How to make a BOSS in Unity!

Поделиться
HTML-код
  • Опубликовано: 7 ноя 2024

Комментарии • 867

  • @Danidev
    @Danidev 4 года назад +2662

    That intro was fire 🔥

    • @Danidev
      @Danidev 4 года назад +261

      Literally xDDD

    • @RiadZX
      @RiadZX 4 года назад +24

      Hey yo, what’s up

    • @Qwerty_8866
      @Qwerty_8866 4 года назад +10

      s p i c y

    • @maan1509
      @maan1509 4 года назад +44

      Got into unity cause of you
      Hopefully you read you are my coding hero
      Teach me sempai 😂

    • @maan1509
      @maan1509 4 года назад +10

      But seriously thou you are my coding hero

  • @Kin037
    @Kin037 4 года назад +58

    I don't know if anyone else has said this, but it seems that if you set the Update mode to "Animate Physic" on the Animator, the method OnAnimationUpdate works with fixedDeltaTime instead of normal deltaTime.
    I hope it helps you all! ;D

  • @TuberTugger
    @TuberTugger 4 года назад +1140

    "Let's give this guy a sword."
    "Why?"
    "So he can shoot fireballs, obviously!"

  • @JefryU
    @JefryU 4 года назад +14

    Wow, I didn't know that these sort of state machines existed. Using enums is such a pain for complex things and seeing this is just great. Thanks for making the video

  • @ooga60
    @ooga60 4 года назад +261

    I'd love to see a video about networking for multiplayer in 2d.

    • @cyberfightertheultimatecyb9969
      @cyberfightertheultimatecyb9969 4 года назад +3

      It will take a long time

    • @zaynebmoin9917
      @zaynebmoin9917 4 года назад +3

      yes you're right
      there should also be a new one in 3d cause the old one doesn't work

    • @sclexz
      @sclexz 4 года назад +2

      Zayneb Moin for 3d multiplayer check Welton king! He is really good

    • @rollizle
      @rollizle 4 года назад +1

      Unfortunately Unity deprecated Unet and still haven't introduced their new multiplayer suite.

    • @tijon1350
      @tijon1350 4 года назад

      @@rollizle use mirror, it's unet but open source and actually supported with a discord server and it's all free

  • @mattwester9093
    @mattwester9093 4 года назад +13

    I have been using Unity for a few years now, but I never knew that the animator was so powerful!! Really great information in this video, even for more experienced developers.

    • @hamahed1778
      @hamahed1778 4 года назад

      wow no-one ever realised it was you lol

  • @TheSeen720
    @TheSeen720 4 года назад +8

    wow this is huge. this changes how i do everything in unity.

  • @marziehDow
    @marziehDow 10 месяцев назад +54

    who watches the Brakeys videos on 2024?

  • @harukozgoalz3566
    @harukozgoalz3566 4 года назад +15

    I love this tutorial!! I'm taking my time right now, I was heavily inspired by square enixs final fantasy ultimania, so first I'm learning how to draw, then I will learn how to operate unity and blender! I got time, so I'll work hard at learning as much as I can

  • @wons7416
    @wons7416 4 года назад +113

    0:20 **shows antibirth gameplay** ah, i see you're a man of culture as well...

    • @FrostshadowStudios0310
      @FrostshadowStudios0310 4 года назад +2

      It is actually The Binding of Isaac, forthcoming DLC boss the Witness.

    • @amirgholamy6326
      @amirgholamy6326 3 года назад +1

      @@FrostshadowStudios0310 it was in antibirth as well.

  • @RemiStorms
    @RemiStorms 4 года назад +7

    I believe the reason to use fixedDeltaTime on 11:45 instead of regular time.DeltaTime is because you are using unity’s rigid body which uses the physics system in all its interactions. Update and FixedUpdate don’t happen at the same time nor at the same intervals.

