I just changed my entire game (Developing 13)

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  • Опубликовано: 26 сен 2024

Комментарии • 1 тыс.

  • @FreyjaMentado
    @FreyjaMentado 6 месяцев назад +4740

    for any other devs out there, another solution is to start at 360p. 2x is 720, 3x is 1080, 4x is 1440 and 6x is 2160

    • @sataStrike
      @sataStrike 6 месяцев назад +760

      Yup, 360 will also give you a much more "pixel art" feel. The higher resolution just makes things seem more like low res art, which is why it just looked better to translate it to vector graphics.

    • @GameDevYal
      @GameDevYal 6 месяцев назад +344

      I agree, I've made everything 640x360 for years now and it's a really cozy resolution. Works for everything down to ancient 640x480 CRTs, gives you a lot of level design space to work with if you're using the good ol' 16x16 base grid.
      The only drawback is that 360 isn't divisible by 16 so you'll waste half a tile vertically (which can make things a bit tricky if you're trying to glue things together in a game with vertically connecting rooms)

    • @FreshWaffles3
      @FreshWaffles3 6 месяцев назад +19

      That is so smart...

    • @Scypek
      @Scypek 6 месяцев назад +139

      @@GameDevYal Sounds like a good excuse to add a 640x24 HUD! Maybe even with some fun extra stuff like names for each room, if that fits the game.

    • @AverageMichaelJordans
      @AverageMichaelJordans 6 месяцев назад +40

      540p is another good one that gives a little more resolution headroom, at the expense of not working well with 1440p screens. At least kinda, since Pizza Tower ended up working on my 1440p display with that exact res

  • @james.lambert
    @james.lambert 6 месяцев назад +1181

    You say that you should have spent more time planning but I would argue you actually did the right thing. If you try to perfect your plan you will be stuck spinning forever trying to solve every possible problem you may encounter. We aren't actually very good at predicting what will actually be a problem and what wont. It is better to just start building something and solve the problems when you better understand them and actually know they will be problems. I'm not saying don't ever plan or try to avoid problems early but no amount of planning will prevent the need to make large shifts mid project.

    • @user-sl6gn1ss8p
      @user-sl6gn1ss8p 6 месяцев назад +54

      yeah, I think the caveat is just that if the game had a lot more / more complex art, it would have been way more trouble to convert now. So like, maybe don't go crazy trying to plan ahead, but do hold off on some kinds of work sometimes?

    • @PhyloGenesis
      @PhyloGenesis 6 месяцев назад +42

      Totally agree, he learned the wrong lesson. Not that planning ahead is bad, but finding a compromise and experimenting with solutions is super important. Sounds like he did nothing wrong except maybe not testing how art relates to the camera a bit more before making ALL the art (not some, some is fine).
      Sometimes it happens, making games is hard.

    • @LordTrashcanRulez
      @LordTrashcanRulez 6 месяцев назад +10

      The problem with having absolutely no plans is that you'll reach points where you're just staring at the computer screen without any knowledge on how to proceed forward, but planning everything from A to Z would cause a lot of your effort to go to waste. Generally, you should plan the core mechanics first and then think about changing stuff later on when you finish the fundamental parts of your game.

    • @TechArtAlex
      @TechArtAlex 6 месяцев назад +22

      Agreed. Art is often finalized pretty late in the development cycle. The real lesson is to treat your early art as a prototype, spend as little time as possible on it, and not to get attached to it. You can and should expect to replace large portions of it, sometimes multiple times. The less effort you spend on early drafts, the better.

    • @SupremeDP
      @SupremeDP 6 месяцев назад

      Very, very true!

  • @dogwithsunglasses4051
    @dogwithsunglasses4051 6 месяцев назад +2035

    Im a huge fan of Pixelart. But i think you made the right choice here. Your Game never really looked that commited to the Pixelart Style. It was basically an in between your new style and Pixelart. And thats just my 2 cents, but i think that a game that commits to its art style always looks better.

    • @evertp
      @evertp 6 месяцев назад +79

      Yeah it never looked like pixelart to me, just low resolution =)

    • @Ten_Thousand_Locusts
      @Ten_Thousand_Locusts 6 месяцев назад +16

      Lol nah he didn't, this new style looks bad and soulless as shit. Like a shovelware mobile game.

    • @milesparker557
      @milesparker557 6 месяцев назад +40

      I agree. I love pixel art, but I never liked styles that had super thick outlines and higher res like his old style. The vector graphics look more like the aesthetic he was going for (despite me not being the biggest fan of vector art).

    •  6 месяцев назад +74

      @@Ten_Thousand_LocustsI can imagine you typed your comment with a good intent, but your delivery sounds not very polite to me.

    • @mckinneym.2743
      @mckinneym.2743 6 месяцев назад +19

      ​@@Ten_Thousand_Locusts
      I like the look

  • @Sagi.Baten.Kaitos
    @Sagi.Baten.Kaitos 6 месяцев назад +524

    Can't believe Mind Over Magnet got a remake before even getting an official release. Bravo, Mark

    • @omegaminoseer4539
      @omegaminoseer4539 6 месяцев назад +26

      He's officially part of the video-gaming empire. The only thing left is to release an overpriced, buggy, mess. Even that his trailer was made up is further proof that he IS a Game Producer now.

    • @Sagi.Baten.Kaitos
      @Sagi.Baten.Kaitos 6 месяцев назад +4

      ​@@omegaminoseer4539Christ man, did Mark Brown of Game Maker's Toolkit spit on your or something

    • @theonlyron
      @theonlyron 6 месяцев назад

      I wish he would on me...

    • @sinisternorimaki
      @sinisternorimaki 6 месяцев назад +39

      ​@@Sagi.Baten.Kaitos I think they're just making a joke about the state of the industry.

    • @omegaminoseer4539
      @omegaminoseer4539 6 месяцев назад +14

      @@Sagi.Baten.Kaitos this is supposed to be a joke. It was lost in translation.

  • @tetsi0815
    @tetsi0815 6 месяцев назад +479

    6:40 My experience from like 20 yrs of IT projects tells me "skipping ahead doing the real solution" will bring you in more trouble than anything else, because you'll never get finished, you'll produce a lot of "the real solutions" that are completely useless, because you didn't / couldn't know what "the real solution" needs to look like etc. It's far more productive to just accept the fact, that you are producing a "for now that works" solution as long as you're willing and able to refactor stuff, when it's not suitable anymore. Understanding when to live with the compromise and when to throw it out and build something better is the real challenge. It's hard and you need a lot of experience to do that and I have rarely met people who are good at it.... so I guess the real challenge is getting good at understanding when to live with the compromise and when to refactor.

