I was excited thinking you were going to talk about classics like Qix, Joust, Amidar, Dig Dug or Robotron: 2048. I was disappointed to see that you're one of those bootlickers who runs around like crazy after shitty 16-bit arcades. Without a doubt, 1983 was the year that ruined all the arcade companies.
New to the channel loved learning how to put hand drawn art into my games (I'll definitely need a shopping list). But I really like these games you've got. Hope you're doing well I'll check out your more recent stuff
When you talked about a "proximity feature". It reminded me of a very niche mechanic. I think you'd know about "CAVE" and their bullet hell games. Well, in one of them. "Ketsui: Kizuna Jigoku Tachi" (yes that's it's full name), there is a scoring feature, scores in the game are represented by green squares with numbers on them (called Chips). The scoring feature is that the more closer you are to an enemy the bigger the score is.
Ahhhh, I know a couple of CAVE games (Death Smiles is probably my favourite, but I also love ProGear and Akai Katana -- there's something about the horizontal ones I love, apparently!) but I'm not familiar with Ketsui. Maybe I'll have to get into it, and call it research. ;)
I've never really vibed with it for some reason; I think it's because I partially rely on the feedback from paper to pen. But there's also the fact that I can take a pen and sketchbook practically anywhere with me; most of NekoNecro was drawn in various food and drink places whilst away from home. :)
@@PensnPixels I see. So there is no "technical" reason not to use a digital pen from the very start. I'm new to drawing and ask stupid questions, you know. xD
No technical reason at all. I guess I've drawn on actual paper for so long that I'm just incredibly comfortable with it. And IMO, if it comes from an honest place there no such thing as a stupid question. You wanted to know a thing, and asked it. Stay curious! <3
Hi! I'm new to your channel and also new to game design, have you done a video tutorial on hand drawn sprites/animations you use/ all that jazz? If you haven't yet, consider this a sign that at least one person would be interested in seeing the video! Thanks!!
The world needs light, my friend, and you carry a torch. Putting things out there, meaning being a creator instead of being a consumer is the most quality time you can spend in life. This is the highest form of being a human. The arrow of creativity instead of going from the universe into you, it goes from you into the world. This is a form of platonism. From the world of perfect forms and perfect ideas you bring things into the physical. Hope you will find your enthusiasm soon. (by the way "enthusiasm" means "possessed by god")
how about more complex animations? it's sure cool to draw a one or two rocks or leaves, but how about a fully animated character? would you hand draw it too? or do you avoid having to draw too animated stuff?
Hey, just my 2 cents: for my viewing purpose, these "fake progress bar" thumbnails are nothing but irritating. If I have a slightly progressed bar on a video, it usually means that I didn't like it and will never open it again. If it's closer to the end, then I've watched it in its entirety and I'll also never watch it again. It's a fun idea on paper, but man do I hate it. :D It just makes it harder to find the content I haven't watched yet. The videos themselves are awesome, though. Looking forward to more.
Yeah, the fake progress bar tricked me a time or two elsewhere and I accidentally found some cool stuff due to some shorts cheekily doing it. But hey, it's not for everyone -- you'll notice my latest thumbnail doesn't have one. Perhaps I'll redo the older ones to remove it; your feedback is valuable! :)
Awesome video! I'm off to watch many more videos from you now. :) And it was really easy for me to "roll into" this one, since you started it like one of my favorite gamedev teachers - Heartbeast (with that "good morning, afternoon or evening" vibe), and continued sounding like another favorite teacher of mine - Shaun Spalding. :D Sorry if that's an unsolicited comparison, I just loved it so much that I had to share.
I don't know how your character designs animations etc are coming along but I saw a brilliant video about the animations in Sonic especially good for how it breaks down the various animations for Sonic's speed. I know your game isn't Sonic but given the faster movements and elements of inspiration you've had from Sonic I thought this might be somewhat helpful to you. But I totally understand if not. Just thought I'd share it: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-GxCcHOvSVJQ.htmlsi=wvzcr22IIdI9FB1m
2:09 I absolutely love the art style on those pages! Honestly, a comic with that look would have been well at home at a publisher like SLG back in the 90s. Might be quite off-base here, but they give me a vibe of being influenced by Jhonen Vasquez and very early Andi Watson. I hope you publish them some day, on the internet or on paper.
You're absolutely not off-base with Jhonen Vasquez, he's literally my favourite comic artist of all time. I totally admit to his work being an influence on my own. ;)
I have side-projects. Sometimes they're bright and shiny, but often they're to work out a system for the main project in a more controlled environment. The key is not letting the "side" get big enough to rival your "main".
That's exactly the key! Rein the sides in enough and they don't overtake the main. In theory. It's happened to me before though, but I've never really minded as I do have the ability to follow-through and finish things. :)
@@PensnPixelsnot everyone does, though. Even the best of us can get caught up in chasing the bright and shiny. Often times, side-projects come from avoiding the friction you're facing with your current project. Instead of pushing through the friction, you take the path of least resistance and start something "new". At some point, you have to be real with yourself, accept the hard work/your shortcomings and push through to "finish". I speak as someone with 40yrs experience and well-over 100 titles shipped. I still struggle with this.
