Hi! On this channel I will post some devlog videos about my attempts at game making. I only do it as a hobby in my spare time, so the results are rather unimpressive, but take a look :) Check out my Itch.io page: yatchan.itch.io/
As you can see in the video, you can set the thickness independently, so it looks less flat. It can be useful in some scenarios. Also, you could modify it to accept a bump map, and manipulate the z scale of each voxel independently. I don't know how to create a good bump map, so I haven't been able to test and implement it yet, but it should be one additional line in the shader, if you have the map. Feel free to experiment with the code!
@lahtik1977 I'll see how it looks with the camera farther away. As for the blocks - there are low ones and higher ones that require a double jump to clear. If I had a roll animation I would've made them into holes you have to jump through instead. I may switch to a different sprite that has those animations. Unfortunately I'm limited to free assets.
Yo just a suggestion, but I feel like instead of making the player slow down to attack it should be an opportunity to do like a timed attack so if you hit the enemy while you are moving at the right time, then maybe you gain like a speed boost or something. I don't think it makes since for the player to slow down for a fast pace game
@@afterfivegamedev Even some Fast-paced animations (And maybe a little camera shake) should make it Entertaining. Maybe some variants to the kill animation so it dosn't feel repetitive? I'm developing games in Unreal Engine 5 so I don't know how to apply this in Godot. but a few fast slashing animations, maybe also animations for different states (Attacking while sliding etc.) dependant of the speed of the character. so the animation speed will go up as the character does, Should fit well with the fast-paced nature of the game. Also, one little detail; Character's legs Should still be in the running animation during the attack. and if the animations (Both running and attacks) don't scale with the speed character will appear as if they're sliding. This might be my own Intuition but when i saw the gameplay i envisioned something like Ghostrunner with a high-paced parkour and split second decision making & Execution. lol so i might have ran off with my own vision of the final product. I'm really liking the idea though.. I wanna see the progress and the result. keep it up ^.^
@kittykurami It could surely be done if I were an artist. But the sprite is free assets, so I'm limited with the animation to what's in the spritesheet :(
Just a suggestion because I feel the camera only adjusting itself on landing is strange, because it's hard to see what you're running into if the elevation difference is big. What if the camera adjusts itself before the jump as the terrain come into view? Idk if it'll make it better but cool game either way! Love seeing Godot stuff
Yeah, I'm looking for a good solution, since I don't want the camera to follow the player while jumping in the middle of the platform. I'll check out your idea and see how it turns out.
Not exactly the best place I should be asking but what do you use to handle sprite sheets for gadot? Perhaps Im too new but I dont see any built in tool to cut it quickly and easily like unreal or unity.
@blaiseswan2258 there's no need to cut. The sprite node, as well as animated sprite and animation player can work with regions/individual frames of the spritesheet.
That's an amazing job you did for such a great game. Do you have any estimation for the release date? Also, where do you plan to publish this amazing thing?
It was available for a while, but got way more downloads that I had expected, plus some publicity on YT, so I sadly took it down in case Activision/Atari decides to do a DMCA strike.
It's basically a couple of PlaneMeshes with a shader material that reads the texture and scrolls it. I pass the motion vector from the game code, based on speed and the background layer. However, it seems that the camera sometimes has problems with getting it right what's behind what. Or rather it's me who sucks at shaders.
It got way more downloads that I've expected, and while it's nice, I don't wont to get a cease and desist letter from Atari/Activision, so I'm taking it down. Sorry.
gotta do a little better with the camera man... back up a little so we can see what games some of those actually are... other than that Thanks for sharing!
It seems I've deleted it, but I wrote the logic after watching this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-0ZONMNUKTfU.html It was fairly easy to translate it to GDScript.
amazing man! hhee, I used the same sprite for the girl in the first video. I use Qt QML and C++ though :))) Where did you get a sprite when she fires smth from distance?
I can't remember exactly. Probably about a month or 1.5 months total. This is a footage from a web version. Later I made a desktop version, with slightly better visuals and more enemy types.
I started Godot in 2020, before that I made a couple of simple games in vanilla JavaScript. I'm not a full time developer, so I'm just tinkering with it in my spare time when I feel the mood to code 😉
hay man I have question, when you work on the game do need some times watch tutorial on RU-vid cuz I'm noob in game development and, I have hard time figuring out how code without tutorial's. but in the end I give up and whatch tutorial on RU-vid.
Hey, I watch tutorials, check the documentation all the time, google for solutions...Unless you're doing something realy innovative and groundbreaking, there's 99% chance somebody had the exact same problem earlier and managed to solve it.
I really like how polished it is The only thing I don't really understand is why the player attack windup is so long. the most important part of a platformer is the movement, so it feels like it's going against the spirit of it
Currently, there are 2 types of attack - a quick one, and a stronger one, which does double damage, but is slower. I'll try to speed up the animation a bit.
All the assets can be downloaded for free from itch.io. It's a bunch of various artwork by several different people put together. The platformer is not for sale, unfortunately, but if I ever get to finish it, it will be available to play for free.
That underwater artwork link isn't working, but boy do I envy the detailed style .... Always loved underwater games since my first game was AQUARIA by Bitblot. The fish kind of reminds me of fish form from that game with the attacking bubbles, though those could only trap other fish to then carry them.