    • @Alexander.Kravchenko
      @Alexander.Kravchenko 6 месяцев назад +5

      Absolutely!

    • @penguinsushi8442
      @penguinsushi8442 6 месяцев назад

      Can't agree more!

    • @ryuuguu01
      @ryuuguu01 6 месяцев назад +27

      Yeah, young coders are notorious for over-engineering solutions to solve problems that will never occur. I don't know of any way other than experience to learn how much to do upfront and what to put off until you know what will really be needed.

    • @vesk4000
      @vesk4000 6 месяцев назад +1

      Really, really well said!

    • @patrickoshea
      @patrickoshea 6 месяцев назад +11

      Mark’s Lesson Learned here was really just half a lesson. I’m kind of hoping that when he runs into the other case (taking way too much time by committing to “doing it right” at the outset) he’ll humbly refer back to this and have to end up with a less satisfying “it depends.”
      The engineer maxim is that the 90% solution is right 99% of the time. I think Mark hit the other 1% and overgeneralized. 😅

  • @andrewdrost6786
    @andrewdrost6786 6 месяцев назад +381

    An important aspect of Balatro's next fest success was that it had demos for multiple next fests, with each one showcasing a different set of mechanics. It gave more time for the game's hype to snowball and allowed a wider player base to give feedback.
    Given Balatro's success, I'm curious to see if more indie devs will ditch early access and instead opt for next fest demos.

    • @marcosm1223
      @marcosm1223 6 месяцев назад +40

      Early Access won't go away because a big part of why devs do it is to inject more cash into the games (or if you're a scammer, run away with the money).
      But I imagine that more established indie studios will probably do Next Fest instead, yeah

    • @LordTrashcanRulez
      @LordTrashcanRulez 6 месяцев назад +11

      Next Fest is just another way for devs to gain a following, they'll never replace EA

    • @ninosandlarz783
      @ninosandlarz783 6 месяцев назад +23

      I'm not sure to understand. How did Balatro participate in several Next Fests when according to Steam each demo can only participate in one Next Fest ?

    • @wateverwill
      @wateverwill 6 месяцев назад +48

      @@ninosandlarz783 Just looked into it, and I think they just released demos at the same time as the next fests. Then actually submitted to only the recent feb next fest. Pretty smart tbh

    • @AztecCroc
      @AztecCroc 6 месяцев назад +6

      @@ninosandlarz783 They made multiple demos.

  • @Bonelord69
    @Bonelord69 6 месяцев назад +401

    It takes courage to make a big shift like that. It's too easy to become complacent with how things are because of how much work you think it will take to change. I admire your dedication!

    • @lorinatzberger3624
      @lorinatzberger3624 6 месяцев назад +13

      I had the exact same problem with Red Dust Colony. I was dead set on having the UI be pixel art and after so many issues I decided to switch everything to 4x upscaled for the 4k resolution. It took about a week to change all of it using Figma for vector art. It looks so much more nice and crispy now. No idea why it took me so much to get it done as it was one of the best things to do.

  • @soviut303
    @soviut303 6 месяцев назад +455

    Honestly, I've been watching these videos for quite a while and never realized this game used pixel art. I even recall thinking to myself "finally, an indie that's using vector art". So it's nice to see you fully commit to that style, since I think it sets the game apart visually.

    • @Shrek_es_mi_pastor
      @Shrek_es_mi_pastor 6 месяцев назад +6

      Majorariatto has been using vector art since forever

    • @Ayoul
      @Ayoul 6 месяцев назад +24

      wdym finally? It was especially popular with flash games.

    • @gamedev_byhobby8872
      @gamedev_byhobby8872 6 месяцев назад +35

      ​​@@Ayoul Maybe the problem is people associated it with flash quality games, which are good, but not financial success good. After flash being killed, it seems likely to make a comeback

    • @soviut303
      @soviut303 6 месяцев назад +14

      @@Ayoul I'm saying that virtually every indie game since then has been pixel art; it's practically a trope of indie games. Go search "indie game" and anything that isn't in 3D is almost exclusively pixel art.
      These include Super Meat Boy, Rogue Legacy, Undertale, Hotline Miami, Dead Cells, Celeste, Stardew Valley, Hyper Light Drifter, Terraria, Shovel Knight, The Messenger, Octopath Traveler, Axiom Verge, Binding of Isaac Rebirth, Balatro, Luck be a Landlord, Peglin, Pepper Grinder, Risk of Rain, Punch Club, Heretic's Fork, Dome Keeper, Blasphemous, etc.

    • @shortcat
      @shortcat 6 месяцев назад +1

      I played the first public demo on a 1080p screen and I don't remember it being pixel based. Was it redone already at the time?

  • @Fachewachewa
    @Fachewachewa 6 месяцев назад +43

    As someone who plays a ton of demos (240 last year) and loves puzzle game, my favourite kind of puzzly game demo is a selection of levels that showcase different mechanics instead of a full "arc" with introduction and more advanced puzzle. I'd still want at least one more advanced level so that I know what to expect, but I think showing different mechanics is way more effective.
    Neon White's demo was one of the best example imo, it had the first world (which is kind of necessary tutorial wise) and then the second world was entirely custom, it even showed late game weapons. Usually you can get away with that since intro levels aren't that difficult.
    The Court Of Wanderers was another nice example, at the end of the demo there was kind of a walkway above other levels, so you couldn't interact with them but you could see the kind of stuff the game would have. It doesn't have to be that involved, but I think a lot of games forget to add something that tells the player what to expect from the full game.
    Talos Principle 2 was kind of a bad example though. It had the intro, first world, and then another more advanced world. But the first puzzle of that world expected you to understand a mechanic that was introduced in a world that was skipped. It's nice to show more than just the start, but gotta make sure the player have everything they need in what's included!

  • @MrLeyr
    @MrLeyr 6 месяцев назад +68

    One thing that I think is worth noting is that while Balatro had a really successful Steam Next Fest, it's not like it sprung up overnight.
    The dev has been putting out demos since October at least, possibly even earlier than that, and LPers (thinking about Nothernlion) were able to play it almost half a year before it got the official 1.0 release.
    The previous builds were good, maybe even great versions of the game. But being able to take their time, listen to feedback, and refine what makes it good is a major reason why it's been so well received imo. Next Fest was like the icing on the cake, and while I'm sure it would have done well regardless, the game we got in the weeks after that last demo shows that you can't rush these things. Quality takes time, and since I believe you can only showcase at one Next Fest (unless I'm mistaken?), it's a real matter of getting that timing right.

    • @Holgast
      @Holgast 6 месяцев назад +1

      Pepper Grinder has also been in development for ages

  • @Packbat
    @Packbat 6 месяцев назад +80

    Honestly, I think starting with pixel art and then vectorizing it is a really good way to get clear and easy to read graphics.