Yeah it usually hard to see and debug a full game like trying to implement something small in the game. Making a separate project really emphasizes on other things it's like making a game for that one thing only
Hah, that's a sped-up ending credits roll music from my game Quickly, Quackley! Perhaps I may dig it out if I ever decide to do any kind of standard video outro...? 🤔
Thank you so much! In truth, I've found that if I don't listen to the fire inside, so to speak, I quickly lose interest in things. Gotta just go where it takes me or nothing gets done. Or, for that matter, sideprojected-then-eventually-done. ;)
Once again, Great video ! It seems I'll have to wait before playing Mikaboom ;) Nevertheless, keep on side projecting : the new MAIN PROJECT looks gorgeous.
Ohhhh, it *is* but I guess what I mean by "I haven't shown anything" is that nothing there's final -- it's all just placeholder 'test' graphics whilst I work on character design. I guess if it can be called 'gorgeous' at such an early stage I must be doing something right, so thank you very much! 💜
Yeah gorgeous is not the appropriate word... Well I guess I forsee a mushroom sliding along ramps grabbing dynamites and big fruits with HUGE points. Good luck with your projects !@@PensnPixels
Having the confidence in my ideas to even start my own project/s is the hardest part for me and Yunno finishing things has never been my strong point haha
Love to see more mascot platformers! And if I could make the one game, it would be a three way tie between wanting to make a Mega Man Legends styled multiplayer FPS borrowing all my favourite bits from TF2/Halo/CoD/Unreal (and then heavily emphasising vehicular combat), a mix of an instant messenger app and Animal Crossing (where you can create your own houses and literally invite friends/groups over or even create a Habbo Hotel-esque city for a group chat), and a text-based RPG life sim engine (there are plenty of text-based RPGs, there are plenty of text engines, but none of them are quite like what I envision). For now, I'm just writing Choose Your Own Adventure stories. <v<
@@PensnPixelsYeah, and it's important to graph/canvas that stuff out! I've been making flowcharts in LibreOffice Draw, but Obsidian has a good canvas flowchart system that I should be using soon. Also, as an amendment I meant to say Counter Strike instead of CoD for my Mega Man Legends multiplayer FPS, but I'm currently sick with a random basic flu so I got confused LMAO.
Mine would also be Sonic inspired game, I love the retro 2D games and also the only good 3d versions, Adventure 1/2. Similar to your reasons to delay fully investing a SHMUP I've put off my ideas of creating a new platformer but I'm kinda inspired now! I've been quietly lurking for a while and love the style of Neko, looking forward to see where this project goes for you.
good luck making the game stand out from sonic. i'll pitch in my two cents and say to give boll deluxe a shot, as i think it flows better than normal classic sonic gameplay due to the tile size and moves that let you build up speed in more interesting ways.
There's a lot of games I've wanted to make. 1 of them is a beat em up that would take elements from A Link to the Past & combine them with eastern mythologies
<fist bump> GO TEAM LOTS OF DREAM GAMES. Link To The Past was awesome, combining that with a beat 'em up sounds to me kinda Golden Axe-y? Except that doesn't do the Eastern mythology thing, so this sounds quite interesting! :)
People always bash on Sonic 1 on the genesis, and I understand their points, but I will always love Sonic 1 despite all of it's flaws. The Sonic series shaped me into who I am today, and all of it started with Sonic 1. And my dream game would be a fast paced, 3d sonic style game with parkour and gravity or speed changing mechanics
Ah, to get a proper momentum-based 3D Sonic-style game... ...I have high hopes for Project Rascal in that area. But even so, I think there's room in that space to approach it in different ways, if you're able! :)
I mean, there was Sonic Superstars, right? Although as a classic Sonic fan myself I wasn't entirely feeling it. They tried, but it's not quite there IMO... ;)
While you grew up with Sonic, I grew up with Fancy Pants Adventures. I've always wanted a spiritual successor to that, and now I'm so happy to get it!! Also dream game... huh... I'd say a 3D arena fighting game with an attack cancel system like GunZ the Duel. I just need to learn 3d modelling and netcode....
Excited to see this mate even seeing the basic physics you got in the video it’s looking awesome to play can feel the kinetic energy! , out of the main 3 sonic games on the MD I like sonic 1 the best to ! (My fave is cd but it’s a bit of an offshoot). What you think of the master system Sonics? They are what I grew up with, I’m sure we have spoke about them but my memory is a sive. Personally I’ve always wanted to make a jrpg (weeb) but I’d like to try a setting that’s a little different than what’s been done before, like a noir detective jrpg or something, Other than that for years I’ve wanted to work on a beat em up to (streets of rage/golden axe) but I’ve never made games so it’s mainly art and story side. Sorry that’s a hell of a long comment!
