Finally got back into making VFX, and whew, making lightning textures is hard!
Also, Unity particle system not supporting HDR colors is annoying💢
#vfx#realtimevfx#gamedev
This is "Park It!" grid-based puzzle game that involves the challenging vehicle maneuver of parking a car.
I finally opened the steam page. an exciting process for me.
You can wishlist on Steam ❤
https://t.co/wXzGikRCBB
#puzzle#indie#indiegames#gamedev#indiegamedev
Creating games is a time-consuming process!
While we're working on it, feel free to play the free demo available on Steam or itchio!
#gamedev#indiegame#godotengine
Hello! This Devlog #1 for Arcane Depths, i wrote about the changes i've been working on for the past month!
https://t.co/YLq5jphEig
#godotengine#gamedev#indiegames
@qbieshay@reduzio Yeah, editing particle scale in seperate axes. Though i hacked around this issue by using a custom shader(surface, not process) and multiplying vertex position by a uniform parameter. also i mostly work on 2d games, so my thoughts are mostly for 2d Particles stuff.
@qbieshay@reduzio Compared to GPUParticles
-Simply editable Node properties
-Doesn't require Texture version of things (Curve, Gradient, EmissionShapePoints)
-Is not both 2d and 3d. (afaik ParticleProcessMaterial is for both 2d and 3d, not the smoothest experience).
-Unrelated but has split scale
@reduzio I use it when i want to simplify the vfx creation process for myself as it is simpler/more user friendly than GPUParticles. They both have advantages/disadvantages so can't really live without one or the other.