  • @PiercingSight
    @PiercingSight 6 месяцев назад +270

    Note: You may want to run a pixel mapping process (the kind that requires the lens cap to be on) on whatever camera you're using to film yourself. There always seem to be stray bright pixels on the filmed segments.

    • @thenefariousnerd7910
      @thenefariousnerd7910 6 месяцев назад +20

      Damn… now that you’ve pointed it out that’s all I can see 😅

    • @HuguitodaGlr
      @HuguitodaGlr 6 месяцев назад +16

      I thought i was the only one to have seen that. At first i thought it was my screen, but it keep moving after some edit cuts 😂
      If that's a game or anything by him, we just bite the bait.

    • @qwfp
      @qwfp 6 месяцев назад +13

      It spooked me (again). I was convinced for a second that I have a dead pixel on my beautiful display, but then I remembered it's just Mark's camera

    • @BitWalker
      @BitWalker 6 месяцев назад +4

      Also thought i had a dead pixel @@qwfp

    • @OurSpaceshipEarth
      @OurSpaceshipEarth 6 месяцев назад +1

      Timestamp? eg:[1:00:00]

  • @boium.
    @boium. 6 месяцев назад +41

    A pixel is a pixel, you can't say it's only half. ~ TJ "Henry" Magnet

    • @Daviloss
      @Daviloss 6 месяцев назад +1

      nice throwback 😂

    • @iantaakalla8180
      @iantaakalla8180 6 месяцев назад +2

      Mario games talking about “subpixels” in Mario 1 and Mario 3:

  • @superscott597
    @superscott597 6 месяцев назад +310

    Oh man, using Photoshop’s vector tools was probably the hardest path you could have taken in remaking the graphics. Learning Figma (my preference because you can make components and reuse elements suuuuuper easily!) or Illustrator (not super friendly to exporting final raster graphics) may have served you better since they are vector-based tools and make shapes and booleans much easier to work with.
    Also, I actually didn’t even notice that the graphics were pixel art previously. Maybe that’s RUclips compression, but I always assumed the art style was hi res!
    In any case, great job taking the plunge and remaking the assets! Definitely not an easy task, but crisp graphics are definitely worth it for the final experience.

    • @goldensunrayspone
      @goldensunrayspone 6 месяцев назад +32

      inkscape is pretty good too, if you're looking for free options

    • @fernandoferreira5156
      @fernandoferreira5156 6 месяцев назад +11

      @@goldensunrayspone figma is free

    • @ginemginem
      @ginemginem 6 месяцев назад

      I switched over to Affinity Designer from illustrator. MUCH beter UX, lets me have a faster and more pleasant workflow for illustration. It even lets you easily mix and match vector and raster layers, if you need that.
      And its raster export system is top-notch.
      Most importantly: It's not a subscription! It also sometimes goes on sale 50% off. That's like $30.

    • @foldupgames
      @foldupgames 6 месяцев назад +10

      I haven't used Figma, but can vouch for Illustrator. If he's familiar with vector tools in Photoshop, they should translate over to Illustrator pretty well.

    • @superscott597
      @superscott597 6 месяцев назад

      Yeah, good point! If you want a free, open source alternative, Penpot is the Figma alternative and Inkscape is the Illustrator alternative. You can also do month to month options for both Illustrator and Figma, and as mentioned, Figma is mostly free as well (potentially good enough for a solo dev, but I haven’t used Free in a while - it used to be!).

  • @wkuiper
    @wkuiper 6 месяцев назад +267

    Headsup for as to how I found it; it was linked in the end cards of the Developing 12 video, don't know if you want it there already seeing as the video is unlisted but now you know.

    • @xaviersavard6343
      @xaviersavard6343 6 месяцев назад +2

      Funny

    • @zerocell2657
      @zerocell2657 6 месяцев назад +22

      bro got to the vid 20 minutes early

    • @GMTK
      @GMTK  6 месяцев назад +160

      Sneaky ;)

    • @Nate-bd8fg
      @Nate-bd8fg 6 месяцев назад +51

      You're SUPPOSED to say "one view? Dead channel"

    • @thehamakustudio7918
      @thehamakustudio7918 6 месяцев назад +1

      Same got 30 minutes early

  • @JMohawk
    @JMohawk 6 месяцев назад +21

    The curse of spotting a dead pixel in someones camera, you can't unsee

    • @mustafacanguvercin
      @mustafacanguvercin 5 месяцев назад +1

      for a sec, i think my oled panel start to burn.. pff what a uncessary stress, dont buy oleds

  • @Pedropaulopoloni
    @Pedropaulopoloni 6 месяцев назад +6

    "Yet another generic pixel art indie game" is exactly what I say everytime I open up steam. So many game devs out there that you can notice use pixel art as a "default" art style instead of trying to have something that complements their game.
    The amount of times I thought "if you vectorized these graphics the game would look 10x better" is really high, glad to see you gave your game that nice upgrade.

  • @TomHigson1
    @TomHigson1 6 месяцев назад +122

    It's interesting how you've changed your art style as a solution to a tech problem. I guess an advantage of solo development - if there were a team I'm sure everyone would be too scared to even suggest such a thing!
    Were you sad to change your original vision so much?
    (I much prefer the new style, by the way)

    • @GMTK
      @GMTK  6 месяцев назад +129

      I don't think pixel art was ever part of the vision, to be honest. It was just the best I could do at the time. The new visuals still have the same feel / charm / style - just a different way of delivering it

    • @Raoul1808.
      @Raoul1808. 6 месяцев назад +3

      Hearing about this problem in the video reminded me of that time Tyler Glaiel (developer of The End is Nigh with Edmund McMillen) posted a GLSL shader that helped with this exact issue, though I don't know how you would go about integrating it with a Unity game (1. It's GLSL and 2. It seems like a rather low-level solution)

    • @falsehero4476
      @falsehero4476 6 месяцев назад

      ​@@GMTKSir, can you tell me the name of the music at the beginning of the video?

    • @christophcookit6334
      @christophcookit6334 6 месяцев назад +3

      ​@@GMTK I think the non pixel art style is much cooler. I really don't like the approach of "another pixel game". Yeah These games were good but we are in the future.

    • @LordTrashcanRulez
      @LordTrashcanRulez 6 месяцев назад +6

      @@christophcookit6334 This implies pixel art is an outdated style, which it's not

  • @ChristinaCreatesGames
    @ChristinaCreatesGames 6 месяцев назад +17

    Waffeling on the least worst compromise instead of just sitting down and doing it right is something I struggled hard with in my own project, as well :D Almost every shortcut I took got called out by my playtesters, so I had to do better. But it's a much better game since I did! I really love your developing series, it has me nodding along a lot 😄 And your vector art looks really nice, too!

