Sorry for the slightly low quality video quality on the clips! Have been running some slightly low quality settings for shadowplay, and cropping the clips also added to the issue of the already not so great quality! Will keep it in mind for whatever I record next, cheers!
I'll have to admit, that's actually a fairly interesting thing to hear! Most of my programming knowledge comes from just me messing about with unity mostly during free time as a hobby, so its always interesting to hear about actual theory related things!
I once made a very similar camera controller, and it's really cool to see, that somebody came up with the basically same thing independently! I also feel like tools can reaaly really help, which is why making tools has been one of my main programming activities recently when making games
amazing game! one suggestion I would make is try to make a bigger, more noticeable swish effect for the attack. as a beginner indie dev myself, this is very inspiring to continue work on my own 2d game.
Game is looking amazing so far! Funny saying that even though I literally just found this channel.. Either way, this genuinely looks like an amazing game! The art makes me think of the Kingdom: Two Crowns Norse Lands kind of style, as well as the amazing gameplay reminiscent of Hollow Knight. I'd love to go into massive detail, but all I can say now is that I'm super happy and surprised that you're able to do so much in just a month! I enjoy what you're making and hope see more in the future :D
Thank you! Of course definitely helped that I had a basic skeleton already built from previous attempts, so I didnt exactly have to start from stratch!
I LOVE your aspen trees! Seriously, I dig the pixel art so much. I'm sure these are sprites that you're updating and working to perfect, if you were seeking feedback I'd tell you the spear looks fantastic when idle on the ground but when jumping, the motion blur effect makes it look like a sort of witch broom. Turning your sick goth elf into a witch for a frame or two. If you weren't seeking feedback I'd tell you this seriously looks so fun. I dig the lance weapon, super underutilized in games for how freaking cool it is, and the idea of a pixel art Hollow Knight is so exciting! Loving the progress so far and can't wait to see more, but don't rush or focus on videos to the point it hinders game development, we can wait :)
No offence taken! I redid a couple small animations recently, but quite a few, like the animations that have the smears on the lance, are from some older other animations that I've yet to redo! Will be touching those up at some point in the near future :)
Hey man, your game's looking incredible so far! I would love to talk about how I can contribute to your game's growth and promotion and improve your online presence. Your game has a lot of potential and you definitely deserve more visibility!
The pixel art is sooo good! I especially like the player character design and animations, the envoirmental art is on point as well! I would like to say for the sake of improvement that double jump animation (when the wings appear) is looking kind of strange because the character is either 3/4 or side view but wings are animated the other way. Good luck with your game!
Thank you! The clips where the wings are visible are from older builds before I started working on the project again a bit over a month ago, so that's all been sorta addressed already. I'll be making actual animations for all of that in due time!
Always down to see other people's tooling ideas. My one suggestion though is to maybe reconsider your data structure for the tracker. A list of strings may be easy to debug upfront but I imagine this spirals out of control quite fast regarding memory, parse/load time, and save state, not to mention string parsing can just go wrong if you're not careful. Coming up with a numeric ID system instead of mashing together a bunch of strings is likely crazy helpful.
I think you should have keeped the wings but made them sideways so that they realy look like they are part of your character. That would look great in my opinion.
