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It is quite easy to do once you know the tricks :) It's all about ranged and curves. Idk if i'll be able to post it before the rating period ends but I will soon !

Yeah no urge of course. Because my other project is 3D and I aim for a quite similar style, and that I mostly only ever did SDF shaders in Shader Toy literally just one year ago, I am sure it would be super valuable to me. And I’d expect the principles to be the same in Unity and Godot, even if the nodes or UI are different. Especially if mesh generation is involved, this currently sounds like witchcraft to me (at least doing it through shaders instead of scripts), and my first vertex shader was literally moving the plants in this jam.

Most of the FX I make use like three different textures. : A ring, a circle and a full square :D. It's all about animating them and using sub emitters. A good FX uses usually 4 to 6 sub-effects to add some punch ! 

No shaders required most of the time, besides one I had to make to blend alpha and emissive on particles over time. It's not possible as is on the default particle system, maybe on the VFX graph idk