  • @67steinip
    @67steinip 2 года назад +2

    Im falling more and more in love with he Animator, I didn't even know it had these states in them, I've mostly been doing everything through script, just dropping them in the Animator, no transitions just call them from a script. Feels like I'm not using Unity right haha, thanks for this, I'm gonna look more into these things :)

  • @PeterMilko
    @PeterMilko 4 года назад +1

    You are going to be a legend Brackeys! The 1st game dev channel to hit 1M. I got featured today on Trending / Gaming and got like 2k subs from it. But for me thats still a big number. Im only at 8k subs. About to upload a new video.

  • @GebakkeSushi
    @GebakkeSushi 4 года назад +12

    Omg yess thx i was thinking what i could add to my first game and i thought of a boss and now you made a vid about it. THANKYOUUUU SOO MUCHH

  • @Skyfox94
    @Skyfox94 4 года назад

    Holy cow this was useful. Not only did it explain state machines but also how comparatively simple it is to do things this way. I've tried scripting behaviour manually and had a really hard time tracing which behaviour my "AI" was actually in. Now i want to make a 2D game. This looks really fun.

  • @hanzflackshnack1158
    @hanzflackshnack1158 4 года назад +5

    The wealth of concise instruction on your channel is amazing. Could you please make a tutorial on how to create a combo system with precisely timed inputs (e.g. Blazblue, MvC, FighterZ etc) using the animator? Either way, thank you so much for the content you provide :)

  •  4 года назад +173

    12:23 *Michael Jackson entered the chat*

    • @EdwinCreatives
      @EdwinCreatives 4 года назад +1

      ouhhhhhhhhh.... Nice meme... AHAHAHAHAHA

    • @9a1nguyentungduongb28
      @9a1nguyentungduongb28 4 года назад

      lengendary moonwalk

    • @SystemOfATool
      @SystemOfATool 4 года назад +3

      I thought you were referring to the change in skin color.

    • @EdwinCreatives
      @EdwinCreatives 4 года назад

      @@SystemOfATool It is absolutely referring to the reverse walking

    • @SystemOfATool
      @SystemOfATool 4 года назад

      @@EdwinCreatives haha yeah, i got that after clicking the timestamp

  • @connorhughes2100
    @connorhughes2100 4 года назад +2

    Would definitely love to see a health bar video !! I've got a project I'm working on for my degree and that would be really cool !

  • @gamedevel22
    @gamedevel22 4 года назад +2

    Great state Transitions! One of the best methods I have seen..definetly a try for the next boss

  • @skardoso
    @skardoso 7 месяцев назад

    Wonderful! Exploded my mind 🤯
    Before this I tried to control states through script only, now it’s gonna be a lot easier.

  • @CodingWithUnity
    @CodingWithUnity 4 года назад +1

    You are applying movement to a rigidbody, you need to use fixedDeltaTime and not DeltaTime because your outside of a FixedUpdate loop, so the "workaround" you're doing is actually the correct way to do it considering the way you're using your animator, but it's still wrong. The correct way is to use the `AnimatePhysics` update mode and don't multiply by time at all.
    Which for reference, the default update mode should follow the time scale, so I don't believe you need to multiply by time in it either. (if you weren't using a rigidbody that is)

  • @maindepth8830
    @maindepth8830 3 года назад +1

    Brackeys is the ultimate boss fro game dev tutorials

  • @lemetamax
    @lemetamax 4 года назад +5

    I still suck at animators/animations. It'd be cool to see more of this!

  • @Xelfist
    @Xelfist 2 года назад +2

    If your boss doesn't move make sure 'root motion' is checked
    This allows the animation to make movements

    • @prod.nauman
      @prod.nauman 2 года назад

      where can i do that pls reply fast

    • @prod.nauman
      @prod.nauman 2 года назад

      figured it out THANKSSSSSSSSSS

    • @alkhar2638
      @alkhar2638 7 месяцев назад

      God bless your soul my friend

    • @robbyfebryan1533
      @robbyfebryan1533 Месяц назад

      thank you so much

  • @BlueVoIt
    @BlueVoIt 4 года назад +8

    I wanted to leave at the beginning of the video but I realized that it was Brackeys, it's normal!
    whatever good video!

