Justin1L8
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justin1l8.bsky.social
Justin1L8
@justin1l8.bsky.social
Indie dev / College Student
♡ Check out my games! ♡

Play Hook Line & Sniper: https://s.team/a/3143190
Itch page: https://justin1l8.itch.io/
Thanks for reading my ramble <3
If you wanna test the waters for yourself, you can buy it, play the free demo, or wishlist it now on steam! s.team/a/3143190

(10/10)
Save 20% on Hook Line and Sniper on Steam
You are a fish. Armed with your grappling hook-equipped sniper rifle, go on the ultimate krilling spree in Hook Line &amp; Sniper! In this fast-paced arcade shooter, rack up points by mastering your a...
s.team
May 15, 2025 at 7:42 PM
Since the game has 5 worlds, the shader lets me easily swap out the water's color palette to make each one stand out.

I'm super happy with how world 2's sun reflection turned out, which makes very heavy use of procedural dithering. (9/10)
May 15, 2025 at 7:42 PM
This shader gives me a ton of room for other neat effects. For example, in the final product you'll notice there's a nice splash effect. This is just a simple particle system, but since it goes through the same shader, it blends with the water perfectly. (8/10)
May 15, 2025 at 7:42 PM
I wanted the water to have a shallow color and a deeper color, which I achieved by checking if there's still water several pixels above the current pixel. (To make it look more natural, this depth test is very subtly randomized based on the pixel's position)
(7/10)
May 15, 2025 at 7:42 PM
Finally: polishing up the visuals.
To greatly improve the look of the water, I put the whole thing through a shader. I gave the water a pixel-perfect outline by checking if the adjacent pixels are also water. (6/10)
May 15, 2025 at 7:42 PM
Now, whenever the player enters or exits the water, I apply an impulse to the nearest point, and that's enough for some fairly convincing water :D
(5/10)
May 15, 2025 at 7:42 PM
Next step: adding interaction.
I model each of the polygon's points as a spring. Based on their distance from the resting height, I pull it back according to Hooke's law. To make it one connected body of water, each point gives a bit of its velocity to nearby points. (4/10)
May 15, 2025 at 7:42 PM
First, our starting point: just a translucent Polygon2D with several points at the top. Unlike some more complicated fluid simulations, I won't be simulating tons of water particles throughout the body of water. I only care about the curve that makes up the top of the ocean. (3/10)
May 15, 2025 at 7:42 PM
I always love dynamic pixel art effects, so with my game being highly fish-centric, I spent a lot of time making the water look just right. (2/10)
May 15, 2025 at 7:42 PM