Have you considered using a circular collider instead of lines? Also, think about using two of them: one for jumping, larger than the character, and another for enemies, smaller than the character. This should eliminate any feeling of unfairness in the platformer. Good luck with your game!
Got featured in this video 😎 ty! Playing bumbi has been a lot of fun, and watching it receive all these great updates has been awesome. Please wishlist BUMBI! it'll be worth it, I promise!
@@samyam I used to use game maker just past when YoYo Games took it over. It lost its luster for me after the studio versions. It's just a matter of writing if thing is within range of player, then flag a collision. I believe there's a function called distance_to(), or you could write col_radius = sqrt((self.x - objThing.x)^2 + (self.y - objThing.y)^2)) where col_radius is a variable you calculate constantly in the step event of your player object, and build from there. Alternatively, trigonometry can go a long way, too!
It bothers me how there's always a gap between the player's feet and the ground. Maybe it's not as bothersome when actually playing the game? But here it looks off.
Been watching a lot of your videos as of late and gotta say i'm learning a lot and having a lot of fun working on projects of my own. Keep up the good work. +1 sub, +1 wishlist
You need to add an option that gives the player character constantly flailing arms for shits and giggles when running around 😆. Bonus points if they get stuck on obstacles, get shredded, and then regrow back.
There's a reason most modern platformers have abandoned the "shoot a ray out" method of collision detection, and now you know it :) Unfortunately GM collisions can be notoriously difficult to get working good outside simple conditions.
It looks cool (and stressful lol). I hope everything goes well with your game, I tried to get into the game dev field but unfortunately in my country making a living from games is still a reality for very few. In the future, if everything goes well, I will try again.
Omg samyami really wanna play that game it looks awesome don't listen to the ppl who say it's bad I've always wanted to become a game dev that's why I watch ur inspiring videos but I don't have a computer only an Ipad and a phone so yeah🎉🎉🎉
thank you! there are a lot of learn coding apps on ipad to help get you started! you can search “learn coding” or “learn coding kids” which has more visuals on the app store
It's not accurate enough, I need to know at almost every corner what the player is colliding against to adjust against the slopes/angles and wall jump / slide etc
I really like the concept for this game but I feel like it doesn’t have an identity of its own. A coherent art-style can go a long way! I get that it’s still early in development but I feel like you will reach a whole lot more people if the game looks more professional excited to see where this game goes!
Thank you. I am updating the art a bit now making it more coherent and aligned, but the mood will stay the same - going for a doodle vibe. What parts of it doesn’t seem professional/coherent?
@samyam whoops sorry i didn't see that you replied I guess I meant consistent rather than coherent looking at Fancy Pants Adventure (specifically world 2), even if the art is literally just stick figures and Flash drawings, all of the levels feel grounded in the same world, while still being distinct enough from one another to provide visual interest. when I was watching this it just felt distracting that the player was low res pixel art, the background was a very clean looking tile, the spikes and ground have really thick lines, and the portals have a super sketchy and wobbly animation obviously none of these things are bad on their own, (pixel art can look really good and I personally really like how the portals look), but they all kind of clash to make it look really chaotic. there is no one rule for how to do game art, but my advice is to just lean really hard into one style. If you want it to look super chaotic and interesting, go all the way (for example: cruelty squad or any Basquiat painting). If you want it to look like some random doodles in a school notebook, draw loosely and quickly with a limited color palette. anyways i'm just a random internet person with no idea of what your plans are for this game, so take all of this with a pretty hefty grain of salt plus, the visuals are meant to enhance and complement an already good game, so don't put a huge amount of effort on visuals for now. I only commented about it since art is one of the only things I'm knowledgeable enough in to give feedback for i fully trust whatever you believe is right for the game so just do whatever. this is my opinion. ❤
wishlist BUMBI store.steampowered.com/app/2862470/BUMBI/
Making a platformer is easy! Making a good platformer is the Dark Souls of programming!
I love how you point out every problem and give the solution to it but the real solution you give is just always GET GUD lol
2:15 Welcome to development, dear.
Oh gosh i feel your pain so badly. Collisions in GM are ROUGH.
Thank you for sharing your process and can't wait for the full release!
Game dev is so much work!
The Bumbi sound is so addictive
haha thank you that's my voice xD
Ikr
Have you considered using a circular collider instead of lines? Also, think about using two of them: one for jumping, larger than the character, and another for enemies, smaller than the character. This should eliminate any feeling of unfairness in the platformer. Good luck with your game!
Good luck with it! Watching with interest :)
Got featured in this video 😎 ty!
Playing bumbi has been a lot of fun, and watching it receive all these great updates has been awesome.
Please wishlist BUMBI! it'll be worth it, I promise!
Thank you 😁
Is there a reason not to do radial detection? Oh maybe it's different in GM... hmm.
I didn’t even know about that 😂
@@samyam I used to use game maker just past when YoYo Games took it over. It lost its luster for me after the studio versions. It's just a matter of writing if thing is within range of player, then flag a collision.