  • @Abken.
    @Abken. 4 года назад +4

    Oh wow! Great video. We'll appreciate a sequel to this where you add 1 more phase to the boss with more mechanics/attacks or another boss style with more behaviours.
    More video suggestions (there are many topics lacking proper discussions and implementations explained for the people who are trying to learn gamedev):
    * proper dashing mechanic for 2d platformer character (invulnerable dash where he goes through the enemy and another vulnerable when he can't go through the enemy)

    • @Faun471
      @Faun471 4 года назад +1

      So about the dashing mechanic, the vulnerable dash should be easy, I think you only need to change the velocity to a certain value for a fixed amount of time or a fixed amount of distance, this way, the distance of the dash would be consistent. the invulnerability one, I guess you can make it work so that when the spite dashes, you can turn off colliders? Not sure about it.
      The simple AI mechanic could work using waypoints, I think _blactkhornprod_ made a video about it.
      Not sure about the other ones tho, sorry :/

    • @Abken.
      @Abken. 4 года назад +1

      @@Faun471 My implementation with a Coroutine for dashing:
      player.rigidBody2D.velocity = new Vector2((IsFacingRight ? Vector2.right : Vector2.left).x * dashSpeed, 0); then after X time reset the velocity to default
      Also I have IsDashing while the velocity is boosted so I use IsDashing in the animator to change the animation as well and about the invulnerable dash - just another boolean flag if it should be invulnerable - just SetActive(false) to the player's collider while Dashing.
      About the ground AI it's a little complicated than it seems - it has to patrol and chase depending on many things, for example polygon collider for visibility range (if player is in this range - chase), but if the player is in range and is in second range value for attacking it should switch to an Attack state then chase again then if the player is not visible back to patroling. It's a complicated task and there are many implementations - for example with boxcollider, polygoncollider and a raycast for the attack range.
      I have my imagination about the problems and I can brainstorm some mad ideas and implement them in some way. I just want to see more discussions, implementations for these interesting topics.

  • @sgaming3174
    @sgaming3174 3 года назад +2

    Thank you very much brackeys

  • @ronaldlewis343
    @ronaldlewis343 3 года назад +1

    i love this HERO. I spent 2 days messing up my game. this modern-day hero saved me. saved my soul. but he's moved on now... foo fighters-theregoesmyhero

  • @CelestineAfun
    @CelestineAfun Год назад +1

    That's a lot more fun 😮

  • @Damned_Burnouts
    @Damned_Burnouts 4 года назад +1

    at 15:55 you should mention the attack mask should be set to should be set player, I spent a while fumbling around to work that part before I found that detail.

  • @benu5365
    @benu5365 3 года назад +4

    Just a Quick idea: you could give damage resistance to the boss whenever its enraged

    • @buzzyrobo
      @buzzyrobo 2 года назад +1

      He did that in the video

  • @GRS_3
    @GRS_3 4 года назад

    Dear @Brackeys, finally I found a channel who relases his scripts, is too very hard for me start programming and your codes are too useful for me, thank you!!! I support this channel and thanks again for the content!!!

  • @abhisheksuper20
    @abhisheksuper20 4 года назад

    Brackeys your way too awesome. No wonder people come to this channel. He literally covers all topics and aspects of game development.

  • @pr3tler339
    @pr3tler339 2 года назад +2

    Best tutorial. It helped me so much. You explain it soo good

  • @jolly8953
    @jolly8953 4 года назад +9

    when the sponsor is actually something that you've been looking for

  • @cryora
    @cryora 4 года назад +1

    I've been using scripts on the gameobject to control the behavior of enemies the whole time, probably to inherit properties from a more general enemy object. I never thought of putting the logic all inside the state machine. This makes it a lot simpler if you're not trying to do something too complicated.

