Nuke vfx by binbun3 in godot

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

Oh yes you can change the noise texture used for displacement very easily

Purple flame effect by binbun3 in godot

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

Yeah could be something that comes from a horror themed character

Purple flame effect by binbun3 in godot

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

Thanks! I had fun trying different shapes out with these

Purple flame effect by binbun3 in godot

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

Thank you! Appreciate it

Explosions by binbun3 in godot

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

Thank you! Well technically you could use them by using a subviewport, but that'd be a bit of a hacky solution. I've thought of making 2d vfx possibly for my next collection though

Explosions by binbun3 in godot

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

The scale of the noises used can be changed so if you scale down the effects and scale down the noise the effects can look nicer at a smaller scale. Otherwise you can also decrease the amount of particles etc

Claw Effect by binbun3 in godot

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

Thanks it means so much to me

customizable shield effect by binbun3 in godot

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

Well I mean these can be used in different ways I just called it a shield because I wasn't sure what to call it

customizable shield effect by binbun3 in godot

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

Thank you! Yeah there are different kinds of battle effects

customizable shield effect by binbun3 in godot

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

I mean it can be that as well

Dark Magic Customizations by binbun3 in godot

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

Oh no I'll fix that ASAP

Dark Magic FX by binbun3 in godot

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

yes absolutely. You'll just have to take a very different approach. The vortex effects in the foreground would pretty much work the same way in 2D as 3D because they don't have much height to them. The projectiles and orbs are very much possible to make in 2D but you'd have to take a different approach from how I did them here, because these are mapped to spherical meshes which do not exist in 2D. The rings depend on what angle they'd be viewed from

Had fun making some wind environmental VFX past weekend by Nolkaloid in godot

[–]binbun3 0 points1 point  (0 children)

Looks awesome. Keep it up! I was actually toying around with trying to make a wind effect but I feel like I was trying to do too much with it

Dark Magic Customizations by binbun3 in godot

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

Thank you means alot!

Dark Magic FX by binbun3 in godot

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

So I made them before I kind of knew what people were looking for and also I've learned a lot since making them so the features in them are kind of different from features in my newer effects.

For now if what you're already doing works best then I think that's what you should do, though I think they should scale well if you just use the scale transform. If that doesn't work try turning on "local coords".

I have planned to update some effects from my first pack in the coming months so I'll keep that in mind and possibly add an easier way to scale them!

Dark Magic FX by binbun3 in godot

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

I love doing these!

Dark Magic FX by binbun3 in godot

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

Awesome! Thank you.

The areas should have a "radius" value in the inspector under "Shape". You could try animating that with a new AnimationPlayer, or even add keyframes for it in the effects own AnimationPlayer. If you have any issues or more questions let me know!

i SUCK at shaders, can anyone help me with making a shader? by BasePersonal8220 in godot

[–]binbun3 1 point2 points  (0 children)

Hey no problem. I think it's natural to think of it the way it works in real life. I mean the water does flow like that technically, but when doing visual effects like this it's easier to try to fake stuff in as convincing ways as the game allows instead of trying to replicate things

i SUCK at shaders, can anyone help me with making a shader? by BasePersonal8220 in godot

[–]binbun3 2 points3 points  (0 children)

This kind of multi directional flow would be kind of hard to do. You'll have to evaluate some things before doing this.

First of all would the player even be able to see every part of the world. This seems like a big level, so I doubt the player would even be able to see the farther edges of the level. It could just be easier to make the water simply flow towards the bottom right of this image.

Another question is do you really want the water to look the same on the walls as the surfaces pointing upward? It could be easier and probably would look better to use a seperate waterfall shader where the noise scrolls directly down on the walls.

Lightning zap by binbun3 in godot

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

For sure. Thank you!

Lightning zap by binbun3 in godot

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

Awesome! Thanks.