I believe there's a function called distance_to(), or you could write col_radius = sqrt((self.x - objThing.x)^2 + (self.y - objThing.y)^2)) where col_radius is a variable you calculate constantly in the step event of your player object, and build from there. Alternatively, trigonometry can go a long way, too!
I haven't seen your other devlogs, but Bumbi (Or the main character, I don't know if they're named Bumbi) is adorable. Just a cute lil' guy.
Thank you! shout out to dani-maccari.itch.io/ for the character art
fixing 1 thing breaks 10 other things sounds about right
daamn i was just thinking about your channel and you randomly popped up
It bothers me how there's always a gap between the player's feet and the ground. Maybe it's not as bothersome when actually playing the game? But here it looks off.
It’s not as noticeable in game, but I’ll look into that thank you
Platformer hard to make.
Guess we have to git gud.
Wishlist Bumbi.
Been watching a lot of your videos as of late and gotta say i'm learning a lot and having a lot of fun working on projects of my own. Keep up the good work. +1 sub, +1 wishlist
Thank you I really appreciate it 😄!
ALL HAIL THE RAGE BUMBIII
You need to add an option that gives the player character constantly flailing arms for shits and giggles when running around 😆.
Bonus points if they get stuck on obstacles, get shredded, and then regrow back.
WISHLIST BUMBI
😎
There's a reason most modern platformers have abandoned the "shoot a ray out" method of collision detection, and now you know it :) Unfortunately GM collisions can be notoriously difficult to get working good outside simple conditions.
i wishlisted because of the song at the end
I love bumbi and you should too
It looks cool (and stressful lol). I hope everything goes well with your game, I tried to get into the game dev field but unfortunately in my country making a living from games is still a reality for very few. In the future, if everything goes well, I will try again.
Thank you, you got this!
We need to find a way to get Dashie to play this. Also I know how you feel when you try to fix one thing and breaks all everything else. 😅 2:54 ❤
Cant wait to play it
Ahhh
I like your glasses look 😂.
that GET GUD makes sense 🤣
this is why i love gdevelop
either engine will need a lot of tweaking for platformers eitherway
i think it would be better you use place_meeting(x+value,y+value,obj) to check for collisions. (value is optional)
Did you consider just using a smaller hitbox check for death objects?
That’s what I ended up doing but with raycasts
Omg samyami really wanna play that game it looks awesome don't listen to the ppl who say it's bad I've always wanted to become a game dev that's why I watch ur inspiring videos but I don't have a computer only an Ipad and a phone so yeah🎉🎉🎉
thank you! there are a lot of learn coding apps on ipad to help get you started! you can search “learn coding” or “learn coding kids” which has more visuals on the app store
@@samyam tysm
added!
Random algorithm juice!!!
BUMBI
why not a hitbox? genuine question haha
It's not accurate enough, I need to know at almost every corner what the player is colliding against to adjust against the slopes/angles and wall jump / slide etc
OK, make sure that the game is harder.
I really like the concept for this game but I feel like it doesn’t have an identity of its own. A coherent art-style can go a long way!
I get that it’s still early in development but I feel like you will reach a whole lot more people if the game looks more professional
excited to see where this game goes!
Thank you. I am updating the art a bit now making it more coherent and aligned, but the mood will stay the same - going for a doodle vibe. What parts of it doesn’t seem professional/coherent?
@@samyam i like the doodle vibe, it gives Bumbi its identity & makes it unique.
Obviously you need to hire an artist with a degree in professional doodling 😆 just kidding
@samyam whoops sorry i didn't see that you replied
I guess I meant consistent rather than coherent
looking at Fancy Pants Adventure (specifically world 2), even if the art is literally just stick figures and Flash drawings, all of the levels feel grounded in the same world, while still being distinct enough from one another to provide visual interest.
when I was watching this it just felt distracting that the player was low res pixel art, the background was a very clean looking tile, the spikes and ground have really thick lines, and the portals have a super sketchy and wobbly animation
obviously none of these things are bad on their own, (pixel art can look really good and I personally really like how the portals look), but they all kind of clash to make it look really chaotic.
there is no one rule for how to do game art, but my advice is to just lean really hard into one style. If you want it to look super chaotic and interesting, go all the way (for example: cruelty squad or any Basquiat painting). If you want it to look like some random doodles in a school notebook, draw loosely and quickly with a limited color palette.
anyways i'm just a random internet person with no idea of what your plans are for this game, so take all of this with a pretty hefty grain of salt
plus, the visuals are meant to enhance and complement an already good game, so don't put a huge amount of effort on visuals for now. I only commented about it since art is one of the only things I'm knowledgeable enough in to give feedback for
i fully trust whatever you believe is right for the game so just do whatever. this is my opinion.
❤
Thank you!@@moonsliced Yes, I am changing the character right now and am making the world seem more put together. Appreciate the advice
BUMBIIIII
The artist of this game is my brother yippee :3
good
Should have an MMORPG. Would have been easier.
This can be remade in GD
stop talking about gd everywhere.
@@sleepynet13 Why not, and how does it offend you that I talk about Geometry Dash?
Hola
hola
Wooooowwwwwwww
100th view and in 12 minute and 6st comment
first lol
BUMBI