I just found your channel and it's been super entertaining and informative. I truly don't know how you dont have a milion subs with this production quality! you'll blow up one day
I found your channel from your Udemy course on game development using Lua and LÖVE. I had no background of game development, I felt that course was easy to understand and very interesting, and so these videos on your RUclips channel.
recently found your channel in search of good learning content for lua / love2d, and your channel is great! however, if possible i would love to see more code explaining in these short dev logs videos please 😅
could you do a video on transitioning between levels? i mean when the character goes to a certain part of the map, they get transported to another map. i've not found a decent video on this topic and i came from tiktok so hoping we can see this soon!!
Great update! Thanks for posting. Do you think that the breakable rocks are the kind of problem that composability (in this case, giving the rock entity 'wall' and 'destructible' components/traits) would solve nicely? What are your thoughts on ECS in general? Cheers!
I would say so! Fortunately tables in Lua are extremely robust, where you can design these systems exactly how you want, and I think something like this would work perfectly
So I think some rubble should be left. Like the Pokémon games leave some smaller pebbles where the rock was. These pebbles will be just like grass and sand and can be walked over. Now for the tik tok video. I love the India of the eye, but I believe you should add something like a damage number by it. Say when your player swipes the sword it deals 14 damage. I think the number 14 should appear by the eye, same as if the eye would deal damage to the player. You would also have to add a health and damage system to the game. Say the player starts at 100 health points. You could give them a green bar for their health. The enemies get a red bar for health. Let’s say the eye is a week mob, so let’s pretend it has 40 hp (health points). Everytime the sword strikes the eye there should be a knock back effect and the amount of damage dealt. Now you don’t have to reveal the full health of the enemy just the health bar going down. Like so ❤️❤️❤️❤️❤️ ❤️❤️❤️❤️ I can’t really give a super accurate view with limited emojis but imagine those hearts are surrounded by a bar, and instead of hearts it is bars in the health bar. Now I think a fun thing to had to the eye is a slow lazar that shoots from its eye. Nothing crazy but it goes in one direction until it leaves screen, or hits something. I think when it hits something it should creat like a sprout effect. And knock back if what the laser hit was the player. I feel like this would also invite armor classes and movement speed, but that is a topic for later.
On tiktok you said that you read every comment. So you already made the chain reaction of bombs. But I think it would be better if one bomb would push another on explosion and trigger it's bomb timer just twice as fast. It would open more way to use bombs for puzzles and stuff.
should have split up the actual image of the rock and create a shatter/explosion effect. and for the bomb fuse, those particles don't look pixelated at all. doesn't match the rest of the art. prob because too many of them were being render in a small area. don't need that many
Hey, im currently making a Platformer and i could really use some help if you could tell me how to use the world callbacks in Löve, so i can propperly ground the player. Im using the normal love.physics btw, no Windfield. Thank you! 🤗
Pretty sure I've watched every single one of your videos and thanks to that I'm now addicted to love2d xD
That's awesome, thank you!
I just found your channel and it's been super entertaining and informative. I truly don't know how you dont have a milion subs with this production quality! you'll blow up one day
Thank you!!
good work as always, keep it up
I found your channel from your Udemy course on game development using Lua and LÖVE. I had no background of game development, I felt that course was easy to understand and very interesting, and so these videos on your RUclips channel.
recently found your channel in search of good learning content for lua / love2d, and your channel is great! however, if possible i would love to see more code explaining in these short dev logs videos please 😅
could you do a video on transitioning between levels? i mean when the character goes to a certain part of the map, they get transported to another map. i've not found a decent video on this topic and i came from tiktok so hoping we can see this soon!!
Looks great!
Great Video!
Hi! What do you think about Rust game dev? Specifically Bevy? Love your channel!
I'm actually not familiar, I will check it out!
@@Challacade Thanks!
it'll be a good tutorial to make how to add particles in Lua, please?
Great update! Thanks for posting. Do you think that the breakable rocks are the kind of problem that composability (in this case, giving the rock entity 'wall' and 'destructible' components/traits) would solve nicely? What are your thoughts on ECS in general? Cheers!
I would say so! Fortunately tables in Lua are extremely robust, where you can design these systems exactly how you want, and I think something like this would work perfectly
Do you think you could ever do a tutorial on love.js or setting up web servers to play games?
"perceived randomness" lol
So I think some rubble should be left. Like the Pokémon games leave some smaller pebbles where the rock was. These pebbles will be just like grass and sand and can be walked over. Now for the tik tok video. I love the India of the eye, but I believe you should add something like a damage number by it. Say when your player swipes the sword it deals 14 damage. I think the number 14 should appear by the eye, same as if the eye would deal damage to the player. You would also have to add a health and damage system to the game. Say the player starts at 100 health points. You could give them a green bar for their health. The enemies get a red bar for health. Let’s say the eye is a week mob, so let’s pretend it has 40 hp (health points). Everytime the sword strikes the eye there should be a knock back effect and the amount of damage dealt. Now you don’t have to reveal the full health of the enemy just the health bar going down. Like so
❤️❤️❤️❤️❤️
❤️❤️❤️❤️
I can’t really give a super accurate view with limited emojis but imagine those hearts are surrounded by a bar, and instead of hearts it is bars in the health bar. Now I think a fun thing to had to the eye is a slow lazar that shoots from its eye. Nothing crazy but it goes in one direction until it leaves screen, or hits something. I think when it hits something it should creat like a sprout effect. And knock back if what the laser hit was the player. I feel like this would also invite armor classes and movement speed, but that is a topic for later.
On tiktok you said that you read every comment. So you already made the chain reaction of bombs. But I think it would be better if one bomb would push another on explosion and trigger it's bomb timer just twice as fast. It would open more way to use bombs for puzzles and stuff.
That's a cool idea, I'll experiment a bit with this!
@@Challacade sweet good luck!
should have split up the actual image of the rock and create a shatter/explosion effect. and for the bomb fuse, those particles don't look pixelated at all. doesn't match the rest of the art. prob because too many of them were being render in a small area. don't need that many
Hey, im currently making a Platformer and i could really use some help if you could tell me how to use the world callbacks in Löve, so i can propperly ground the player. Im using the normal love.physics btw, no Windfield. Thank you! 🤗
Im sorry if my english is hard to read.
What do you use to make game i just learned Java and stuff
I use a framework called Love2D, I got some videos on my channel talking about the basics if you're interested!
Make the debris area more compact, just half the stump's total tile width.
Came from TikTok
Nice!!
The smoke looks not so good cause it is not fitting in pixel style.