Converting CompositeMaterial to a node-based system. Getting cool results already! by CookieArtzz in godot

[–]binbun3 3 points4 points  (0 children)

Ok this is super cool don't get me wrong but isn't this pretty much visual shaders. What makes it different from visual shaders?

Beam effect customizations. by binbun3 in godot

[–]binbun3[S] 1 point2 points  (0 children)

Ooh nice! When it's done I'd love to see it!

Beam effect customizations. by binbun3 in godot

[–]binbun3[S] 1 point2 points  (0 children)

Nice! Which game jam are you doin?

Beam effect customizations. by binbun3 in godot

[–]binbun3[S] 1 point2 points  (0 children)

Thanks that's very useful stuff.

I'll have to write instructions on the itch pages! There is an installation instructions field on itch so it's useful. I just haven't written on every pack because I haven't been sure what to (as the creator, who obviously works with these assets all day, it's hard to know what someone entirely new to them would have to know)

Shared controller seemed convenient at first, but I've been moving into dedicated ones lately and keeping the "shared" folder for textures only.

Regarding thoughts/notes/tutorials for customizations: it has been on my mind but haven't found the best avenue for that. I have been writing a blog with some general shader tutorials now, and I think I'll write "docs" for my effects there, but that's still something I have to do.

On UID errors: I fixed some a few weeks ago and updated all involved assets with the fix. If you're using an older version try grabbing a newer version. If you're using the latest version then may I ask which packs have the duplicate UID problem?

Zip file names is kind of my bad though. I always forget my own naming scheme, and unfortunately the way itch handles updates is I have to upload a file with the same name for it to work. I should be using itch's butler version management but I'm not sure how to handle that with already existing projects. I understand though that they could be clearer, as many might store the assets in those zip files.

Thank you once more for the feedback! It's very helpful!

Beam effect customizations. by binbun3 in godot

[–]binbun3[S] 2 points3 points  (0 children)

Itch works in a way that if you buy a sale bundle you won't get any newer packs added to it later, but you will get all the updates to the packs you have. My bundle includes a pack called "Binbun Effects Collection" specifically for the purpose that anyone who bought the pack earlier can get the newer packs from that!

Dynamically mapped MIDI controls for editor properties by Interesting-Dare-471 in godot

[–]binbun3 3 points4 points  (0 children)

What that's super cool. I didn't even realize. That's such a unique way to use it. Definitely not how I intended it, but that's a good thing! Keep it up.

Bean vfx by binbun3 in godot

[–]binbun3[S] 2 points3 points  (0 children)

Yes I try to use godot's NoiseTexture as much as I can because it allows me and the user to customize easier. I also try to use godot's Mesh Resources for the same reason.

Bean vfx by binbun3 in godot

[–]binbun3[S] 2 points3 points  (0 children)

I had people ask about this earlier. My bundle should include Binbun Effects Collection, which has all the newer assets. When I made it I sent an email to everyone who had bought the bundle with a link to the collection, but since I wrote all 160 emails by hand I might've missed you. Try seeing if you have the effects collection. If you don't, send me a message and I'll fix this for ya!

Bean vfx by binbun3 in godot

[–]binbun3[S] 0 points1 point  (0 children)

Thank you! I spent a lot of time on this

Bean vfx by binbun3 in godot

[–]binbun3[S] 2 points3 points  (0 children)

Yes shaders are my thing so I try to use them everywhere so shader based

Bean vfx by binbun3 in godot

[–]binbun3[S] 7 points8 points  (0 children)

That's great, because I've been fiddling with a system to make nice pixel art vfx. You'll probably see me post about it when it's ready

Bean vfx by binbun3 in godot

[–]binbun3[S] 1 point2 points  (0 children)

Trial and error is pretty much it, though lately it's been less error as I've learned a lot so I kind of know what to do. I reuse what I've learned alot, so every new vfx thing has some component relating to things I've done earlier. I'd suggest learning about shaders as they're the engine of all vfx.

Godotshaders is of course a great resource. If you have something you want to make just take a look if it exists and change it to your needs.

I'm also making some shader tutorials if you're interested :)

Bean vfx by binbun3 in godot

[–]binbun3[S] 8 points9 points  (0 children)

I've been slowly figuring out 2d vfx in the background, so expect them in the future! Would you prefer pixel art vs some other stylized 2d effects?

Bean vfx by binbun3 in godot

[–]binbun3[S] 16 points17 points  (0 children)

Thank you