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
Squash retweeted
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 ❤
store.steampowered.com/app/2…
#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!
steamcommunity.com/games/236…
#godotengine #gamedev #indiegames
Short combat clip, showing off a new relic and a dash spell!
Feel free to wishlist Arcane Depths on Steam!
store.steampowered.com/app/2…
#WishlistWednesday #gamedev #indiedev #madewithgodot
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.
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
Replying to @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.





