thanks Adam I learnt pixel art from you and I am also learning for making my own game from you.
I have one question though, I liked the wave effect very much. However, I would like to ask how can you implement player swimming in it with the wave effect? (If the liquid is water instead of acid, and the player can swim in it for example)
I think that whole thing about the camera moving slightly more than the shader gets offset is the exact problem I've been having. I'm still not sure how to remedy it but at least this has made me realize what's happening when the more the camera moves the more the shader gets wonky. Great video btw
You are so smart and inspirational. I wish I understood half of this.
I really love your stuff also I gotta ask will there be another game jam in near future you will be making
Hey! Nice video, loved this water asset. Don't you have it available for sale somewhere? This would be a hit in the asset store!
hey! thanks for the video.
I want to share an idea, what about changing the tileset on the border of the pool? because that grass should be affected by the poison pool.
Is the pool available for download? it looks amazing. thank you!
That looks amazing ❤. Is it still available for download? I can’t find it under the link in the description.
Love it ! it looks really nice and very interesting ! :D
looks cool
Is perfect 👌, really well achieved effect and convincing. I will see if I can achieve something similar on Game Maker 2.
Kudos and thanks for sharing.
How did you go about creating the Springs?
Very cool stuff!
Can you post the code for us? Well I mean the scene I should say.
How mach to buy the water?
I started following your videos and they helped me mature the way I create characters. I'm making an isometric game, but I've found it difficult to do 'run animation' of the character, and it's hard to find guide material, most of it is in 2d platform view. Can you help by making a short 32px run animation?
So where can I buy this?
Do you use version control for your game's source?
You mentioned you are rendering the acid pool offscreen in an extra texture. How do you achieve that? Do you use Command Buffers or camera layers? SpriteRenderers or Meshes/MeshRenderers? I'm trying something similar but I'm not sure how to achieve that in a smooth manner.
Is there any way of downloading this?
The effect? It's not available for download, sorry!
@@AdamCYounis ok thnx
The acid pool it's looking awesome. However to me it seems a bit to boxy, I don't know if it's possible, but maybe drawing it behind the tileset would give it a more characteristic shape and it could even help with the problem with the pool lagging behind as the camera moves. Also the grass in the bottom doesn't make to much sense to me. Anyway these are just some minor things. Great work!
veri cool
Wow, this looks awesome! I've referenced your videos to help learn Aseprite and animation techniques for a passion project of mine. Love your work! Any tips/refs for animating a moving river in the bg?
I really love ur videos and take on this stuff. I always get subverted. Everytime I think you are sounding too artsy and perfectionist. You always talk about a lesson learnt. IE just jump in and don't optimize before
Anyone notice the baller, Zelda remix for music?
You don't keep the ends fixed on either end of the fluid surface. Is that intentional? That also means that the volume of "acid" isn't constant.
Then again, that could be an interesting effect if the acid were being pumped in and out of that region by "veins" in the soil. You could redraw the tiles nearby with purple "veins" and give them their own animations to sell the effect.
Actually, there is something like that in the real world, but its not bubbeling (coz physic does not work like that in RL). the vulcano Ijen in Indonesia has the worlds biggest acid lake, it's color is turqoise like and on first glance there is nothing different, but its hightly acidic. The main acid is sulfuric acid.
If u r interested how it look, just google the vulcano :D
Cool :v
I was here :D
i was the1k thumbs up! i feel lucky!
Looks like this guy doesn't want to reply to any of his loyal subscribers! Not good man!