A comment from you is always good, and NEVER too long. <3 I think the Master System versions of Sonic are fine, in their own way. They're no replacements for the Megadrive versions but all have their own charm, especially the first -- which I never used to like but I've warmed to in recent years. I'd love to make a scrolling beat 'em up as well but the thing always putting me off is the sheer amount of art needed; they're not small games!
@@PensnPixels yeah lot of hours in a beat em up eh. I like master system sonic 1, sonic 2 on there was crazy hard Don’t think I’ve ever finished it, my fave was always sonic chaos tho
Sonic was all about physics and movement, speed was just how it was marketed, I also like the slow platforming, people try to play the game fast all the time and keep dying then blame the game... the 3D games have completely missed the whole point of the originals too and seem like a completely different franchise...
Always a good day when Pens’n’Pixels uploads a video :) Best of luck with your dream game! As for my dream game, I’d love to make a Myst clone with visuals inspired by another adventure game called The Labyrinth Of Time; both games are a big inspiration for my work! :)
I’m learning how to make games this past month and I have to thank you cause until now I had no clue how the gameplay will be. Basically my dream game is a silent horror exploration game with a story in which your decision are important (btw silent horror is a horror without jumpscares). I already have the story and the world in mind but I want to make a few games first.
"I want to make a few games first" is such a wise and mature approach IMO. Although I totally recommend people working toward their dream game, I don't think it should be the first thing they attempt -- sounds like you're on the right track! :)
@@PensnPixels thank you!! I really want to make it but I know that if I start now I will scrap the entire project and I will die on the inside like the many other things I tried to make 🫠
1:35 The whole idea of "I won't do X now (even though I want to), instead I will wait til I'm 'good enough'" to me is a gigantic mental roadblock people love to create for themselves, by themselves. The big question being, WHEN is "good enough"? Days? Months? Years? Or have you already reached that point a year ago? You will never know, UNTIL you do real testing. As gamedevs we are in a fortunate position where we already have a solution for that: Playtesting a build with your target audience. Only after that will you actually know where your game really is and whether or not any of the doubts you had where ever true to begin with. You cannot lose by doing this. And as a bonus it will always save you time in the long run, cause you have a clear path forward. (I love studying languages, and especially in that sphere there's tons of people that keep blocking themselves from doing what they wanted to use the new language for in the first place, because they're "not good enough yet". Then they burned out (cause no one actually enjoys learning through textbooks long-term) and then they eventually quit entirely. 100% self caused.)
Some very good and interesting points here. I think in my case "I'm not ready yet" is more grounded in reality? I guess everyone tells themselves that. But I always like to 'build up' to the big ideas by making several smaller ones that are like 'building blocks' of the larger one, if that makes sense.
Its great you're making your dream game and to be inspired by Sonic is great (Sonic is a major part of my life classics and modern) so totally on board with you taking that approach. Funny how you mentioned parkour cause I think my dream game would be an open world parkour game with some speed (not as fast as Sonic but something more akin to Mirror's edge) simplistic but fun combat and enemy variety with slower (not boring) puzzle areas. But I'm personally not sure how that would all come together haha. I'm working on early prototype stuff still (In-between work and other commitments) using Godot. Speaking of do you think its a bad idea to learn whilst trying to make your dream game your first game? Lots of different opinions online and as someone who has done side projects before beginning your dream game I'm curious your views. God bless man and very much looking forward to your future videos especially on this :)
As a rule, I don't think the dream game should be anyone's FIRST project, no. By all means make things that are working-up to it, like the little building blocks that will eventually form a greater whole; and in doing so *indirectly* working toward that dream game goal. I think that's what I've done in making a couple of platform games before I tackled my dream project. Also, I *love* Mirror's Edge. Good taste, friend! :)
@@PensnPixelsyeah I totally get that. I've been working on little side projects to learn the basics although I don't consider them games more testing and learning spaces haha. Thanks for the encouragement, yeah the first Mirror's edge was definitely something special in my opinion. One thing I really liked about the look of your current project was how you got the character to react well and feel snappy. Really looking forward to where you go with the character design but I won't ask for that to avoid spoilers haha.
Part of the reason I've so many sideprojects is that, personally, I find them a good way to try out new concepts or ideas without having a whole 'big' project's existence riding on them. A great way to learn IMO. And YES, definitely the first Mirror's Edge. I enjoyed Catalyst but it wasn't the absolute masterpiece I thought the original was; despite being rough around more than a few edges. Shame we didn't see more development and refinement of what the first game had, perhaps if I ever venture into 3D...?
@@PensnPixels definitely I 100% agree with you. It's a great way to learn it without feeling like you aren't making progress sort of thing. Yeah I think most of the fan base feels the same way as we both do about Catalyst. It just didn't have that magic the first did I think. Yeah they had a sequel planned apparently but changed it up as they didn't like it in development, having looked into the development history it was quite interesting. But Catalyst lost what made the original special really. Who knows, it'd be an amazing foundation to build from and learn.