FencerDevLog

joined 2 years ago
 

Hi everyone! This time we’ll once again take a short break from creating shaders. Instead, I’ll describe how we can test a game developed in the Godot Engine on the Steam Deck and what needs to be ensured or verified before we release our game for this console as well.

1.0.3 (2025-12-12): Added dot_transition (scene and shader). Added digital_glitch (scene and shader). Added wave_transition (scene and shader).

 

Hi everyone! Didn’t I say recently that you can never have too many scene-transition effects? I’ve just created another one that can also be customized in interesting ways, so it’s basically three effects in one. Let’s take a look at how such a shader works.

[–] FencerDevLog@programming.dev 2 points 2 weeks ago

Thanks for the suggestion, peertube is new to me. I'll check it out.

 

Hello everyone! This time we’ll create a shader that simulates playback from a faulty videotape. Yes, it’s a simulation of an outdated technology that’s almost unknown today, but I still think it’s an interesting effect that can find its place in many games. So let’s get to it.

[–] FencerDevLog@programming.dev 1 points 3 weeks ago

1.0.2 (2025-11-26): Added noise_transition (scene and shader). Added vhs_noise (scene and shader).

 

Hi everyone! In the previous video, we reached the set goal - one hundred shader effects, which are available in the product called Godot Shader Pack, linked in the description of this video. Of course, I plan to keep creating shaders and gradually add them to the pack, at least for as long as I have inspiration. This time, we’ll make another transition effect, and as you can see, it simulates something like a pixelated change of the background image. Let’s take a look at how easily we can program a similar effect.

 

Hello, everybody! In this video, I’ll demonstrate how we can program a shader that simulates a page turning in a book, which is definitely a very effective way to transition between scenes. So let’s launch the Godot editor and get started.

 

Hi everyone! Let’s take a short break from post-processing effects. In this tutorial, I’ll be creating a dynamic ornament that at one stage resembles a magical portal and at another something like a fiery eye. Essentially, it’s another demonstration of how we can use iterations and simple functions to achieve quite interesting transformations that can be further configured and combined in new ways.

 

Hi everyone! Let's create another post-processing effect that's, again, very simple to program. The result can be quite useful—for example, if we want to simulate TV signal interference in our game and control the visual appearance of that effect with parameters. So, let's do it.

 

Hi everyone! Last time, I talked about post-processing effects and how it’s useful to have as many of them available as possible so we have plenty of options when creating a game. And here we are again, because in this video we’ll be making something new in this category. This time, it will be a simulation of a scene viewed from beneath the water surface, featuring typical surface ripples and adjustable coloring. We’ll only need a few lines of code, so let’s get started.

[–] FencerDevLog@programming.dev 1 points 2 months ago

0.9.9 (2025-10-21): Added stripe_transition (scene and shader). Added underwater (scene and shader).

 

Hi everyone! I was thinking that we can never have too many effects for transitions between game screens, so I made a fairly simple one that lets us demonstrate a nice result with an easy formula. Let’s take a look at how easily we can create this.

 

Hey everyone! It looks like our collection of shader-generated tunnels has grown once again. This time, as you can see, it’s an interesting effect created purely with points, which we can further adjust as needed. So let’s get to programming it.

[–] FencerDevLog@programming.dev 1 points 2 months ago

0.9.8 (2025-10-07): Updated to Godot 4.5. Added endless_ornament (scene and shader). Added point_tunnel (scene and shader).

 

Hi everyone! I’d say it’s time for another simple shader. I don’t think we’ve created an infinite zoom here yet, especially if it’s a cool-looking effect that we might be able to use in a game - and if not, it’s still fun to watch. So let’s get to it.

 

Hello, everybody! As you may know, I recently released a new book about game development in the Godot Engine, and one of the topics I cover in that book is connecting a game to the Steam API. If you’re planning to release your game on Steam, this functionality will be very useful, as it allows you, for example, to save game progress to Steam Cloud or enable various achievements. So, let’s take a look at how we can achieve this in Godot 4.

[–] FencerDevLog@programming.dev 9 points 3 months ago

Actually, it's based on a new game I've just released: Beyond The Space Wall I will update the store page soon. 😎

[–] FencerDevLog@programming.dev 1 points 3 months ago

0.9.7 (2025-09-13): Added flow_noise (scene and shader), and circular_bur (scene and shader).

[–] FencerDevLog@programming.dev 1 points 5 months ago

0.9.6 (2025-07-12): Added vo_sphere (scene and shader), ray_marching_10 (scene and shader), and sonar (scene and shader).

[–] FencerDevLog@programming.dev 1 points 5 months ago

0.9.4 (2025-07-04): Added ray_marching_7 (scene and shader) and magic_portal (scene and shader). Updated polar_heart (shader).

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