I know this is an old video, But I think a tutorial on what I call the "Auto-Platforming" from games like Ocarina of Time would be cool! Like how you jump off edges automatically and climb up short walls
Heyy i love these videos they are a big help. do you think you can make gameplay feature from the game Dbaman? its a old game but ive been trying to remake it and having trouble
@@RevolvingPotato oh I just looked it up. That looks perfect for making I’m GBG. What part are you having trouble with? I would imagine first challenge would be making the AI. For the player movement left and right I’d make an unmovable square in the center and an X slide attached to the player. Then set the minimum and maximum they can move and use a counter that holds the player position in it. Left stick left subtracts counter and left stick right adds to counter - counter(which is set to the X Slide range) goes into X slide connector moving player left and right.
Hm. How I would approach it is. Start with design. Design the stages you want the boss to go through and what you want them to do, and what the “weak point” or attack vector is. Then once you have that you make the stages. Then create a way to switch between stages. But that’s a lot and maybe too much for a simple boss. I’d use an AI Timeline from marker and bullseye nodon to switch between actions and phases. I think I might’ve included something on that in my “Better AI” video called Disco Jenna. She’s an alien that launches balls at the player in a pattern that changes as you go through the phases I’ll be having to tackle this in a few forms once I get to the end of the intro stage of TLOA.
This one is a little tougher. You could create a counter that counts down like a timer from day 120 to 0. Two seconds. And have touching the floor reset it back to 120 constantly and paragliding also. That way, when you are NOT touching the floor AND NOT paragliding for 2 full seconds. Then maybe set the zeroed out counter to a flag. Then detect when you touch the floor AND the flag is turned ON, apply damage
I thought about it but, for BOTW with the open world, tons of vertical movement it makes sense. With a game like a traditional Zelda framework, and with the world sizes in GBG it would barely be usable honestly. It would work mostly as a puzzle thing with updrafts like some shrines in BOTW and using it for something like that actually sounds pretty awesome. But probably not to just have in the player arsenal from random movement.
Here’s the Game ID to try it out or if you get stuck! Next up I think will be the Bomb Runes 💣
Game ID: G 005 HM4 N79
I thought extending objects can't have textures since they only have 1 connection point
@@Weegeebois I didn’t know that, I just thought about this while I was uploading. Thanks for letting me know!
@@DaveNodon No problem!
I had figured out how to make a stamina wheel in GBG
G 006 33G VR5
I had just tried to make a glider not to long ago, but I’m willing to delete it for your epic tutorials
Maybe yours was better! Thanks for always supporting and watching!
Yooooo this video convinced me.. Imma buy 2 Pair ‘o’ Gliders :)
hehe
Dave:I've never made anything from this game.
jJae:I'm ten multiverses ahead of you.
Two best gbg youtubers
Bro I'm going to win gbg now to Create those games
I know this is an old video, But I think a tutorial on what I call the "Auto-Platforming" from games like Ocarina of Time would be cool! Like how you jump off edges automatically and climb up short walls
That’s actually pretty cool. I like that idea 💡
Could you elaborate on how to circumvent the player’s jump height being affected by the objects? I want my character to have a decently high jump.
Can you recreate the mechanic of moving with left sticks and point with right stick like in some games like Blazing beaks?
Heyy i love these videos they are a big help. do you think you can make gameplay feature from the game Dbaman? its a old game but ive been trying to remake it and having trouble
I can’t find anything by that name - What system was it on?
@@DaveNodon sorry it was called
"Battle B-Daman: Fire Spirits" it was for the gameboy advance
@@RevolvingPotato oh I just looked it up. That looks perfect for making I’m GBG. What part are you having trouble with? I would imagine first challenge would be making the AI.
For the player movement left and right I’d make an unmovable square in the center and an X slide attached to the player. Then set the minimum and maximum they can move and use a counter that holds the player position in it. Left stick left subtracts counter and left stick right adds to counter - counter(which is set to the X Slide range) goes into X slide connector moving player left and right.
@@DaveNodon Yea the AI is difficult to do and thank you for the help on the movement also ill try out that method aswell
Idk if something is wrong with my game or if I messed up but the extended object is WAY too long, so long it could reach the moon basically.
Cool!
Can you do a slow falling character or player tutorial please?
How do you make a grappling hook?
Cool tutorial! But I'm having trouble creating a boss fight for a game, have any idea how to make one?
Hm. How I would approach it is. Start with design. Design the stages you want the boss to go through and what you want them to do, and what the “weak point” or attack vector is.
Then once you have that you make the stages. Then create a way to switch between stages. But that’s a lot and maybe too much for a simple boss.
I’d use an AI Timeline from marker and bullseye nodon to switch between actions and phases. I think I might’ve included something on that in my “Better AI” video called Disco Jenna. She’s an alien that launches balls at the player in a pattern that changes as you go through the phases
I’ll be having to tackle this in a few forms once I get to the end of the intro stage of TLOA.
@@DaveNodon smort
@@DaveNodon wow, thanks! Besides the boss fight idea, I've been getting better at the game and I learned almost all of the nodons because of you ⭐
Bros moving faster than mybdad with the milk
I need help the blue thing just keeps falling
Idea: make a tutorial on how to make a little nightmares like game
Fall damage?
This one is a little tougher. You could create a counter that counts down like a timer from day 120 to 0. Two seconds. And have touching the floor reset it back to 120 constantly and paragliding also. That way, when you are NOT touching the floor AND NOT paragliding for 2 full seconds. Then maybe set the zeroed out counter to a flag. Then detect when you touch the floor AND the flag is turned ON, apply damage
that is ep 3 from Zelda gbg????
No, just wanted to recreate some things from BOTW since I restarted playing it
Are you using this to your game?
I thought about it but, for BOTW with the open world, tons of vertical movement it makes sense. With a game like a traditional Zelda framework, and with the world sizes in GBG it would barely be usable honestly. It would work mostly as a puzzle thing with updrafts like some shrines in BOTW and using it for something like that actually sounds pretty awesome. But probably not to just have in the player arsenal from random movement.
Yo I'm going to make my games like this
Part 3 of the RPG?
Your looking for oribloop he did rpg too
First comment first view and first like
HYAH
WHYWHYWHYWHY Ughhhhhhhhhhhhhhh! By TLOZ
Don't say first we don't care
I used to think the same thing, but honestly engagement of any kind is good for creators and especially when you first publish so I'm okay with it! 😂
Lol
Lobster Shirt gang 🦞
Wind Waker fam ⛵️
If you dye the well worn trousers orange and wear the lobster shirt it looks like Beginning WW link in botw
Bro is this Fortnite
Pls go slow