  • @Marumarsu
    @Marumarsu 4 года назад +21

    9:00
    Ctrl + k, followed by Ctrl + u (Ctrl + c for making the selection a comment) does the same thing.

    • @ChupachuGames
      @ChupachuGames 4 года назад

      I think ctrl k ctrl c is a toggle for commenting in VS

    • @OlivierPons
      @OlivierPons 4 года назад

      Those complicated shortcuts make me always happy when I pay JetBrains for Rider (`CTRL` - `/` do the job... as simple as that, without need to re-assign shortcuts). On top of that, Brackeys would have had a suggestion that `Find()` is very expensive: press Alt-Enter for suggestion, then Enter to validate and he makes the whole job for you: Rider he would have had a suggestion that `Find()` to change the string to a static integer and changed the code to a 100x faster code. For anyone here, just give a try (I have no actions for JetBrains I just like to promote very good products!).

    • @dhwaneelkapadia3265
      @dhwaneelkapadia3265 4 года назад +3

      What are you guys trying to control

    • @miksuko
      @miksuko 4 года назад

      You mean 8:57?

    • @ekzac
      @ekzac 4 года назад

      I remapped it to Ctrl+; (I think it is Ctrl+/ in English layout) so it match good editors like Sublime and VSCode hahaha

  • @Qwerty_8866
    @Qwerty_8866 4 года назад +251

    *little did he know that the binding of Isaac boss he showcased was from a mod*

    • @kyanislacouture9188
      @kyanislacouture9188 4 года назад +18

      Well, technically, this boss is gonna be added in isaac's next dlc, repentence, wich is coming out really soon.

    • @ArnoldsKtm
      @ArnoldsKtm 4 года назад +16

      Doesn't matter. Most Isaac bosses, items etc. come from mods or community suggestions.

    • @UltraNorac
      @UltraNorac 4 года назад +1

      @@kyanislacouture9188 yeah, "really soon"

    • @facundorome.4190
      @facundorome.4190 3 года назад +2

      @@kyanislacouture9188 now lol, 1 year is really soon? idk

    • @jaxon_hill
      @jaxon_hill 3 года назад

      @@facundorome.4190 is it out

  • @MoTheBlackCat
    @MoTheBlackCat 4 года назад +2

    One line sprite flip in the OnStateUpdate() method: "spriteRenderer.flipX = player.position.x > rb.transform.position.x;" (ofc you need to reference your enemy's spriterenderer).

  • @Adissey
    @Adissey 4 года назад +1

    Blackthornprod references is nuts

  • @pokemonwwe_yt4670
    @pokemonwwe_yt4670 4 года назад +1

    21:07 WHOO

  • @redtshirtgaming4418
    @redtshirtgaming4418 4 года назад +2

    That boss at the beginning: You face jaraxxus!
    Brakeys: Get away.
    Sounds: (flick sound )

    • @Gashdal
      @Gashdal 3 года назад

      uhh yeah. that is indeed what happened. autistic comment

  • @SidMakesGames
    @SidMakesGames 4 года назад +2

    Great video on explaining how to work with state machines. I was about to do one for my channel but now I need to plan something else (I guess ☹)
    Interestingly this just came in time when I am doing a Melee Combat Enemy series 😬

  • @scorpion666lair
    @scorpion666lair 4 года назад +2

    Using fixed Delta works better because you're translating the object using the rigidbody. If you were just setting the transform directly, deltaTime would have worked fine 👌

    • @hernandonj
      @hernandonj 3 года назад +1

      @Brackeys yes, as you surely may know, rb needs FixedUpdate to work fine. Thanks @Nathan Sheppard

  • @MaMa-ph3uq
    @MaMa-ph3uq 2 года назад +1

    this is gold

  • @OutrageGames
    @OutrageGames 4 года назад +3

    Again,a very simple AND useful tutorial !!

