Just found your playlist about enemy AI which you prob even forgot cause it’s like two years ago. But I love what you are doing and planning to follow your tutorials on my own game! Thank you so much for doing what you are doing!
Nah, I didn't forget, but there are not too many archetypes of 3liners as basis enemies (the idea behind the series). Glad to hear I can help a fellow developer out!
I wish someone would make a Castlevania style map tutorial. I don't know why, but everyone is making minimap tutorials. I hope this channel will make one. At least a tutorial that teaches how to destroy drawn sprites piece by piece according to character position on a ready-made map would be enough. But I've been through all the YT channels. I haven't seen anything like this. I hope this channel is here. The other tutorials are great. I hope you continue to produce content.
Not sure what you mean by map tutorial. A layout that is one big image that you see in all other games (and covered up by black boxes when not discorverd), leaning towards the game design aspect (where to place doors and abilties that unlock areas)? Can you elaborate on this since this could be neat video for the community.
@@1upIndie My mistake. Sorry for my bad English. I am developing a game as a hobby. My game is metroidvania style. I use a single room for the entire game (except for some areas). I use draw sprite for the room map. The map is pre-drawn. When I press the M key, instance_deactive_all is activated and the cursor is created on the map according to my character's location. When I press the M key again, the map and cursor disappear. Up to this point, I have no problems. Each room in my map is 6x6 in size and represents a 256x144 room or room parts. The 6x6 sprite image_index = 0 is empty, image_index = 1 is full. I can lay this on the map with the string when I press the M key. But when I visit the rooms, I want the parts on the map to disappear when the character discovers that room, but I can't. I can give Axiom Verge as an example for reference. But my game consists of a single room and a single map, and there is no pause during section transitions. I hope I could explain.
@@serkanozturk2798 Hm, from what I understand your issue is savign/loading explored parts. That is part of data structure, ds_map where you can mark explored and not discovered map pieces via their index in ds_map. And since you only have one room to walk around you should have a corresponding variables that capture your x,y position on the map. Is that what you were looking for?
@@1upIndie Yes and no. I have a map. I have a single room and I added draw_sprite to the basic pause tutorial. I can detect the position of my character and reflect it perfectly on the map. I can even save and load the character position. What I want is to open this layer piece by piece by drawing another layer on top of the map. For example, I created a map with draw_sprite. I covered the map with 6x6 pieces with ds_map_create. So far, no problem. But as I explore the map, I want these cells to disappear one by one by taking the character's position as reference, and I want to save and load this. I want to explain the situation as follows. My room size is 13056x4032. These rooms are in 256x144 pieces. The total number of cells is 1086. I can create 1086 6x6 objects, I can create these objects as global.cell00, global.cell01 ... global.cell1086. I can place objects consisting of these codes in rooms one by one and when the character touches the object, I give global.cell00 +=1, and if global.cell00 == 1 { instance_destroy } to the object. I can save and load this with .ini. My question is, is there an easier way to do this? Thanks for your time, by the way.
Love your videos, you make things look easy. Do you consider ever doing full tutorials for games like Castlevania, Megaman, Sonic, Mario etc and putting it up for sale?
Technically I have nothing against it, all games can be replicated quite fast (castlevania sotn is out of scope though). Question is: Will people check out the video tuts or will it look like I am trying to sell something to my audience (which some people maybe actually want assets with tuts that they can purchase to make their game). I dunno, I put it up for discussion and let the community decide in a week or two. The idea is good though.
You did a “pause” video about 4 years ago, focusing on how to handle full game pausing. Is that video still relevant today? If not, would you ever consider updating it?
Sadly it is. There is no technical way to stop all with just an input (Unreal has that, GameMaker not). I could update in a matter of making it more elaborate but the core would be the same.
Still following your content bro. Excelkent as always. Question? Have you covered tile collision for multidirectional shooters? (Reference: "Subterrania"- sega genesis)
Thanks alot. I would not recommend tile collision at all. I did try it multiple times but the results were always wonky (clipping, weird results or outright not working etc. ). Sadly object collision is still the gold standard (it is consistent and precise) or a self made collision system.
Hi! I am curious as if you can do private (paid) lessons? I want to make something very specific and I feel like you could help me achieve what I wish to make without me having to look through hundreds of videos to find the specific thing I want.
Sure, I am open for such offers. I will be in my discord channel regulary again starting Monday, so hop in there and we can have a chat + see what is possible.
@@CursedUkiku Eh, the discord server is free to use for all. You join and thats pretty much it. You can find in bascially almost all my video in the description box the link to it. But if you don't have some spare money, np just ask me or the community and you get helped for free also (not as a good as personal tutoring but close).
Well, all glory to Brazil! Is that a thing what he did? "Because I am brazilian", not to be rude I found it just confusing, but maybe I am missing something here (and you will have a better insight into that then me).
Just found your playlist about enemy AI which you prob even forgot cause it’s like two years ago.
But I love what you are doing and planning to follow your tutorials on my own game!
Thank you so much for doing what you are doing!
Nah, I didn't forget, but there are not too many archetypes of 3liners as basis enemies (the idea behind the series). Glad to hear I can help a fellow developer out!
It's about damn time!
Yes Sir!
