Added Raycast collision detection and animation on both ends of the laser. And so we’ve managed to optimize the logic behind the laser.
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.
For drawing tiles using image instances in Photoshop like the ones in the last video:Left Click on the tile layerConvert to Smart ObjectCopy the Smart Object Layer 9 times on a 3×3 gridLeft Click on one of the Smart Object Layers and select Edit ContentsSeparate the 3×3 grid window and the one with the Smart […]
Making the first version of the graphics for tilesets.
Trippy shaders and toned down the red in the explosions.
Experimenting with sprite shaders in Godot Engine.
Remade the explosion animation because the old one was boring.