Your solution to the pixel perfect camera remembered me of the guy making astortion (other really good indie game), he came to practically the same conclusion
@@InboundShovel I personally recommend it! His channel name is aarthificial. There's quite a few interesting videos where he teach how he approached pixel-related issues and it's so great to watch because he explains it really well. Recently he remade his game from scratch using Bevy, instead of originally using Unity
@@InboundShovel I personally recommend it! His channel name is called aarthifical and he is currently remaking Astortion from scratch in Bevy instead of originally in Unity. He explains how he approach some of the pixel-related issues that he has and there's this one in particular that I really love which is how he makes his pixel sprite dynamically colored using a sort of lookup table! The way he explains it is really easy to understand too
Great to see you exited about the progress you made. If anyone is wondering why game development takes so long, this video gives a clue. Getting a camera to simply do what you would expect is a detail that is maybe surprisingly complicated, and the full game will be detail upon detail upon detail like that, which all have to be solved. Keep up the enthusiasm, and I hope that your game becomes a big hit!
My guy, i am here from your shorts, and every single one has not failed to give me a "Eureka" moment in terms of dev but i intuitively know to be true as a player. Keep up the amazing work
A number of your short videos and videos have been exceptionally useful, even though I'm doing 3D game dev. Thanks a lot. You made me realize that 2d pixel games have thier own share of issues.
If you're curious whether the shorts are worth your time. I subscribed because of a few of your shorts that came up on my feed yesterday. In particular Coyote time and fast falling. I love these small polish details that you talk about!
Haha, steal all you want! And that's actually a really great note - some effects might look much better with the super crunchy pixel perfect squash, so it's a matter of which render style is best for each effect - since I can support both now! I'll definitely have to keep that in mind during development!
You should add a system in game where you can collect better equipment but when you equip the items they show up on your sprite in game so you don't just have the visual effect of the item. Love your videos btw!
Thank you! Yeah, I currently plan on having a couple "armor upgrades" that you can find that will actually alter her sprite in game! At least, that's the hope, I'll have to talk with Fer about how difficult that will be LOL
Heya! I've been following the trail of your incredible Game Dev Secrets shorts and I like your channel a lot! Your game looks sick! Question: Is there any chance you might be able to make a deep dive video on that pixel shader? Maybe if you didn't want to show the actual code or structure, if you had like a pseudo-code walkthrough, or a demonstration of the Node / shader setup in a new empty test scene, something to that effect. I also have a 2D pixel-art action platformer I'm working on, and I've had the same exact pixel tearing/seam artifacts you showed here, and your solution sounds genius, but I am nowhere near the same level of Shader Wizard that it seems like you are, so any help there would be SOOOo awesome and mega appreciated. Regardless, THANKS a ton for the amazing tips! I just got finished putting in Variable Jump Height, Coyote Time, and a Jump Buffer, thanks to your shorts! Keep 'em comin'!!
I know this is two months out but, perhaps sprite continuity? like the sword is always in her right or left hand rather than being in whatever hand is closer
Great suggestion - I'm actually working on a Shrimp enemy for the game at the moment! There's still quite some work to do, but I'll feature him in a devlog once he's ready, haha!
Hi, recently got recommend your channel and it's awesome! What kind of game is this one you're working? I'm inclined to say Metroidvania since I've seen a few 'Hollow Knight' inspired mechanics, but I have no idea if that's true.
Did you talk about screen resolution more indepth? 1366 x 768 is popular resolution on older laptops (~3.6% steam hw survey) and there is a lot of non 16:9 resolutions. Do you throw black borders on the screen to stay pixel perfect?
Your solution to the pixel perfect camera remembered me of the guy making astortion (other really good indie game), he came to practically the same conclusion
Oh dang, I'll have to check him out! Maybe he has some other pixel art based solutions I can learn from!
@@InboundShovel I personally recommend it! His channel name is aarthificial. There's quite a few interesting videos where he teach how he approached pixel-related issues and it's so great to watch because he explains it really well. Recently he remade his game from scratch using Bevy, instead of originally using Unity
@@InboundShovel I personally recommend it! His channel name is called aarthifical and he is currently remaking Astortion from scratch in Bevy instead of originally in Unity. He explains how he approach some of the pixel-related issues that he has and there's this one in particular that I really love which is how he makes his pixel sprite dynamically colored using a sort of lookup table! The way he explains it is really easy to understand too
@@InboundShovelhis animation system using 2d texture mapping is nuts. guys a genius
Great to see you exited about the progress you made. If anyone is wondering why game development takes so long, this video gives a clue. Getting a camera to simply do what you would expect is a detail that is maybe surprisingly complicated, and the full game will be detail upon detail upon detail like that, which all have to be solved. Keep up the enthusiasm, and I hope that your game becomes a big hit!
