Hello people, if you didn't read 1:04 I'll be finishing Keeper before I do more work on this game. This video was half done like 6 months ago but I wasn't sure I wanted to finish it till now, so here ya go Anyways I'm trying to be more consistent with content again, so come watch me stream Keeper development at www.twitch.tv/nextprogramdev
It's funny how I should view this as being generic, but making the character a mysterious wizard completely refreshes the experience. (My imagination tends to run wild.)
Lovely video! Really easy to watch with great ideas that I'm planning to implement now! I just opened godot for the first time last week and starting making a 2D platformer so this was an ideal watch for me!
I kinda sketched out the same-ish idea, it was some slime that dripped from a crystal stalactite landing on an XP (collectable, buff, boost) whatever and gained sentience and movement and goes on to find more power-ups like jump and attack. So, yes awesome idea I cannot wait to see where yours takes you!
background elements, like the bushes and trees, shouldn't have lines, or should be less saturated, even if they are on the same layer as the ground, so they won't seem interactive objects, and will make the level design/set ups clearer! :)
That glitch where the player clips through the ground can be fixed easily Go to the Rigidbody2D and set collision detection to continuous. Also set the Interpolate to Interpolate.
The ground colliding issue has to do with the collider type of the tilemap. You probably have it set to "line" but there is an option to make it solid (basically a bunch of polygons). Also, you should set the collision detection of the player to continuous.
Best way of doing it: instead of disabling colliders just ignore collisions using Physics2D.IgnoreCollision and unignore a few frames later, this way a collider can ignore another without disabling, and you can keep enemies on platforms, do local multiplayer and things like that.
I almost feel like Microvania is becoming a sub-subgenre; this game, that short game for the Playdate (which I think the dev even called a “microvania”), Böbl and Nix: The Paradox Relic (both homebrews for the NES), and Finding Xavier are all recent examples of very short, bite-sized Metroidvanias that have powerups that usually boil down to being able to move slightly better than before.
this is a really fun game idea (along with keeper)! but be careful to not get sucked into side projects. edit: to fix the clipping into the ground issue, disable the platform's collider not the player's
Please don't squash and stretch pixel art. A part of what makes pixel art appealing is that the pixel sizes remain unchanged and consistent. If you wanna add life, animate it by making a pixelated animation.
Hey! Great video! I dont know if this is the issue, but at 5:00 you talk about the issue with the cliping, and I just wanted to know if the players Rigidbody collision type is set to Continous and not Discrete. That could be the issue. Anyways, have a nice day!
Appreciate your videos as im on the same skill level as you, im better at the art than i am coding though, that i struggle with for hours to get it right lol
@@nextProgram Dani was great back when he made karlson, he had a personality and it was really fun and interesting watching him make the games. Nowadays he makes the same jokes about milk, thicc, communism and unity particle system while ear raping. I just hope you will keep being you and make games because it really is enough :)
1:44 i suggest You to learn new input system 😁 movement will take few lines of code, and You can base on events instead of update, what is better for optimization 😉
For example Brackeys mentioned this input system. His tutorial is little bit out of date, so I leave the link for more actual ;) good luck buddy! ruclips.net/video/yRI44aYLDQs/видео.html
Hello people, if you didn't read 1:04 I'll be finishing Keeper before I do more work on this game. This video was half done like 6 months ago but I wasn't sure I wanted to finish it till now, so here ya go
Anyways I'm trying to be more consistent with content again, so come watch me stream Keeper development at www.twitch.tv/nextprogramdev
Thanks for the update
@@isaactrockman4417 no prob
@@nextProgram I think in your game spear should not get destroyed when you use it on ghost.
This uses javascript right?
@@TheCompendium1 idk i dont watch him but i saw another yter and some of them just go a diff path or go to jail or go bankrupt
Yoooo glad to see you back! This game seems awesome, and I'm also super exited for more updates on keeper!
Thanks Niv, good to hear!
6:03 i love how you just unchecked the global light to make it dark XD
lolll I didn’t want to break my lighting again so that was the easiest thing to do to recreate what happened when I was making the video
"2D darks"
For some reason that got me😂
Love this little side project video! Super simple, but very entertaining😁
Thanks! Glad you thought so
I like when devlog RUclipsrs start branching out to different projects than their main game, it's when the content starts getting really interesting!
Awesome!
It's funny how I should view this as being generic, but making the character a mysterious wizard completely refreshes the experience. (My imagination tends to run wild.)