  • @literallymaciek3688
    @literallymaciek3688 4 года назад +1

    You should make a turtorial on other, yet more important things, like main menu, star position, goal, etc..

  • @NathanSifuGaming
    @NathanSifuGaming 4 года назад +2

    Somehow you guys are putting out EXACTLY the videos I need, I love it!

  • @chris0714ful
    @chris0714ful 4 года назад +4

    I would love a health bar tutorial!!!

    • @maistrogaming7911
      @maistrogaming7911 4 года назад

      Well there is a video by Alexander zotov showing us how to do it..recommend u check it out..its really helped me...unless u wont it from brakeys;)

    • @toxictangerine3528
      @toxictangerine3528 4 года назад

      @@maistrogaming7911 link?

  • @hyperexorcist1129
    @hyperexorcist1129 4 года назад +1

    Yes do a video on health bars

  • @abdullah4653
    @abdullah4653 6 месяцев назад

    awesome coding and technique thanks

  • @Adrians_Ideas
    @Adrians_Ideas 4 года назад +4

    2:54 is where it truly starts

  • @ruler1559
    @ruler1559 4 года назад +50

    can you make a tutorial about how to make a grappling hook

    • @MonsterClaws_
      @MonsterClaws_ 4 года назад +4

      That's been done look up the RUclipsr dani

    • @Dreamless_Ghost
      @Dreamless_Ghost 4 года назад +7

      @@MonsterClaws_ but Dani haven't made a... Tutorial? He just shows that he made one...

    • @MonsterClaws_
      @MonsterClaws_ 4 года назад +2

      He still puts the coding and design up in his video

    • @Dreamless_Ghost
      @Dreamless_Ghost 4 года назад

      @@MonsterClaws_ oh, thank you, I did not know that, maybe you know when he puts it up?

    • @MonsterClaws_
      @MonsterClaws_ 4 года назад

      @@Dreamless_Ghost usly in the Description but sometimes he shows the code in the video

  • @palewine
    @palewine 4 года назад

    Super quality. Thanks for this.

  • @ispava
    @ispava 4 года назад

    This tutorial is GOLD

  • @parvizhojiev8567
    @parvizhojiev8567 3 года назад +1

    Thank you for this tutorials!!

  • @lordcatington8188
    @lordcatington8188 4 года назад

    This video has enlightened my life. Thank you.

  • @AsafSnapiri
    @AsafSnapiri 4 года назад

    I really liked the video.
    I learned a lot about situations.
    It can help me later on in the game I'm working on, keep making such great videos!😀

  • @fabianlo234
    @fabianlo234 11 месяцев назад

    Cool! I dare you to make portals to teleport. Keep it up bro!

    • @rabanaqueroman
      @rabanaqueroman 10 месяцев назад

      hey, he doesnt make videos anymore, sorry

    • @tristanjames5843
      @tristanjames5843 6 месяцев назад

      @@rabanaqueroman didn't age well.

  • @sepalmq1229
    @sepalmq1229 4 года назад

    you are so close to 1 mil subs!

  • @IlPandax
    @IlPandax 4 года назад

    Hi Brackeys! Hi everyone! I have two questions:
    1 - Why are you using "public" instead of "[SerializeFields]" if you want to set a variable in the inspector?
    2 - How is "animator.GetComponent" working? Shouldn't it be "animator.parent().GetComponent"? I dont' know if the "parent" function exists, I just mean that the rigid body is not linked to the animator, but to the animator's parent.
    Thanks for the answares

    • @Jichael38
      @Jichael38 4 года назад +1

      1. Yes he should. Actually, brackeys explain concept to very beginners, his code is really notmeant to be efficient / well written. It's just that it would confuse people new to Unity and coding but I also find that it just make them learn bad practice. If you want better coding tutorial, I would recommend Unity3dCollege.
      2. GetComponent is working at sibling level, not parent, so it does work like that. You could, if wanted, fetch a component from the parent using component.transform.parent.GetComponent

    • @IlPandax
      @IlPandax 4 года назад

      @@Jichael38 Thanks! ;)

  • @hosameldeenreda6633
    @hosameldeenreda6633 3 года назад +1

    thank you man
    you are awesome

  • @jacsdev
    @jacsdev 2 года назад +1

    Excellent bro. You rocks!