Thank you so much! :D
My guy, i am here from your shorts, and every single one has not failed to give me a "Eureka" moment in terms of dev but i intuitively know to be true as a player.
Keep up the amazing work
A number of your short videos and videos have been exceptionally useful, even though I'm doing 3D game dev. Thanks a lot. You made me realize that 2d pixel games have thier own share of issues.
No problem, glad I could help out! :D
If you're curious whether the shorts are worth your time. I subscribed because of a few of your shorts that came up on my feed yesterday. In particular Coyote time and fast falling. I love these small polish details that you talk about!
Dang this camera system is complicated! Great work!
Thank you! :D
Corrupted grey mushroom guy.. looks neat. And his actions are pretty intense.
Thanks! :D
A new devlog series to add to my collection!!! Really nice video with a pretty interesting topic :D
Thank you so much!
Very cool video, and lowkey genius to do subpixel scrolling with a shader (I'll definitely be stealing that
Haha, steal all you want!
And that's actually a really great note - some effects might look much better with the super crunchy pixel perfect squash, so it's a matter of which render style is best for each effect - since I can support both now! I'll definitely have to keep that in mind during development!
Isadora in some of the thumbnails is SO CUTE.
Love ur designs so far. I'm following. Hope to see you complete your game.
Thank you so much, I really appreciate it!
Oh god, I swear I never noticed that gitter until know, thanks a lot ...
LOL - I've passed on the curse 🤣
You should add passive versions of the enemies in the part of the forest that isn't corrupted
Great idea!
@@InboundShovelthey could maybe be neutural, where theyll defend themselves if you attack but not hostile by default
You should add a system in game where you can collect better equipment but when you equip the items they show up on your sprite in game so you don't just have the visual effect of the item. Love your videos btw!
Thank you!
Yeah, I currently plan on having a couple "armor upgrades" that you can find that will actually alter her sprite in game! At least, that's the hope, I'll have to talk with Fer about how difficult that will be LOL
'What's this?'
Me: ambient occlusion.
'Did you say a pixel?'
No.
Heya! I've been following the trail of your incredible Game Dev Secrets shorts and I like your channel a lot! Your game looks sick!
Question: Is there any chance you might be able to make a deep dive video on that pixel shader? Maybe if you didn't want to show the actual code or structure, if you had like a pseudo-code walkthrough, or a demonstration of the Node / shader setup in a new empty test scene, something to that effect. I also have a 2D pixel-art action platformer I'm working on, and I've had the same exact pixel tearing/seam artifacts you showed here, and your solution sounds genius, but I am nowhere near the same level of Shader Wizard that it seems like you are, so any help there would be SOOOo awesome and mega appreciated.
Regardless, THANKS a ton for the amazing tips! I just got finished putting in Variable Jump Height, Coyote Time, and a Jump Buffer, thanks to your shorts! Keep 'em comin'!!
Why am I so fascinated with the purple squid guy?
Maybe add a bear with antlers covered in moss and mushrooms? Pretty cool in my opinion
6:08 it's look like it's effected by a heat wave
Bro, Fur(?)'s art and animation is fantastic!
YOOOUUUUUTUBEEEE GIVE LOVE TO THIS GUY
I know this is two months out but, perhaps sprite continuity? like the sword is always in her right or left hand rather than being in whatever hand is closer
Would you be willing to make a tutorial style video of your camera fix solution or maybe provide some sources? 🙂
You are my new favorite dev youtuber
Thank you! :D
Woww
maybe you could make a boss thats one of those punchy shrimps
Great suggestion - I'm actually working on a Shrimp enemy for the game at the moment!
There's still quite some work to do, but I'll feature him in a devlog once he's ready, haha!
Could you had some kind of trap enemy like the Foul eater in hollow knight ( Plant trap thing ) or a different type of trap enemy
Yeah, that's a great suggestion! Something that blends into the environment and then attacks - makes perfect sense!
Hi, recently got recommend your channel and it's awesome! What kind of game is this one you're working? I'm inclined to say Metroidvania since I've seen a few 'Hollow Knight' inspired mechanics, but I have no idea if that's true.
Did you talk about screen resolution more indepth?
1366 x 768 is popular resolution on older laptops (~3.6% steam hw survey)
and there is a lot of non 16:9 resolutions. Do you throw black borders on the screen to stay pixel perfect?
Simon? YogsCast? Is that you?
Any thoughts on sharing your lasagna camera code? Would love to try it out.
Got a solution for pixel jitter in my actual eyes? Pls help.
Bro same
whats a lite refactor.... only refactor I know is Hell on Earth
honestly so true
I like eggs and pizza. Take my comment seriously
Got it captain