BETTER 2D visuals in 7 EASY TIPS

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I'm showing you 7 EASY TIPS to have better 2D visuals for your game!

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- Intro & outro music

CHAPTERS
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00:00 - Intro
00:10 - TIP #1 - NO GODOT ICON
01:24 - TIP #2 - COLOR PALETTE
02:08 - TIP #3 - WORLD ENV
03:26 - TIP #4 - GOOD CAMERA
05:33 - TIP #5 - LIGHTS
06:32 - TIP #6 - PARTICLES
07:37 - TIP #7 - ANIMATE EVERYTHING
09:33 - Outro
09:53 - 1000 subs, ASK ME QUESTIONS
10:08 - WISHLIST DASHPONG!!
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the godot polygon node is so underestimated that you can't even believe it! It should be mentioned in every beginner course!

Relivino
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One thing I like to use are GIBS.
They work kinda like particles, except that they can collide with stuff. And you have to code them. Not hard. The code is similar to most bullets.
You want them for when the player blasts something like a box. It'll burst into wood chunks that bounce off the walls. Basically a "super" particle.
You DO have to get rid of them at some point or else you'll end up with thousands of nodes that just sit there. That will cause major lag, eventually.

Easiest way is to start a timer that fades them out and deletes itself, once it stops moving.
Or if you are clever, there might be a way to draw the sprite onto some kind of invisible canvas. Kinda like a stamp.
Then you get to delete the node and keep the sprite of the damage.

VaSoapman
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Great video! At 9:15 where you suggest using curves, you can also use ease. Ease is like curves but simpler and can't do as much, but easier to edit. You might already know this but to make an ease export variable, just do export(float, EASE) var which will show it as a curve in the inspector.

sad_man
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I find the first tip so funny to me because I never use the godot icon because it looks bad as a placeholder. I always used the polygon because it just makes more sense. It has shape and color, all you need in a placeholder.

ziggyzoggin
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Amazing video. I came here with 1 question and finished with 6 more answers I didn't even know I needed!

beeshings
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did not use every tip for my first gamejam, but palette, glow and feedback make such a huge difference. ty for this video!

joggerjoe
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This was a wonderful video! I already have 3 new tools to look into. The density of quality tips and tricks in this video is astounding. Thank you!

space-goats
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3:53 - instead of hardcoded values for the screen it may be better to use OS.get_screen_size.

sslaxx
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6:39 - Only on GLES 3 are they GPU accelerated. Otherwise it's CPUParticles for GLES 2.

sslaxx
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5:00 I'd argue it'd be more enjoyable if the screen only shakes when actually killing an enemy, not whenever I shoot. I don't want my screen shaking 99% of the time, any amount. And often times, once you start adding stuff like that, you start having to add tons of toggles to your game settings.

BrianSantosF
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Great video man! No time wasted, easy things to try with immediate impact. As someone new to Godot who agrees using the logo for everything looks awful, I'm so glad to learn Polygon2D exists!

stickzman
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3:59 I like to tune the camera scale in top down games like this and clamp it to viewport size so the camera doesn't go out of bounds if the player has a duel monitor setup: `(get_global_mouse_position()-position).clamp(-get_viewport_rect().size, get_viewport_rect().size)/cameraScale;`

weidiocrow
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#1 is a Really good tip.
i've never heard of Polygon2D node before, but i Do already use 2 other tricks to quickly make slightly better visuals than i can with just icon.png:
• modulate icon.png with extremely high RAW color values like (10, 10, 10) so that you can no longer see the Godot icon but just a rounded rectangle
• use a method like draw_circle() or draw_rect() inside the _draw() function to draw a basic shape

sosasees
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Thanks for this! Please give more tips on how to improve visuals and game feel.

petiks
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How did you make texture repeat at 0:12 (i am talking about floor)

BlackberryBears
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THIS. Oh this is what we need. Great tips that will be super useful to people trying to find what the specific features are that will make their game look good.

KrystofKlestil
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Small note: Adding shadows to the moving enemies makes it less logical for them to generate hard shadows - you're saying they're lightsources and then disregarding that instantly by not having them emit a tiny amount of light. Great video tho!

cupofjoakim
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Awesome video, a lot of great tips here I'm definitely gonna incorporate into the games I want to make!

lexdon
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Tread carefully with screenshake. It's been so overused in the indie game sphere that it now triggers a lot of people to have a closer look at the quality of the game, with the assumption that the screenshake is trying to compensate for poor design.

skotdude
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Now this is quality stuff, thanks mate 😘

sean