Can't say I've done anything special from what I know Best practice just feels to generally turn off any possible compression and to work in a set scale for everything instead of trying to mix pixel sizes, but other than that nothing really comes to mind I had some issues recently due to some shoddy character controller code that caused sprites to jiggle and shake while moving, but that wasn't super noticeable either way
@@Mantimestwo Looks super clean at least! Feels like a bit of a gamble how much (minor) problems you encounter when working with pixel art in unity! :)
@@felixjonsson4471 The one that's visible at 5:20 is one called Tiled! AdamCYounis (www.youtube.com/@AdamCYounis) has a fairly good video about it on his channel. A fairly useful tilemap based map making software that has some pretty useful autotiling features :)
As someone pointed out, using the same system for the interactables probably isnt super efficient, but I'll probably keep it on the enemy tracker either way even if I switch the interactables out to an ID system. It's supposed to be cleared every time the player dies or rests at a checkpoint, and I'll probably force it to clear when moving between bigger zone areas. At that point, it should never get too big and out of hand :P
I did originally have that, but decided against it when I reworked it simply due to the fact that I couldn't get the exact detection point Of course could have the enemy detection use one since it doesnt need to be as accurate compared to the wall-cling but I just like having it all under the same general framework
Please please please invert your ifs and do early outs. That if(seeking) {} branch is killing me. if(!seeking) return; and you've reduced nesting by one. In that same function, add a return after StopSeek(); and move then invert that else if and return if true. With that you only have 1 level of nesting and the code is 10x easier to follow. Same with if(hooking). You really want to get into that habit early otherwise you're going to end up with nested nightmare fuel and strange edge cases that are near impossible to track down 6 months from now. I believe some people call it "filtering" where you filter out conditions that exclude the rest of the logic. Way easier to read than something with four }s followed by two lines and three more }s. General rule of thumb is, if you're nested more than two -- or in some rare cases 3 -- deep you need to simplify it. Also if you didn't know, there's a "ternary operator" that works like value = (condition) ? 1 : 2; where 1 is the value if the condition is true and 2 is the value if it is false, that can also reduce some of your if/else statements.
Smear frames for the weapon on movement animations are unnecessary and distracting; consider using smear frames only in animations where the movement of the weapon is the most important part
Sorry for the slightly low quality video quality on the clips! Have been running some slightly low quality settings for shadowplay, and cropping the clips also added to the issue of the already not so great quality!
Will keep it in mind for whatever I record next, cheers!
Your art style is some awesome pixel art. I love the crunchy pixelness & simplicity.
Cheers!
What you did with the boss script is called the Strategy Pattern, and it's actually a great idea!
I'll have to admit, that's actually a fairly interesting thing to hear! Most of my programming knowledge comes from just me messing about with unity mostly during free time as a hobby, so its always interesting to hear about actual theory related things!
That is so cool! Watching the grappling & slashing attack is very satisfying. Cannot wait to see more of it!
Title card fades away, "So hello..."
- Subscribes
I once made a very similar camera controller, and it's really cool to see, that somebody came up with the basically same thing independently! I also feel like tools can reaaly really help, which is why making tools has been one of my main programming activities recently when making games
Just watched both devlogs, this is super inspiring
I'm in awe that's absolutely gorgeous !!! I look forward to see how it will evolve, but keep it up that's a so so sooo cool project !!!
Thank you! :)
This popped up in my suggestions and I'm glad I found it. Good luck! I'll be following along :D
This looks super promising! Love the colour palette especially; very desaturated but still very lively and dynamic. Keen to see more!
I’d like to see a video about the game you were working on, the Gnoming. It seems really cool!
amazing game! one suggestion I would make is try to make a bigger, more noticeable swish effect for the attack. as a beginner indie dev myself, this is very inspiring to continue work on my own 2d game.
Game is looking amazing so far! Funny saying that even though I literally just found this channel.. Either way, this genuinely looks like an amazing game! The art makes me think of the Kingdom: Two Crowns Norse Lands kind of style, as well as the amazing gameplay reminiscent of Hollow Knight. I'd love to go into massive detail, but all I can say now is that I'm super happy and surprised that you're able to do so much in just a month! I enjoy what you're making and hope see more in the future :D
Thank you!
Of course definitely helped that I had a basic skeleton already built from previous attempts, so I didnt exactly have to start from stratch!
bro this is actually beautiful, good luck on the project man
The art is nice - well structured devlog too
cant wait for the next devlog keep up the good work
Looking awesome!!! Absolutely love the art. Hope we get to play some day :)
I LOVE your aspen trees! Seriously, I dig the pixel art so much.
I'm sure these are sprites that you're updating and working to perfect, if you were seeking feedback I'd tell you the spear looks fantastic when idle on the ground but when jumping, the motion blur effect makes it look like a sort of witch broom. Turning your sick goth elf into a witch for a frame or two.
If you weren't seeking feedback I'd tell you this seriously looks so fun. I dig the lance weapon, super underutilized in games for how freaking cool it is, and the idea of a pixel art Hollow Knight is so exciting! Loving the progress so far and can't wait to see more, but don't rush or focus on videos to the point it hinders game development, we can wait :)
No offence taken! I redid a couple small animations recently, but quite a few, like the animations that have the smears on the lance, are from some older other animations that I've yet to redo! Will be touching those up at some point in the near future :)
It looks great! Keep up the good work
This looks great! Please keep them coming :)
Super interesting ☺👍 !