  • @Vexmus_
    @Vexmus_ 6 месяцев назад +32

    Screw it, *unpixels your art*

  • @DerekLieu
    @DerekLieu 6 месяцев назад +185

    Thanks for the shoutout! Though by: "all the indie games" you must mean: "about 9 games a year," haha.
    I always love to see new Developing videos pop up. Nice work on the trailer!

    • @khaki32
      @khaki32 6 месяцев назад +5

      Haha that's a lot of games tbf

    • @DerekLieu
      @DerekLieu 6 месяцев назад +9

      @@khaki32 it is, but not compared to how many indie games come out per year 😱

    • @lonestarr1490
      @lonestarr1490 6 месяцев назад +6

      ​@@DerekLieu So you WANT to make every trailer for all the indie games! That's some profound ambitions.

    • @DerekLieu
      @DerekLieu 6 месяцев назад +12

      @@lonestarr1490 Haha oh god I'd die. I'm happy working on a handful of interesting projects per year by nice and talented developers ^_^

  • @TheMoney9999
    @TheMoney9999 6 месяцев назад +9

    For the demo, I think having a good chunk of world 1 levels with a few later game levels also included would do a good job at showing off the variety of the game! It's pretty common for demos to be curated and not just the opening chunk of a game

  • @ZeusBrown
    @ZeusBrown 6 месяцев назад +11

    I typically watch RUclips on one of my 1080p monitors, not fullscreen, which ends up being 720p. So it didn't even really look distinctly like pixel art to me unless it was a zoomed in shot. I think you made the right choice. Pixel perfection is hard to do in Unity at the best of times. When you have a fixed perspective on non-fixed-size screens, well you know.

  • @ProbablyBarney
    @ProbablyBarney 6 месяцев назад +7

    taking a shot every time mark's head does a little wiggle when he talks, will update later

  • @smactork
    @smactork 6 месяцев назад +100

    Am I the only one who thought the game was nearly done? I'm surprised to hear he still has to make the rest of the game after World 1

    • @Ghi102
      @Ghi102 6 месяцев назад +28

      The last 20% of the game is 80% of the work, so that makes sense to me that he still has a lot of work to do.

    • @fugedaboudit
      @fugedaboudit 6 месяцев назад +1

      ​@@Ghi102What do u mean?

    • @teehundeart
      @teehundeart 6 месяцев назад +22

      Getting a prototype running that's 80% there is something you can often "throw together" with just 20% time investment. Getting it into a 100% polished state is 80% of the work

    • @denycast
      @denycast 6 месяцев назад +1

      That ratio applies to a lot of projects not just Game development😀

    • @koye4427
      @koye4427 6 месяцев назад +7

      He seems a like a bit of a perfectionist, I'd be pretty patient at this rate haha

  • @StarBeam500
    @StarBeam500 6 месяцев назад +3

    For a demo, I think adding a bunch of scrambled levels would work. A few levels to introduce world 1 mechanics, a level or 2 to test them, then a few levels to introduce world 2 mechanics and a few levels to test them. Maybe throw in a bit of World 3 or 4 with that process, and it could maybe work.

  • @landonj7863
    @landonj7863 6 месяцев назад +4

    I was like: "YUUSSSSSSS!" when you revealed you were converting the game away from pixel art!
    Pixel art is great, but I can't tell you how many times I saw an indie game with really cool promotional art, then..."Oh. That's not what the actual game looks like...it's just another pixel art indie game 😴"
    There are many games coming out that do pixel art well because they have a specific aesthetic they want to reach. One delightful recent example is Arzette and the Jewel of Faramore -- VERY distinctive art style to say the least 🤣On the other hand, many games just look generic, even if the art is well-done. Your vector art is super cute, and seeing them all nice and crisp really helps boost this game's unique vibe!

  • @BetweenTheBorders
    @BetweenTheBorders 6 месяцев назад +4

    When doing something like pixel-art, especially in Unity, you have to plan early. Resolution is important, and integer scaling is as well, but you also need to worry about image import settings, shaders, and the peculiarities of the camera (especially if you have cameras as texture generators). When come other big questions like, do you want to render low resolution fonts or use screen resolution fonts to allow better readability while having a pixel art style? Do you want to render the scene in low res and scale it, or scale objects and directly render to screen?
    There are major technical decisions to be made for what appears to be a purely aesthetic choice.

  • @Nakker42
    @Nakker42 6 месяцев назад +51

    the dead pixel on his camera continues to drive me nuts :D

    • @ThePensiveWalrus
      @ThePensiveWalrus 6 месяцев назад +5

      He also had the focus set wrong. You haven't forgot your glasses this morning, it's the camera.

  • @Stratelier
    @Stratelier 6 месяцев назад +2

    Congratulations! You just learned another reason why pixel art is so often created at the lowest practical asset resolution -- it's easier to upscale (by an integer ratio) to fit different display sizes.
    Option #5 -- basically the opposite of option #4 -- would have been to downscale your level sizes so that the camera can be placed "closer", with more screen pixels per asset pixel. This reduces the overall effect of non-integer scaling (and anti-aliasing), but would DEFINITELY entail re-thinking basically all of your level designs (not to mention the basic parameters of your game physics).

  • @POwens
    @POwens 6 месяцев назад +4

    Love this series, Mark! Everytime i see a new episode of "Developing" it cuts to the top of my To-Watch queue :)

  • @matthewm2139
    @matthewm2139 6 месяцев назад +1

    I really appreciate videos like this. There are so many common game development issues that gamedev youtubers don't touch for some reason, and this is one of them. Maybe they think it's "too boring" or something. But you can make anything interesting. And useful!

  • @AlexMakesGames80
    @AlexMakesGames80 6 месяцев назад +4

    I love every time Mark does a developing he's a bit more frazzled from development then previously

  • @mrphlip
    @mrphlip 6 месяцев назад +1

    It's amazing how often, as a dev, we get to experience "oh, I had all of this tech debt and it was getting really annoying, so I finally got around to putting in the work to fix it, and it was a bunch of work, but now my life is so much easier. I'm sure this time I will actually learn anything from this discovery."
    A good developer will learn this lesson many times over their career, always for the first time.

  • @gameholddb
    @gameholddb 6 месяцев назад +3

    Watching other game game devlogs that restart from scratch after 1-2 years and throw everything out made me really scared when I saw the thumbnail. That being said the choice you took here was really good and the game will end up benefiting a lot from it. Great vid and great (so far) looking game. Can't wait for it to be out.

