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How I Made Pixel Art Water Trails - Godot Visual Shader

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About How I Made Pixel Art Water Trails - Godot Visual Shader

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Hi! My name is Jess and I’m a software developer from Australia. Thank you so much for the support on my last video, I was seriously blown away! This is a follow-up technical devlog where I explain how I created water trails and also how I made the sprites ā€œgo in the waterā€. There are not many resources available on these topics for 2D games - if you have any other ideas on how to create pixel art water trails I would love to hear them! My game (currently called ā€œInterscapeā€) is a top-down 2D pixel-art style sandbox that uses procedural generation, inspired by games like Stardew Valley, Minecraft and RimWorld. I’ve been working on it in my spare time for a few years in Unity but recently I decided to port everything over to Godot. Learning how to use Godot has been challenging but incredibly rewarding. And it really is quite good for 2D games - I have been pleasantly surprised by how easy some things turned out to be compared to Unity (e.g. tilemaps). I’m still in the process of porting everything over but it isn’t as painful as I expected. Edit 12th Jan 2024: Looking for project files? I have uploaded the water shader and water trail shader for Godot here https://github.com/jess-hammer/2d-pixel-water-shader-godot/tree/main Timestamps 0:00 Intro 0:38 Creating a line trail 1:50 Ripple shader 3:57 Sprite depth 5:45 Bobbing movement 5:58 End Music https://www.youtube.com/@madisonjamessmithmusic3641 ← Awesome composer, go check him out! https://pixabay.com/music/upbeat-space-chillout-14194/ https://pixabay.com/music/beats-untitled-123636/

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