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WHAT IS JUICE? --:--/--:-- Juicy VFX by chaining Actions in WinterTales

With juice game developers mean satisfying, good looking and clear feedback giving animations and sounds.

They give actions, that happen in the virtual world, a receivable, tangible feel. They also make the environment more believable and give game developers a tool to prioritize and lead the attention focus of the player.

The art style for juicy effects is very genre depending, but a lot effects use the same mechanics.

Juice is often associated with animations, VFX & SFX. Especially tweens play a key role for juicy effects. Tweening is derived from in between and means a transition between two states.







WHEN SHOULD I USE JUICE?

Juice can be used:

- Something happens
- State changes that need attention
- Highlight an object/location
- Rewards for achievements
- Punishments for fails
- Alerts for critical things

Not everything needs the same level of big and attention seeking animations and SFX. It's also the silent tones and subtle animations that make things satisfying and enjoyable or scary and frightening.

Juice should not take away control from players (except that's the intended thing). And it should not overwhelm the player.

It's also a good idea to make some juice optional in the settings, like very flashy effects, screen shakes, controller vibrations or very loud SFX.







HOW CAN I USE JUICE?

The Rokojori Action Library is made for Juice. It has a ton a lot of functions - Nodes that are called Actions - which support creating juicy feedbacks.

The effects can be chained with ActionSequences or used together with Parellel. This allows to create asynchronous sequences which create alive tweens.

Most of the effects come also with predefined effect presets which can be used as a placeholder to test effects quickly or as a kickstarter to develop new effects.


Also, all effects (with some exceptions) can be tested inside Godot, without running a scene, so they are very quick to setup. Just scroll to the end of the node in the inspector to the action section and press Trigger Action in Editor


Action triggerMode: Enum[Only_When_Processing_In_Hierarchy,Always] = Only_When_Processing_In_Hierarchy @ToolButton "(?) Help" @ToolButton "Trigger Action in Editor"

Delay: Delay for pauses Highlight: Highlight Selection, Outlines Flash: Flash for Blinking, Charging, Impacts, Glows PlayCameraEffect: Screenshakes, Earthquakes PlayParticles: Play/Start Particles PlaySound: Play/Start Sound TweenAudio: Tween Audio Properties TweenColor: Tween Any Color Member TweenCompositorVFX: Tween Compositor VFX TweenFloat: Tween Any Float Member TweenFloatShaderProperty: Tween Any Float From Shader TweenLight: Tween Light Properties TweenMaterial: Tween Material Properties TweenMusicVolume: Tween Music Properties TweenParticles: Tween Particle Properties TweenPosition: Tween Global/Local Positions of Node3Ds TweenPostProcessVolume: Tween Post Process Volumes TweenScale: Tween Scale of Node3D TweenTimeLineSpeed: Tween TimeLines (For HitStops/SlowMotion)






RELATED TOPICS
FLARE VFX
Layered Lens Flare FX
INTRODUCTION
What are Actions
ASYNC SEQUENCES
Tweens & ActionSequences
TO ROKOJORI ACTION LIBRARY TUTORIALS







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