  • @andresmakesgames
    @andresmakesgames 5 месяцев назад

    Sometimes there is an easier solution in there than biting the bullet on a lot of work that seems like the “right” solution.
    I recommend, in this scenario, doing the common exercise of “time boxing” - carving out a set amount of time (a box) for yourself to try to find a different creative way to solve the problem. If by the end of that time box you haven’t figured something else out that works, you bite the bullet on the solution you know works. This is useful also for experimenting with new features, and deciding whether to spend the time fleshing them out or just cutting them if they’re just not working.

  • @philbertius
    @philbertius 6 месяцев назад +3

    Kudos on the brave transition! One thing I’ll mention is that without the perfect pixels, you can now do cool shader deformations to your art, or even animations with squash and stretch, and have it look just as crisp as before. (Especially if you’re using solid colors instead of textures!) Just one possibility to consider :)

  • @ВадимНечунаев-л2о
    @ВадимНечунаев-л2о 6 месяцев назад +75

    Damn it, Mark. I thought my monitor had a dead pixel.

    • @Ihearvoicez
      @Ihearvoicez 6 месяцев назад +5

      It's making it really hard to watch his video too because it's way too distracting to concentrate on what his saying and makes me want to click off the video I wonder how many others felt the same but didn't bother to comment.

    • @FEARmeify
      @FEARmeify 6 месяцев назад +2

      He's had that dead pixel in his camera sensor for a while now and it always gets me.

    • @BossAttack
      @BossAttack 6 месяцев назад

      Had me panicking for a minute.

    • @Ihearvoicez
      @Ihearvoicez 6 месяцев назад

      @@FEARmeifyIf that's the case I might as well just block his channel from coming up on my feed. The game looks interesting but if the dude knows about the problem and is just using it to troll the audience then I don't need to keep seeing their stuff.

    • @Jako3334074
      @Jako3334074 6 месяцев назад +4

      @@Ihearvoicez this is possibly the most petty thing i have ever read on youtube comments, you can't even see it unless you turn the quality up to 720p or higher

  • @alienrenders
    @alienrenders 6 месяцев назад +3

    In my game, I'm making most of the UI elements fully scalable by using shaders. I have a bunch of material functions in Unreal Engine that can do basic shapes (there are a lot of them in the free UI Material Lab sample by Epic if you want to get started) with a bunch of settings (radius, rounded boxes, antialiasing, lines, triangles, circles, etc.). You can combine them to produce any shapes you want to produce full color scalable materials. My game is a tower defense game. So the timeline bar at the top that shows the upcoming enemy groups are all icons drawn with material functions.
    The only drawback I've seen is when the resolution or scale gets too small, you don't want things to draw less than 1 pixel wide, then it gets blurry. That only happened once with the health bars and I've limited the scale to prevent it.
    Probably overkill solution, but damn does it look good. And it'll work on any future resolution like 8k, 16k, etc. or any other screen size.

  • @RugbugRedfern
    @RugbugRedfern 6 месяцев назад

    To be honest, I never realized the art was pixel art at all, I assumed it had always been vector art. The new art looks insanely clean though and I think it was definitely the right decision!

  • @metropolis10
    @metropolis10 6 месяцев назад +32

    The counter argument is often also true. In fact I'd say usually more often true. Sometimes you just need to ship. Stop futzing with every little imperfect thing, let go, and call it done. Move on to the next thing. By the time you've remade your game 7 times you could have had 7 games and way more experience under your belt.

    • @LordTrashcanRulez
      @LordTrashcanRulez 6 месяцев назад +4

      The problem is that if you keep releasing mediocre games, you'll never really release a finished one. The last 30% of your game is the hardest and just skipping it is a death sentence

    • @metropolis10
      @metropolis10 6 месяцев назад +4

      @@LordTrashcanRulezAlso true! It is a balance that is hard to get right. You need polish but you also need to let go at some point. Learning when to do that is likely a skill you develop after making multiple projects. They are both traps to avoid, and there is no one right answer you can follow.

    • @bearwynn
      @bearwynn 6 месяцев назад +1

      I agree, would have just given players the options for the expanded borders if they want pixel perfect, or anti aliasing if they want it more zoomed and then call it a day.
      If you are remaking your art assets to solve a tech problem then you're in too deep and you need to move the hell on

  • @trysta73
    @trysta73 6 месяцев назад +2

    Really good choice! It already had such a flash game vibe that it just works and some of the touches like the blurred backgrounds are very atmospheric.

  • @viridisspielt
    @viridisspielt 6 месяцев назад +7

    One thing I would love to see for the future of this series, if there is any chance you can pull this of: Console releases! Once the game is finished it would be sooo interesting to see the intricacies of having to fine-tune it to fit into different ecosystems with all their own rules and quirks. Not sure if this is realistic but I'll just leave this here as an idea haha

    • @GameDevYal
      @GameDevYal 6 месяцев назад +2

      From what I've seen of this process a lot of details are hidden behind NDAs, but there's probably some generic stuff that'd be allowed? (retrofitting touch controls on a game not designed for them originally, for instance)

  • @zojirushi1
    @zojirushi1 Месяц назад

    Valve play test philosophy:
    Tuesday, Wednesday, Thursday. Develop new content.
    Friday bug fixing, release new build at the end of the day to 3 random play testers.
    Saturday and Sunday. Take a break. While play tester tests your game.
    Monday. Review play tester footage. For bugs, exploits, feedback, etc.
    Repeat cycle.
    This way you’re always adding new content, polishing, and fixing bugs, taking feedback, etc weekly.
    Play testing gives you: hundreds pieces of feedback, bug reports, ideas, feature requests, and more.

  • @Psilocervine
    @Psilocervine 6 месяцев назад +37

    So there actually is a solution that could have probably saved you a lot of "redesign everything" headache. You mentioned antialiasing, but there's a sort of twist on this known as a sharp-bilinear shader, which a LOT of emulators use for scaling nowadays where you'll see minimal perceptible blur. The very basic overview is that it scales up to the next highest integer scale and then scales back down using a simple bilinear filter
    I've used this in a lot of my pixel art projects because you really generally can't see the artifacts unless you actively look for them and it'd probably have worked exceptionally well for your game since your art style doesn't rely heavily on things like bayer-style dithering

    • @MizunoKetsuban
      @MizunoKetsuban 6 месяцев назад +8

      Mark has mentioned elsewhere in the comments is that the pixel art was really just a means to an end and not exactly a cornerstone to the vision of the project. That and he's happier with the final look of the new style, and he probably would have felt your suggested approach would have been yet another compromise.

