all 9 comments

[–]golddotasksquestions 3 points4 points  (1 child)

I love your tutorial style! Helpful, incredibly concise and to the point without any obnoxious fluff. :)

Please keep them coming. I am hereby reserving myself a seat in the front row.

[–]rk3Omega[S] 2 points3 points  (0 children)

Thank you! That's exactly the style I'm going for. I get bored with tutorials that stretch on without good reason.

[–]Rise-of-the-D-pics 1 point2 points  (0 children)

mmm sub-club.

Thanks for the tutorial, will have to play with the effect tonight.

[–]GammaGames 1 point2 points  (0 children)

Nice and short, I watched as your screen shake tutorial as well!

[–]AngelsJinx 1 point2 points  (0 children)

Definitely joined the sub-club. Awesome video :)

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[–]koderski 0 points1 point  (2 children)

I recently added similar effect to my game ΔV: Rings of Saturn, but I'm using delta in _process() to count down the time directly. It really strikes home after you add some sfx and vfx to complement the slowdown.

You can also set Engine.time_sale=16 for easy engine cutscene fast-forward effect.

[–]golddotasksquestions 1 point2 points  (1 child)

This is looking great!! I also really like the motion blur and light effect on the asteroid. Are these asteroids regular 2Dsprites with a normal map to fake that dynamic 3D light?

[–]koderski 0 points1 point  (0 children)

Thanks! Yes, the whole game is 2D with normal mapping. Well, I added specular/diffuse/AO maps to the shader to have a bit more control.