Some enemies shot bouncing Plasma Beams, so we need polygonal line support for cool behaviors like this. This video shows our first attempt with bezier curves.
Some enemies shot bouncing Plasma Beams, so we need polygonal line support for cool behaviors like this. This video shows our first attempt with bezier curves.
Remember, with great Plasma Beams. Comes great performance.
uheartbeastreplied to your video “Nom Nom Nom Delicious Plasma Beams.”This is lovely! How did you pull that off? Oh thanks,The theory consists of using a Texture Quad with a repeat flag and scroll UV on the X axis to simulate the laser movement.On Godot Engine the easiest way is:- Create a 2d Sprite.- Load repeatable texture […]
Nom Nom Nom Delicious Plasma Beams.
Because We love the Lasers Plasma Beams from Ikaruga We tried to imitate the same effect in pixel art. Here is a video preview of the Plasma Beam assets.
Added Raycast collision detection and animation on both ends of the laser. And so we’ve managed to optimize the logic behind the laser.
Testing the laser with resize and rotation based on mouse cursor and the implementation of a small animation with an uv offset.
It’s time to remake the awful lasers from our first implementation. The theory consists of using a Texture Quad with a repeat flag and resize it on the X axis to simulate the laser movement. The video show the first implementation of this approximation.
The final version of the tileset, we discarded the Godot’s ones and replaced them with individual sprites. For our later level requirements the performance is much better.
The first tileset version looked awful. Glad we burned it with fire.Also on some stages a requirement is animated tilesets and reactive tilesets which change on hit. Both of those requirements after this test doesn’t work well with godot, so we replaced the Godot tilesets with bigger sprites, much like aquaria.