I made the PERFECT camera for my Indie Game! | Devlog
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- Опубликовано: 14 май 2024
- What's up, Gamers? In this video, we talk about my cool new camera system that isn't complicated at all, it's very simple and easy to understand and I stay very focused on don't go off the rails whatsoever
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=== ATTRIBUTIONS ===
Music used in the background is from the incredibly talented Low Frequency Music!
Song: 'Good Day' - www.youtube.com/watch?v=lMhoy...
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=== HASHTAGS ===
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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
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!
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
Dang this camera system is complicated! Great work!
Thank you! :D
A new devlog series to add to my collection!!! Really nice video with a pretty interesting topic :D
Thank you so much!
Love ur designs so far. I'm following. Hope to see you complete your game.
Thank you so much, I really appreciate it!
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!
Corrupted grey mushroom guy.. looks neat. And his actions are pretty intense.
Thanks! :D
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
Bro, Fur(?)'s art and animation is fantastic!
'What's this?'
Me: ambient occlusion.
'Did you say a pixel?'
No.
Oh god, I swear I never noticed that gitter until know, thanks a lot ...
LOL - I've passed on the curse 🤣
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
Why am I so fascinated with the purple squid guy?
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!
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
Woww
YOOOUUUUUTUBEEEE GIVE LOVE TO THIS GUY
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.
Got a solution for pixel jitter in my actual eyes? Pls help.
Bro same
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!
Simon? YogsCast? Is that you?
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