  • @suppressinglight1007
    @suppressinglight1007 4 года назад +6

    12:27 the eay he walks is like a perfect moon walk

  • @CubeCompany
    @CubeCompany 4 года назад +1

    Thank you for the lesson

  • @usman5911
    @usman5911 3 года назад +1

    Good job!

  • @SkelleRok
    @SkelleRok 4 года назад

    So basically, Time.fixedDeltaTime is ALWAYS the same value (time between FixedUpdate runs), therefore speed is the same every frame as well. If you use normal deltaTime, it calculates time between Update runs, which depends on machine power so it can vary frame to frame so speed can be different.
    Hope that made sense.

  • @gamedev.1166
    @gamedev.1166 4 года назад +1

    thanks bro

  • @davidconner1028
    @davidconner1028 4 года назад

    Health Bar Video HYPE!!!

  • @happychuckprogramming6048
    @happychuckprogramming6048 4 года назад

    best intro ever, bud ... luv ur vids !!!

  • @BishalKhan01
    @BishalKhan01 4 года назад

    It would be amazing if you could do a swinging tutorial video. I am trying to make a game that involves swinging in first person, and it would help me and a lot of other people a lot.
    Thanks again for all that you have done.

  • @umberto9438
    @umberto9438 3 года назад +2

    You are the best.

  • @adamhisqandar7901
    @adamhisqandar7901 5 месяцев назад

    Thank you. good tutorials !

  • @Thomason1005
    @Thomason1005 4 года назад

    @11:50: the update delta (deltaTime or fixedDeltaTime) should depend on the animator's updateMode, though there might be some oddities happening.
    cool short summary though! i havent used statemachinebahaviours yet, but they seem useful.

    • @Thomason1005
      @Thomason1005 4 года назад

      ah i know why! it is because the rigidbody only updates on physicsUpdate!
      i dont think rb.MovePosition() changes rb.position directly, but waits until the next physicsUpdate loop to do so. so if you read rb.position in the next StateUpdate loop, you do not neccessarily get the last position you wrote during the last StateUpdate, but rather the one from the last physics frame.
      so fixedDeltaTime works correctly, because you write multiple times (with deltaTime) into rb.MovePosition(), but it actually only updates the rb.position every fixedDeltaTime, so you have to use this as movement-multiplier!

  • @trashbag3086
    @trashbag3086 4 года назад

    Was wondering if you could make a tutorial on creating a wall jump as struggling to find one that actually works. Appreciate the tutorials, really good for a beginner like me

  • @doviczdev
    @doviczdev 4 года назад

    Thanks for the videos Brackeys. Will definitely use these in one of my videos soon. Thanks :)

  • @unkn0wni
    @unkn0wni 4 года назад +4

    0:21 Some great the binding of isaac canon boss...

  • @AryanShahGamingMusic
    @AryanShahGamingMusic 4 года назад

    This video was really helpful like usual. I’m finding the coding in game development pretty fun but I don’t have photoshop for game art and I’m just really bad at making players, grounds, enemies, weapons etc.

  • @rockyhoward6518
    @rockyhoward6518 4 года назад

    I actually tried out NordLocker because it's free. It seems like a great tool for anyone who is privacy conscious - the encrypted files are hidden behind a password, so it can even be used as a "homework" folder on a shared pc. The 5GB might not be enough for me so I'll have to use Brackeys' code to get the full version.

