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Binbun

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A member registered Apr 20, 2025 · View creator page →

Creator of

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thanks! That's definitely doeable and I'll do that in the nect update!

Are you using this pack with or without any of my other packs?

Hey! Thanks for bringing it up. Would you be possible for you to send me an email at binbun3d@pm.me I'd like to ask a few questions so we can get that sorted out!

Thanks. Means so much to me that you say it! Consider leaving review

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Yes a texture for the color and normal maps are supported. Should look okay. Of course a more stylized lighting means a stylized texture might fit better, but that's up to you!

No you're being super helpful and I appreciate it! I fixed the export issue and published the update for all the packs just now. Is the baked in file paths problem an Error or a Warning? Does it prevent usage completely? Truth be told I haven't fully updated to Godot 4.6. I've tested effects from my packs in Godot 4.6 on my laptop, but haven't updated my main PC where I do most the work. I didn't expect there to be any bigger issues on Godot 4.6 so that's my bad.

Oh that's absolutrly right. I'll fix that as soon as possible

sure !

many of the effects rely on tge fresnel function which doesn't work as well in orthographic. 

I would like to fix that, but I'd much rather find a solution that still keeps the effects looking similar to their intended form instead of just removing the fresnel effect. If you want an immediate solution I implore you to modify the shader, but plan is to make them work in orthographic mode too. That could just take some time

thank you! I try my best! 

If you like my stuff I ask kindly to leave a review as that helps out, but no pressure!

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Uploaded an update fixing these issues. I reordered the folder structure and fixed conflicts. Issue was mainly because some of the shaders referenced some utility shaders, but those had changed between packs. There was some other tweaks and I also tried to port newer features from newer packs to the earlier ones, but not all of the new features are yet ported because my priority was to make the packs compatible first!

I want to thank you for your help. I wouldn't have noticed all the conflicts myself

Yeah whenever I make a new pack I iterate on the modularity. When I made the fire effects I hadn't yet figured out a good way to add easy customizability so they didn't use the primary/secondary colors. 

thank you. You're hepling way more than you have to and I really appreciate it. I'm kind of new to this so there's some hiccups so I apologize for the headache. 

yes thanks. II'll fix it + I've planned to add more integration between these packs since currently each of them is treated as a seperate pack

Thank you I'll fix it. It's the file name. In the assets folder the next folder is simply named GodotVFX. A temporary fix would be to rename that

thanks for letting me know. I was aware they were different but  didn't know they caused issues. I'll get to fixing that ASAP

Haha yeah. We'll get back to it then!

Ah okay. Since your needs are more specific this could take a bit longer because I do have other packs planned. Maybe we could work one on one. I'll send you a message on discord by the end of this week if it's okay?

That's a great idea! Do you mean beams like a spell/attack that's cast in a direction (kind of like a lazer gun type of thing), or beams that hit the ground?

I've planned for the next pack to be free magic projectiles, so the lazer gun style beams could fit into that pack. If you mean more in line with a beam that hits the ground and is kind of more like the ones on this pack, then I'll work on an update once the next pack is released! 

Or maybe I could do a seperate beam themed pack. What so you think?

The particles are mostly 2d billboards in 3d space that use noise textures and some other tricks to fill in the gaps, so there aren't too many particles emitted (and you're of course free to change the amounts). 

I also intentionally used Godot's mesh nodes instead of imported ones, because they allow you to change the resolution to your liking. 

Since the way transparency is handled in 3d is pretty messy, I'm currently working on implementing different ways to handle it in these shaders (Smooth, Dithered and Alpha scissor) while I'm working on my next pack. I'll also include a tool script in the effects to easily change resolutions and other performance related things. When it releases I'll try to update this pack as soon as possible. 

Cool interpretation of the theme. I like how the fungi are cute and the bugs are these angry looking lil guys when in reality the cute guys are here spreading mold

Cool game. The potion gave it a nice unexpected twist!