    • @augustdahlkvist3998
      @augustdahlkvist3998 6 месяцев назад +1

      This would only work for resolutions above 2x. For 1.5 times the resolution, this technique would be equivalent to normal AA

    • @Psilocervine
      @Psilocervine 6 месяцев назад +1

      @@augustdahlkvist3998I've been using it to go from 640x400 to a whole set of arbitrary resolutions. It really isn't the same

    • @AztecCroc
      @AztecCroc 6 месяцев назад +1

      The issue is that emulators are scaling up, this was trying to scale down. Scaling down is much harder.

    • @Psilocervine
      @Psilocervine 6 месяцев назад +1

      @@AztecCroc He outright uses a lower resolution as his starting point, saying "720p doesn't scale nicely into 1080p." That's scaling up. What I'm saying is that if you're doing 720p, you go to 1440p, then down. When you're dealing with this sort of scaling, you can even do all this at the shader level. It's a notoriously inexpensive operation

  • @thegreatwindmill
    @thegreatwindmill 6 месяцев назад +1

    I really love seeing this game develop like this and the way you share all the successes and also the trials you go through - it's both kinda sobering for anyone who wants to make their own game, and a nice way to set a realistic expectation of what it takes. Thanks for sharing, and good luck finishing the game up!

  • @CreativeSteve69
    @CreativeSteve69 6 месяцев назад +3

    Watching these devlogs Mark, has been a huge inspiration for me to keep learning GameDev as I plan on keeping up with it. Especially to the point where I'm comfortable with the godot engine usage as my choice. To hopefully make a fun game on my own outside of online courses and use what I learned into action by next year. These keep motivating me. I have an idea already for my first game I wanna create inspired by one of my fave classics growing up in the back of my mind. Once I am finished with the godot course I'm learning from for the engines basics. I can't wait to give it some light in the upcoming future. Thanks for these inspiring devlogs Mark.

    • @GMTK
      @GMTK  6 месяцев назад

      Good luck!

  • @leifi76
    @leifi76 6 месяцев назад +2

    I'm genuinely really looking forward to seeing the finished product. Feels like it's been quite the journey. Keep it up Mark - you're nearly there! 💪

  • @ElianeGameDev
    @ElianeGameDev 6 месяцев назад +9

    Your game looks so great! Congrats for having the motivation to change all of your sprites.

  • @Twisted_Code
    @Twisted_Code 2 месяца назад

    "But the other lesson is sometimes it feels like a good idea to try and find a compromise or a loophole or a workaround but that's kind of the lazy way out." This is why I am so critical of design decisions both others make and that I make: I know way too well from seeing way too much that if you just step back and rethink what you have in perspective, you get something way better. You can fudge it for a while, that's okay, but eventually you have to pay the piper back for your technical debt.

  • @Dan_d00d
    @Dan_d00d 6 месяцев назад +47

    well.. this might be... POLARIZING !!!!
    Hi Mark. New Prince of Persia The Lost Crown Boss Keys? It did some interesting gate keeping on metroidvania skill/map progression.

    • @arvindhmani06
      @arvindhmani06 6 месяцев назад

      Yes please bring boss keys back! (Probably unlikely till at least the launch of Mind Over Magnet, which is cool)

  • @SmixProductions
    @SmixProductions 6 месяцев назад +2

    Tbh, the blurry pixel art background is hard to adjust to but the non-blurry pixel art background is fine.

  • @Churro_Douglas
    @Churro_Douglas 6 месяцев назад +9

    New game jam idea: you have to finish your game before the next episode of developing.

  • @janikarkkainen3904
    @janikarkkainen3904 6 месяцев назад +1

    Solution 5: Scale the image twice - first to the nearest possible integer scale with nearest neighbour, and then again to the final resolution with linear filtering. Results in a good combination of both relatively crisp pixels, yet they aren't deformed because of final linear filtering scaling step that has a small amount of blurring. Have done this both with MonoGame and Unity.
    With that you can basically decide an arbitrary resolution for pixel art.

  • @tekbox7909
    @tekbox7909 6 месяцев назад +6

    Great video as always. also I think your camera may be broken or something cause there's constantly a white pixel above your right shoulder

  • @cheesepiegreen
    @cheesepiegreen 5 месяцев назад

    For anyone looking there is another great Indie Trailer editor named Ellison Winterstein, he’s been slowly taking over a lot of indie horror trailers and could probably be easily reached for your game trailer

  • @aldenn5339
    @aldenn5339 6 месяцев назад +3

    Breaking: GMTK deleted their upcoming game for a tax break.

  • @Aletdownofstate
    @Aletdownofstate 6 месяцев назад +2

    The updated art style looks really good. It's really clean and readable (it was before, but now even more so.)

  • @stevethepocket
    @stevethepocket 6 месяцев назад +6

    This was the right solution. It feels like so many indie games do just default to pixel art because it's The Done Thing, regardless of whether it's the best look for their game in particular. So you get games where sprite scaling is all over the map, or where the sprites freely rotate off-grid, or are just not the ideal look for the genre (you mentioned _Balatro_ earlier, and that's a perfect example of all three of those things). Now it looks like a playable version of those Aperture Science training videos or something.

    • @AztecCroc
      @AztecCroc 6 месяцев назад

      Sprite scaling has always been a thing. Sprites rotating off the pixel grid has been a thing since the 32X on the Genesis.

  • @McCoy_Buck
    @McCoy_Buck 6 месяцев назад +1

    "It just works!" - Mark Howard

  • @drgonzo123
    @drgonzo123 6 месяцев назад +4

    It’s been really interesting going on this journey with you, and I can’t wait to play your game! I’ve got it wishlisted and ready for Next Fest!

  • @jcen_
    @jcen_ 6 месяцев назад

    That's exactly why it's often recommended to draw your pixel art assets in reference to either 320x180 or 640x360(2x) canvas. It scales well to 720p(4x), 1080p(6x) and 1440p(8x). I think this new style fits your game way better. Pixel art can be awesome if executed well and aiming for the right aesthetic but oftentimes it just gives your game that indie look.

    • @jcen_
      @jcen_ 6 месяцев назад

      There's a cool channel called Nonsensical2D that has some videos comparing working with hand-drawn(hi-res) assets vs pixel art

  • @RobLang
    @RobLang 6 месяцев назад +13

    Great to see your progress! How much of your development pipeline is applicable to people without 1.55m subs and 30k wishlists? Is there anything we can take from your experience that doesn't rely on an inexhaustible supply of playtesters?

    • @GMTK
      @GMTK  6 месяцев назад +17

      Hey Rob! For sure - my game dev experience is definitely not average. Aside from the playtesters, I think the schedule is useful (dedicating a specific day to bug fixing, for example), and there are also ways to get playtesters outside of YT "fame" - friends and family, Reddit, Discord communities (GMTK Discord has a playtesting channel!), and real life (see O and Co.'s video about finding playtesters at a farmer's market)! I appreciate it can be frustrating for fellow devs to watch me go through game dev on easy mode - it's not lost on me, and is something I absolutely plan to discuss in the future.