Hey man, your game's looking incredible so far! I would love to talk about how I can contribute to your game's growth and promotion and improve your online presence.
Your game has a lot of potential and you definitely deserve more visibility!
The pixel art is sooo good! I especially like the player character design and animations, the envoirmental art is on point as well! I would like to say for the sake of improvement that double jump animation (when the wings appear) is looking kind of strange because the character is either 3/4 or side view but wings are animated the other way. Good luck with your game!
Thank you!
The clips where the wings are visible are from older builds before I started working on the project again a bit over a month ago, so that's all been sorta addressed already. I'll be making actual animations for all of that in due time!
Always down to see other people's tooling ideas. My one suggestion though is to maybe reconsider your data structure for the tracker. A list of strings may be easy to debug upfront but I imagine this spirals out of control quite fast regarding memory, parse/load time, and save state, not to mention string parsing can just go wrong if you're not careful. Coming up with a numeric ID system instead of mashing together a bunch of strings is likely crazy helpful.
Note taken!
I think you should have keeped the wings but made them sideways so that they realy look like they are part of your character. That would look great in my opinion.
Tipp: If you want to add "padding" to a raycast use spherecasts or circlecasts instead
Amazing vid keep up!
Cheers!
What setup did you do in unity to make ur pixel art so crisp? It looks great?? Would love a tutorial on this!
Can't say I've done anything special from what I know
Best practice just feels to generally turn off any possible compression and to work in a set scale for everything instead of trying to mix pixel sizes, but other than that nothing really comes to mind
I had some issues recently due to some shoddy character controller code that caused sprites to jiggle and shake while moving, but that wasn't super noticeable either way
@@Mantimestwo Looks super clean at least! Feels like a bit of a gamble how much (minor) problems you encounter when working with pixel art in unity! :)
@@Mantimestwo What program are you using when you are modifying tiles, and what does it do?
@@felixjonsson4471 The one that's visible at 5:20 is one called Tiled! AdamCYounis (www.youtube.com/@AdamCYounis) has a fairly good video about it on his channel.
A fairly useful tilemap based map making software that has some pretty useful autotiling features :)
ooe, another one
Is it really smart to store areas' killed enemies in strings like that?
As someone pointed out, using the same system for the interactables probably isnt super efficient, but I'll probably keep it on the enemy tracker either way even if I switch the interactables out to an ID system. It's supposed to be cleared every time the player dies or rests at a checkpoint, and I'll probably force it to clear when moving between bigger zone areas. At that point, it should never get too big and out of hand :P
Friendly advice: speak up or turn up your voice in editing. Love how chill it is though so dont change that!
0:33 any link to this awesome game? What kind of art style is this? Looks like 3d modeling + pixel rendering
Link is in the description :)
have you consider a circleCast instead of a raycast for your hook?
I did originally have that, but decided against it when I reworked it simply due to the fact that I couldn't get the exact detection point
Of course could have the enemy detection use one since it doesnt need to be as accurate compared to the wall-cling but I just like having it all under the same general framework
Please please please invert your ifs and do early outs. That if(seeking) {} branch is killing me. if(!seeking) return; and you've reduced nesting by one. In that same function, add a return after StopSeek(); and move then invert that else if and return if true. With that you only have 1 level of nesting and the code is 10x easier to follow. Same with if(hooking). You really want to get into that habit early otherwise you're going to end up with nested nightmare fuel and strange edge cases that are near impossible to track down 6 months from now. I believe some people call it "filtering" where you filter out conditions that exclude the rest of the logic. Way easier to read than something with four }s followed by two lines and three more }s. General rule of thumb is, if you're nested more than two -- or in some rare cases 3 -- deep you need to simplify it. Also if you didn't know, there's a "ternary operator" that works like value = (condition) ? 1 : 2; where 1 is the value if the condition is true and 2 is the value if it is false, that can also reduce some of your if/else statements.
Smear frames for the weapon on movement animations are unnecessary and distracting; consider using smear frames only in animations where the movement of the weapon is the most important part
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