Hell ya ! The wizards back !
Get comfy cozy and enjoy
🧃😔🍿
🍿
HES BACK LETS POGGING GO!!!
Lets gooo
The hat bounce/flop is great. Such a small thing but it’s fantastic for immersion.
Great video & as someone who will be building a short game soon, there is lots here for me to learn. Thank you!
Awesome side project! I really like how slimes spawn on top of each other when the bigger one dies.
Thank you!
Lovely video! Really easy to watch with great ideas that I'm planning to implement now! I just opened godot for the first time last week and starting making a 2D platformer so this was an ideal watch for me!
Put it in as a minigame inside Keeper, wouldn't that be good?
Haha there's an idea
craft video game console with metal and CPU chips in order to unlock the mini game
So happy someone's using the Sprite Renderer to flip their sprites instead of local scale.
I have been waiting soooo long for another upload! Your videos are some of my favorite on RUclips!
Your so awesome
I am so happy you uploaded again
Glad you liked it!!
You are Welcome
I missed your videos, lookin good
The aesthetics is so... consistent! :D Nice!
Thanks!
So happy to see another one! I like what you did with the slime
Thanks!
The legend is back
🙌
Streaming is nice to keep a core fanbase but being more consistant with youtube uploads is what's gonna grow your community in the long run
4:57 - Speedrunners: Oh Yeah! It's all coming together!
Not another game dev who disappears for over 2 years :(
Still here, been working still!
I kinda sketched out the same-ish idea, it was some slime that dripped from a crystal stalactite landing on an XP (collectable, buff, boost) whatever and gained sentience and movement and goes on to find more power-ups like jump and attack. So, yes awesome idea I cannot wait to see where yours takes you!
Nice!
Nice to see you back!
Thanks!
background elements, like the bushes and trees, shouldn't have lines, or should be less saturated, even if they are on the same layer as the ground, so they won't seem interactive objects, and will make the level design/set ups clearer! :)
Finally back after half a years
;)
glad to see you back again :D
Thanks!
Those lil cannon bullets are SO cute
That glitch where the player clips through the ground can be fixed easily
Go to the Rigidbody2D and set collision detection to continuous.
Also set the Interpolate to Interpolate.
The ground colliding issue has to do with the collider type of the tilemap. You probably have it set to "line" but there is an option to make it solid (basically a bunch of polygons). Also, you should set the collision detection of the player to continuous.
My fav part is the jump sound :D
To fix the platform bug, you could have the platform collision be disabled, instead of the player, and then toggle it back on after a bit.
Best way of doing it: instead of disabling colliders just ignore collisions using Physics2D.IgnoreCollision and unignore a few frames later, this way a collider can ignore another without disabling, and you can keep enemies on platforms, do local multiplayer and things like that.
I love the videos like always keep up the great work 👍
Thanks!
this was hilarious thank you!
4:00 I just make the camera the player character's child. Quick, easy, and effective. Adding smoothing makes things feel great too
good movement mechanic advices dude
Appreciate it!
Welcome to side project hell, we have a place for you by the fire.
This is so inspiring!
I love your videos VERY GOOD TEACHER/RECHEAT.
Did not see this upload coming, especially so late
I almost feel like Microvania is becoming a sub-subgenre; this game, that short game for the Playdate (which I think the dev even called a “microvania”), Böbl and Nix: The Paradox Relic (both homebrews for the NES), and Finding Xavier are all recent examples of very short, bite-sized Metroidvanias that have powerups that usually boil down to being able to move slightly better than before.
Haven't learned anything new, but we'll presented. I laughed 😂
marvelous.
Thank you I thought you were done with RUclips and I love your idea
Never!
Good one!
Thank you
@@nextProgram where are you
Welp. I've rewatched this wayyy too many times. When is the next video coming out ? 8_8
Soon!
@@nextProgram oh hey you're still alive 😱
New keeper devlog!!!!!!!
this is a really fun game idea (along with keeper)!
but be careful to not get sucked into side projects.
edit: to fix the clipping into the ground issue, disable the platform's collider not the player's
Thanks! I won’t don’t worry. And I actually can’t disable the platform collider because there might be other things sitting on it
@@nextProgram good :) that’s true... perhaps you could have two colliders with different collision layers, or change the collision layers, idk
@@lubu682 yep, that’s exactly what I’m planning👌
@@nextProgram "you may have outsmarted me, but I have outsmarted your outsmarting!"
love how the game is looking. would be cool if you make the character shoot fireballs
I like the slime 🐙
Wow thanks
Please add rideable horses in Keeper
This video will help for my 24Colors project, though my main concern is a better way to make levels.