    • @RobLang
      @RobLang 6 месяцев назад +3

      @@GMTK thanks for the recognition, Mark. Much appreciated. I'm unconvinced that your build-and-playtest weekly sprint is at all achievable for 99% of game developers. It's not possible to verify a week's worth of work if you're having to hunt for new play testers each weekend. A typical pool of friends, family and Discord followers is tiny and not refreshed. Also most disappear on Reddit.
      I say this is an enterprise web dev who release software fortnightly to 100k users. We get to iterate like you because we have tens of thousands of interactions every day.
      At home, I can't reproduce that, so a weekly turnaround would not work.

    • @AlexJ1
      @AlexJ1 6 месяцев назад +4

      ​@@RobLangHe never said you could replicate his schedule. Either get micro-famous or practice more patience. Geez.

    • @RobLang
      @RobLang 6 месяцев назад +1

      ​@@AlexJ1 I think I've demonstrated more patience than most!
      When Mark creates videos, there is an implication that it's advice that we can learn from and follow. Much of GMTK is that kind of content, I've learnt lots over the years. In this case, I think Mark has fallen into the trap of recommending a process from a starting point that only a tiny minority can copy. From re-reading his comment, I think he agrees.

    • @AlexJ1
      @AlexJ1 6 месяцев назад

      @@RobLang Wow, you're so patient when you're complaining about free content that you've already learned a lot from.

  • @timdemoss
    @timdemoss 6 месяцев назад

    You’re insane and I’ve got so much respect for your process, both in making the game and in documenting and explaining it. Thanks for letting us be part of it :)

  • @vincenzusgaming
    @vincenzusgaming 6 месяцев назад +5

    This reminds of the quote 'A designer knows he has achieved perfection not when there is nothing left to add but when there is nothing left to take away". Video game development is a long and iterative process, patience and experimentation is key!

  • @Falarson92
    @Falarson92 2 месяца назад

    I'm an artist in Arranger. Surprised to see the game I worked on in your video!
    PS: I'd love to hear your take on when a game is "yet another pixel art indie game" and when pixel art actually shines.

  • @menhirmike
    @menhirmike 6 месяцев назад +5

    Curious, when you redrew the art, is it now in a vector format? Or is it still bitmap/pixels, just at a 4K resolution? (It sounds like it because you used Photoshop's vector tools, but I wasn't sure if you exported it as vectors or as bitmaps)

    • @GMTK
      @GMTK  6 месяцев назад +9

      The art is made as vectors, but exported as rasterised PNGs

    • @stevethepocket
      @stevethepocket 6 месяцев назад +3

      There are no pure vector-based game engines, as far as I know. Which is weird since Flash has been around since forever, though it was also never very efficient (I used to get slowdown in _The Binding of Isaac_ running at just 1024x768 on a system with a quad-core and dedicated graphics). But hey, maybe someone could fork Ruffle and build an open-source authoring tool for it.

    • @Lishtenbird
      @Lishtenbird 6 месяцев назад +2

      @@stevethepocket Some years ago when I was looking up vector art solutions for a game some time after Flash died, I was shocked. This seemed like such a simple approach to perfectly scalable graphics for all the various devices, and yet. Just another reason why I'm still mad about the whole Flash thing.

  • @cambur3
    @cambur3 6 месяцев назад

    In regards to a demo, getting a vertical slice of the game is so important for me to trust that the concepts being introduced are going to pay off nicely. The new Mario Vs Donkey Kong might actually be amazing, but the few early levels in the demo were insultingly easy so I'll never know.

  • @osbornjack7
    @osbornjack7 6 месяцев назад +5

    The long short cut :D

  • @GunnGuardian
    @GunnGuardian 6 месяцев назад +1

    I find it interesting that making a game work for Steam Deck is now a core concern of developers from your commentary.
    Really shows you how much it's pushed Handheld PC gaming.

  • @mereln5187
    @mereln5187 6 месяцев назад +5

    Interesting journey! It's on my Steam wishlist now

  • @Pontypants
    @Pontypants 6 месяцев назад

    Well shit you did it man. You're finishing your first game! Excellent stuff, good job!

  • @sploxy7705
    @sploxy7705 6 месяцев назад +236

    Someone got here while the video was unlisted 💀💀💀

    • @anthonydesouza9983
      @anthonydesouza9983 6 месяцев назад +51

      Yeah that’s what happens if you pay for Patreon…

    • @dubemonoh2745
      @dubemonoh2745 6 месяцев назад +11

      Ok and?

    • @bh4vvy33t
      @bh4vvy33t 6 месяцев назад

      Lemme guess, bot or supporter

  • @ZiRR0
    @ZiRR0 6 месяцев назад +1

    I suggest you look into color theory and change the outlines to a slightly different hue with slightly different brightness and contrast from the base color rather than just making them black : )

  • @teneesh3376
    @teneesh3376 6 месяцев назад +6

    There is a fifth option to your pixel problem. There is something called interpelation. It adds a very slight blur to the pixels where it'll make the uneven scaling look great. It still looks sharp and you wont get uneven pixel shimmering.
    If you have watched mylifeingaming's channel, they explain it better. Retro pixel art games are infamous for uneven pixels in 1080p. The retrotink 5x, and some hdmi mods for older consoles have interpelation

    • @group555_
      @group555_ 6 месяцев назад

      there is a sixth one too. double the resolution and make every pixel in the art a 2 by 2. now the 1080p will be a 3 by 3

    • @SnoFitzroy
      @SnoFitzroy 6 месяцев назад

      but then the game stops working entirely with less than 1440p@@group555_

    • @group555_
      @group555_ 6 месяцев назад

      @@SnoFitzroy why would it? the base resolution right now is 1 by 1. I say change it to 2 by 2. that increases what it can run on

  • @jonwatte4293
    @jonwatte4293 6 месяцев назад

    The blurry pixels actually look much more like retro have actually used to look on NTSC tubes. The "blocky" pixels are actually a modern look!

  • @yazeed_0o0
    @yazeed_0o0 6 месяцев назад +6

    It's very cool to see a take on easy to make art style that is not pixel art. Don't get me wrong, I do love pixel art and love making it but it tends to give less appeal to your game as it just another indie pixel art game.

    • @yazeed_0o0
      @yazeed_0o0 6 месяцев назад +1

      @@SimuLord Yeah, even when I really love pixel art style I started getting that first impression when I see a pixel art indie game lately. It's just became redundant.

    • @Squant
      @Squant 6 месяцев назад +1

      @@SimuLord This logic would work if all indie games were quirky and fun.