I wish someone would make a Castlevania style map tutorial. I don't know why, but everyone is making minimap tutorials. I hope this channel will make one. At least a tutorial that teaches how to destroy drawn sprites piece by piece according to character position on a ready-made map would be enough. But I've been through all the YT channels. I haven't seen anything like this. I hope this channel is here. The other tutorials are great. I hope you continue to produce content.
Not sure what you mean by map tutorial. A layout that is one big image that you see in all other games (and covered up by black boxes when not discorverd), leaning towards the game design aspect (where to place doors and abilties that unlock areas)? Can you elaborate on this since this could be neat video for the community.
@@1upIndie My mistake. Sorry for my bad English. I am developing a game as a hobby. My game is metroidvania style. I use a single room for the entire game (except for some areas). I use draw sprite for the room map. The map is pre-drawn. When I press the M key, instance_deactive_all is activated and the cursor is created on the map according to my character's location. When I press the M key again, the map and cursor disappear. Up to this point, I have no problems. Each room in my map is 6x6 in size and represents a 256x144 room or room parts. The 6x6 sprite image_index = 0 is empty, image_index = 1 is full. I can lay this on the map with the string when I press the M key. But when I visit the rooms, I want the parts on the map to disappear when the character discovers that room, but I can't. I can give Axiom Verge as an example for reference. But my game consists of a single room and a single map, and there is no pause during section transitions. I hope I could explain.
@@serkanozturk2798 Hm, from what I understand your issue is savign/loading explored parts. That is part of data structure, ds_map where you can mark explored and not discovered map pieces via their index in ds_map. And since you only have one room to walk around you should have a corresponding variables that capture your x,y position on the map. Is that what you were looking for?
@@1upIndie Yes and no. I have a map. I have a single room and I added draw_sprite to the basic pause tutorial. I can detect the position of my character and reflect it perfectly on the map. I can even save and load the character position. What I want is to open this layer piece by piece by drawing another layer on top of the map. For example, I created a map with draw_sprite. I covered the map with 6x6 pieces with ds_map_create. So far, no problem. But as I explore the map, I want these cells to disappear one by one by taking the character's position as reference, and I want to save and load this. I want to explain the situation as follows. My room size is 13056x4032. These rooms are in 256x144 pieces. The total number of cells is 1086. I can create 1086 6x6 objects, I can create these objects as global.cell00, global.cell01 ... global.cell1086. I can place objects consisting of these codes in rooms one by one and when the character touches the object, I give global.cell00 +=1, and if global.cell00 == 1 { instance_destroy } to the object. I can save and load this with .ini. My question is, is there an easier way to do this? Thanks for your time, by the way.
Love your videos, you make things look easy.
Do you consider ever doing full tutorials for games like Castlevania, Megaman, Sonic, Mario etc and putting it up for sale?
Technically I have nothing against it, all games can be replicated quite fast (castlevania sotn is out of scope though). Question is: Will people check out the video tuts or will it look like I am trying to sell something to my audience (which some people maybe actually want assets with tuts that they can purchase to make their game). I dunno, I put it up for discussion and let the community decide in a week or two. The idea is good though.
@@1upIndie You coming back anytime soon?
@@chrisbasden8102 In a week or two. I got burned out and well, dept was rising sky hight so I had to put everything on ice.
@@1upIndie totally understandable.
Thanks👏
You did a “pause” video about 4 years ago, focusing on how to handle full game pausing. Is that video still relevant today? If not, would you ever consider updating it?
Sadly it is. There is no technical way to stop all with just an input (Unreal has that, GameMaker not). I could update in a matter of making it more elaborate but the core would be the same.
Still following your content bro. Excelkent as always. Question?
Have you covered tile collision for multidirectional shooters?
(Reference: "Subterrania"- sega genesis)
Thanks alot. I would not recommend tile collision at all. I did try it multiple times but the results were always wonky (clipping, weird results or outright not working etc. ). Sadly object collision is still the gold standard (it is consistent and precise) or a self made collision system.
Thanks for sharing
Hi! I am curious as if you can do private (paid) lessons? I want to make something very specific and I feel like you could help me achieve what I wish to make without me having to look through hundreds of videos to find the specific thing I want.
Sure, I am open for such offers. I will be in my discord channel regulary again starting Monday, so hop in there and we can have a chat + see what is possible.
@@1upIndie can I have your discord server? I just got a job too so once i get my first paycheck we can start! :D
@@CursedUkiku Eh, the discord server is free to use for all. You join and thats pretty much it. You can find in bascially almost all my video in the description box the link to it. But if you don't have some spare money, np just ask me or the community and you get helped for free also (not as a good as personal tutoring but close).
Did you give up 1up? Come back!
Nah, I am taking a time out. Sales and Industry is crashing, so are views and tech. Not a good time to be around. I come back this month I assume.
@@1upIndie Glad to know you'll be back at some point! Your bite-sized tutorials are some of the best around.
So uh, where's the download exactly?
It is in my discord server, like shown in the video. Link found in all videos description box.
thanks alot
As a Brazilian, I was not expecting to be referenced here.
Well, all glory to Brazil! Is that a thing what he did? "Because I am brazilian", not to be rude I found it just confusing, but maybe I am missing something here (and you will have a better insight into that then me).
To be honest, I'm as confused as you were with his commentary
Very good tutorial.
Yes, it the b-tour compact tutorial.
Unfortunately, I learnt nothing the entire video as i was distracted by how Brazilian the commenter is...
:DD
lol
So where's the download exactly?