Cool, let me know if I can help with anything
It’s good bro 🖤
ay, I love the idea!
Thanks!
5:40 is gold 😂😂😂
lastProgram
💀
@@nextProgram bro really became lastProgram
Mate, It's been 5 months
check out snaliad for a metroidvania that seems similar to this.
also, the wacky physics of the slime stacking on each other seems cool
You should add accelleration so it is't so sharp. Great game!
Soon... this totally small side project will take all your time and keeper will be left in the corner all by itself with no love
Nah I haven’t touched this project in months, I mostly work on Keeper. I’ll come back to this one once I finish
@@nextProgram oke, and I was just joking :p
Use a platform effector to achieve the jump down from a plaform. It works well.
If you haven’t solved the semisolid bug yet, I’d suggest having the platforms collider turn of, not the players.
What game engine do you use?
High tier enemy designs
I feel like this is sarcastic but I’ll take it as a compliment lol
@@nextProgram Nope completely sincere
Uh, damn it. I'm making a game with this exact name.
Please don't squash and stretch pixel art. A part of what makes pixel art appealing is that the pixel sizes remain unchanged and consistent. If you wanna add life, animate it by making a pixelated animation.
Or, do squash and stretch because it's cute and fun.
yeah but maddy did it right@@fighthaver2136
Or put a pixel chaser to mask it
🤓
How would you do a pixel animation with such a few pixels - > nonsense
You sound like my sophomore math teacher
Currently building my first Metroidvania. Right now parallax scrolling & my save system are my biggest hurdles right now. Ugh.
You can do it!
Guys imma go out on a limb here and say he died I think the arthritis from coding to much killed him
Dw I'm alive
@@nextProgram come back papi
isn't disabling the collider of the PLATFORM a better way to do it in one way platforms ??? or is there some reason you aren't doing it
Hey! Great video! I dont know if this is the issue, but at 5:00 you talk about the issue with the cliping, and I just wanted to know if the players Rigidbody collision type is set to Continous and not Discrete. That could be the issue. Anyways, have a nice day!
Thanks! Yep it is set to continuous, the problem was that the collider was being deactivated but I’ve actually found a solution since then
@@nextProgram yay!
Where are you? Hope everything is ok. I love your content.
Thanks! Still here
What program do you use?
7:01
*_fine... I'll do it myself._*
post a new videoooooooooooooo
Ok!
I want to play this
Any updates for keeper?
New vid soon
@@nextProgram Yes
support
Appreciate your videos as im on the same skill level as you, im better at the art than i am coding though, that i struggle with for hours to get it right lol
what. a . cute. game.
Wow, is that godot
Love these vids! Just please dont become dani with repetetive memes instead of actual developing
What do you mean exactly?
@@nextProgram Dani was great back when he made karlson, he had a personality and it was really fun and interesting watching him make the games. Nowadays he makes the same jokes about milk, thicc, communism and unity particle system while ear raping. I just hope you will keep being you and make games because it really is enough :)
@@cooc643 oh got it. Sounds good, I won’t!
...did nextProgram die? No vid for 4 months.
Still alive!
in 1:45 easy solution go rigibody2d set contrast rotation to be locked and done.
1:44 i suggest You to learn new input system 😁 movement will take few lines of code, and You can base on events instead of update, what is better for optimization 😉
Which new input system are you referring to?
For example Brackeys mentioned this input system. His tutorial is little bit out of date, so I leave the link for more actual ;) good luck buddy!
ruclips.net/video/yRI44aYLDQs/видео.html
Oh no every1 knows what a "side project" does to programmers
So true
no u
no u
where's the source code yalllllllllllll
where are you!
what happened buddy
Back from the dead now!
Its off brand terraria pretty much
yo
Hello
dawg what happened to the content
I'm here!
What happened to this guy
Still here!
Pleeease do not squash and stretch pixel art it hurts my soul it looks so off
LOL, please fix that squash & stretch. Other than that this looks quite cool!
This doesn’t look good, pal.
STOP FUCKIGN STRETCHING PIXELART IM LITTERALLY DYING IT LOOKS SO BAD