  • @lucasm20
    @lucasm20 6 месяцев назад +1

    I'm sure you looked into it, but one way I like to "fix" pixel art when playing retro games is downsampling.
    You render at an integer scale larger than your monitor and then use bicubic sampling to scale it down to the actual screen size.
    The end result is a smooth but still crisp image. There used to be a shader for this on RetroArch called "pixellate" too.

  • @MegaCuerdas
    @MegaCuerdas 6 месяцев назад +3

    with that title i couldn't not click on this video jajaja

  • @StarBeam500
    @StarBeam500 6 месяцев назад +2

    You could put a setting to make all the art pixel art, with a warning that it may not look good on all moniters, maybe specifying the 1880p moniter. That way, the player could choose either. Of course, you could still set this new art as the default, but having a pixel option would be nice.

  • @RascanThe6th
    @RascanThe6th 6 месяцев назад +3

    "It just works." omg, amazing reference 😂

  •  6 месяцев назад +1

    I took the same approach with my game from the start. I love pixel art, but using it is asking for trouble. High resolution, but simple and clean shapes. Works on any screen.

  • @floopflarp
    @floopflarp 6 месяцев назад +1

    Speaking of pixels, who else was distracted the entire time by the single white pixel over his shoulder?

  • @jwanikpo
    @jwanikpo 6 месяцев назад +11

    Im beginning to have Wintergatan's marble machine vibes about this game

    • @Nessinby
      @Nessinby 6 месяцев назад +3

      Thankfully this isn't him restarting over again out of perfection and losing his vision of the project.
      Even if he is a tiny bit nitpicky, but as an artist I can understand that.

    • @jwanikpo
      @jwanikpo 6 месяцев назад

      ​@@Nessinbyfair, i made the comment before i could have a chance to actually watch the video, im glad i was wrong.

  • @ShadowDrakken
    @ShadowDrakken 6 месяцев назад +2

    Option 5: vector art is completely resolution independent. Problem solved.

  • @wkuiper
    @wkuiper 6 месяцев назад +41

    It's awfully quiet in here 🤔

  • @Ariamaki
    @Ariamaki 6 месяцев назад +1

    This is definitely a generally positive solution, but please be aware your backgrounds look WAY worse with that DoF filter. The contrast between the crisp front-side images and the very gently pixellated background actually provided a good energy.

  • @Robertganca
    @Robertganca 6 месяцев назад +11

    Option 5: Lock the screen resolution.

    •  6 месяцев назад +1

      What does that mean, though? Aren't you just passing the buck to the monitor? How's that better?

    • @Robertganca
      @Robertganca 6 месяцев назад +4

      @ I didn’t say that it’s better. Just that it was another option he had. He went with the best option.
      What locking the screen resolution does is it tells the monitor to adjust its resolution to one of the available options that it is capable of while the game is running.

    • @thejaredwilcurt
      @thejaredwilcurt 6 месяцев назад +3

      ​@It's not uncommon for games to force the monitor to a specific resolution when fullscreen, or to lock the window size when windowed, and have a resolution setting in the game options. Like, almost all games that run on computer do this, 3d, 2d, pixel, vector.

  • @Kio_Kurashi
    @Kio_Kurashi 6 месяцев назад +1

    For the demo I would say to have 3 or 4 custom puzzles that show combinations of all of the mechanics of the game. Or at least half of them. That way people can have an indication of the game, but not have the entire game pre-played before actually getting to the game.

  • @user-xl5kd6il6c
    @user-xl5kd6il6c 6 месяцев назад +3

    The artstyle change made the game not pixel art anymore, it just looks like a washed mobile game

  • @WalterGordyCanada
    @WalterGordyCanada 6 месяцев назад +2

    Change the camera to output to a render texture then use that and scale as you please. This way you get pixel perfect at any resolution without much effort. It’s really easy.
    Also your main camera has a dead pixel still. It’s been in a lot of your videos.

  • @sinom
    @sinom 6 месяцев назад +3

    Alternatively you could also have downscaled (or, well, re authored the assets at half the size) everything to 360p instead of 720p instead. That would have fit any size screen

  • @thomasmeslin8399
    @thomasmeslin8399 6 месяцев назад

    Awesome ! For the demo I suggest to introduce the beginning of some mechanics of one or two world and at the end a hard level to have a good thinking about it and have a challenge !
    When I saw the title I thought : He just scrapped everything again ! But I am happily suprised you did not ! LETS GOO🥳🥳🥳🥳

  • @stray1239
    @stray1239 6 месяцев назад +3

    that release date is pretty close to...
    you should enter mind over magnet into the GMTK gamejam

  • @blueboytube
    @blueboytube 6 месяцев назад +1

    I’m currently working on a super tiny resolution pixel art game. 48x27 pixels. That’s the entire screen

  • @martinduebner
    @martinduebner 6 месяцев назад +8

    It baffles me that he didn't optimize the game for 1080p from the start. I thought that was common sense.

  • @Nikkiflausch
    @Nikkiflausch 6 месяцев назад

    Yep, can confirm, definitely looks better. I never felt quite sold on the visuals yet, feeling better about them after this improvement.

  • @Reggie1408
    @Reggie1408 6 месяцев назад +8

    I liked the pixel art better

    • @cogniVibes
      @cogniVibes 6 месяцев назад +1

      I think the vector art looks just as good.

    • @Lishtenbird
      @Lishtenbird 6 месяцев назад +3

      I think the old pixel art still had more individuality and "soul". In pixel art, the "mistakes" an artist makes in reducing ideas to smaller pixels add up, and result in a certain, personal style. And it can still be improved within the same constraints with shading and detailing.
      Vector art, on the other hand - without heavy artistic direction - looks digitally sterile, because at its core it's just math. Of course it looks clean and modern, but that's also why it looks... well, the same as any other.

  • @ReinOfCats
    @ReinOfCats 6 месяцев назад +1

    I believe you generally did the correct thing and strongly discourage overplanning. Speaking as someone who worked on the same live game for 11 years (as well as other, shorter game projects), you just can't perfectly plan the future. Instead, try to adopt patterns, tooling, asset reuse, and - most importantly - a mindset that allows for change. You *will* learn and discover new things over time, you just need to make sure you've set yourself up enough to let that happen.
    With experience, your first best guess will naturally become more and more accurate to the final game. But no amount of experience - or planning - will ever let generate something that you don't want to change down the road for 100% of the things you build. It's good to embrace that idea now. :)

  • @simpson6700
    @simpson6700 6 месяцев назад

    i'm glad i came to the conclusion that 360p is the optimal resolution for my game, it scales perfectly to all commonly used resolutions nowadays.