  • @neermehta7174
    @neermehta7174 4 года назад +3

    How do you create such cool animations from scratch?

  • @level1gg
    @level1gg 4 года назад +1

    super helpful and clear tutorial Brackeys! Thank you :)

  • @Nox__
    @Nox__ 4 года назад +6

    Can you do a video where you teach how to make AI in unity?
    And a +: this video is super useful
    And it has been uploaded just in the time that i want to set a boss in my game

    • @kira7683
      @kira7683 4 года назад

      He's done a video on pathfinding, but I think it's a bit outdated. Navigation is now installed by default, you don't need to import anything to the project

    • @Adeith
      @Adeith 4 года назад +2

      This is basically it. State machines is one of the main ways to do AI in games.

  • @toastyntema
    @toastyntema 9 месяцев назад

    Thank you for your help!

  • @roydonk2878
    @roydonk2878 4 года назад +2

    An all around great tutorial. Thanks as always for the great content

  • @animemazegaming
    @animemazegaming 4 года назад

    It's good brackeys now have boss fight tutorial

  • @Cancri2012
    @Cancri2012 4 года назад

    Almost to 1 million!

  • @SupaJakeHD
    @SupaJakeHD 4 года назад

    This could be really cool for fighting games

  • @Labiote
    @Labiote 4 года назад

    Wow, thanks a lot, that helped me a lot for my project

  • @themindee
    @themindee 4 года назад

    Awesome tut. Thanks

  • @twelveminusone
    @twelveminusone 4 года назад

    This is *exactly* what I needed right now. I was doing this previously using an enum and a switch case to manage state, but this is so much more dynamic!

  • @bold3420
    @bold3420 4 года назад +1

    I have problems with making my own 2d PlayerController script and
    I already watched your Video 😢
    Btw I am German

  • @darkfafi
    @darkfafi 4 года назад +2

    `FixedDeltaTime` displays the delta time between physics cycles. You can see in the Unity lifecycle that `FixedUpdate` is part of the physics cycle, along with animations. Hence your animation script acting better with `fixedDeltaTime` . (note, multiple fixed steps can happen in a single frame)
    I highly recommend looking into the call order of the unity life cycle, for it can clarify a lot of those head scratchers.

  • @GameDevAnd3D
    @GameDevAnd3D 4 года назад +2

    Hello...a great tutorial yet again. i would like to request a tutorial ..a very specific one. of how to change body sprites of a 2d character that is already rigged and skined and animated with the 2d skeletal system of unity. Thank you for sharing your knowledge.

  • @technofeeliak
    @technofeeliak 4 года назад +3

    Yes, please explain the programming of a health meter.

  • @rolandodqbol8356
    @rolandodqbol8356 4 года назад

    thanks for the material, like, subscribed and greetings from Bolivia

  • @kawakami_idv
    @kawakami_idv 4 года назад

    Hey, Brackeys! Will you be doing some advanced stuff? I know, there are lots of novices here, but honestly, this is one of the worst ways to make a simple boss, that just runs and attacks. I mean, so many scripts for that simple one. And what if your boss will have 100 states, would it be 1000 scripts? Thanks for your attention.

  • @thegamedevcave
    @thegamedevcave Год назад

    well i coded a whole bossfight through a monobehaviour script (it's a bit of a mess) , this seems like a much better way of doing things... effectivly the same as changing states with just code but MUCH more organized.

  • @velox3738
    @velox3738 4 года назад +5

    When you programmed an attacking system for all of your characters manually using code and checking for frames using if statements and Brackeys tells you 2 hours later that this can be done in animations using events....

    • @crafty_dan1362
      @crafty_dan1362 3 года назад +1

      man i just came here to say the same *screams internally*

  • @mrnovijen2559
    @mrnovijen2559 4 года назад

    Awesome video !

  • @overcookedwalrus4482
    @overcookedwalrus4482 5 месяцев назад

    22 minute video finally finished in three days!