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Hey !, Can you Please Make how to export game from godot 4 to android ....i saw a lot of videos but in the end when i install my game in android 8 the game is stopped
Question and this might be off topic, How does the hit count work? You know like, one attack is single hit while others are multiple ones. When multiple hits occur, there are multiple damage numbers appear along with this multiple hit sfx.
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Hi thanks so much for the video. would it be possible you could share a link to the project file? I've been trying so hard to create the Skelton of an arm really similar to this one and have it function but keep running into issues. I would be so grateful to see how it is set up here so I can learn for my project. thank you very much
My friend and I just started making our own indie game just a few weeks before the whole unity thing. Godot is a learning process but more than worth it. Thank you for the helpful tutorial!
You missed out on tweaking the camera as well. Player should always be slightly off center of the camera, camera should be less snappy, and the most important of all movements, there should be dead zones for the player so the camera isn't moving instantaneously with the player's slightest movement.
@@FiddleStoneGames Mario has been around for a long time, and in his time there was less competition. :-) And we see his eyes... and his last iterations are rather pretty nice, despite the original design. For me, it's a real question. My opinion is not important, because I am only one person ! But to be honest, as such, the character design wouldn't make me want to play. The game would really have to be very good. So, I hope it's sure that other players like this chef. Of course, I know nothing. Maybe with the settings, or the staging, or the style of play, its design will make totally sense. Maybe there will be multiple costumes, or characters. Maybe it will evolve, I don't know the project. Maybe it will be great just the way it is! I have no truth. :-) But if I compare its design with most other platformers, it's not love at first sight here (just for me). Dave the diver has shown that you can break into video games without being top model or super cute, but he has great charisma! :-D Good job anyway and thanks for the video !
That's a lot of improvement! Have you considered making it possible to jump up through the smallest platforms? I think that would feel pretty correct and make getting up the "chimney" after the fall a lot less janky.
"It's not just one thing, it's two..." Crafty and clever, okay I'm prepared, here comes the 'Like and Subscribe' and actually, it was a good one. "Actual information on more things we fixed." Well played, guy making video. Well played.
I don't understand what's meant by giving the player a boost near the apex of the jump. 5:09 Can anyone help clarify what was meant by this, or how this might have been implemented?
The only thing I'd suggest after seeing the final version in this video, which is dramatically improved from the beginning of the video, is to add a couple of newly drawn frames to various animations. I know that tweening is easy, but it also looks and feels worse, and specifically stiffer, than frame-by-frame animation. You don't need to add 10 frames of animation to everything, but adding just two to three fully new frames could be the difference between decent and excellent.
Thank you for your feedback! We absolutely agree with you! This is the curse of being open about the development, since you have to show very early pre alpha footage that would never end up in the final game like that (although we have some AAA titles in mind that did exactly that)
Very nice. Great tips, i have previously incorporated most, but the one about deceleration on land is a new one, i have felt the issue, but havent addressed it yet.
One thing would to have the camera follow the player more smoothly. And maybe zoom it out a bit. This allows the player to more easily see what's going on and where they need to go. Also great improvements!
Mechanic Idea: what if when you hold down the jump key in the air the player character starts to fall faster and lands on their belly giving them a slightly higher jump and when performing this action on a slope will propel the character further. I think this would be a fun way to add more depth to the gameplay while sticking with the theme.
cool video but definitely clickbaity since you only talked about fixing a player controller for a sidescrolling platformer; most of this information didn't have any relevance w regard to other types of games.