I know this may seem like an odd request, but I'm a game developer who's making a top-down roguelike, but I'm stuck on just on a roll animation, whenever I try animating it on my own it ends up really ugly. At the moment I have all of the necessary animations for my game. Can you make a roll animation for me? if yes just reply to my comment if you're interested. Thanks for reading. You really don't have to, but I thought this would be a good place to ask.
Hello dear Lewis! I beg you to add at least one element from Turkic mythology (not TURKISH, those are different things although end up at a similar door) because, at least to my knowledge, there is only one game that does anything with the Turkic mythology, and it is called Uruz. My suggested characters that suit the game’s flow are mainly Kayra-Han, a part of the Turkic god Kök-Tengri, Umaysu-Ana, goddess of fertility and Su-Ana, the goddess of any water.
The toaster does technically have a tiny bit of foreshadowing. A lot of parts of headspace become surprisingly morbid when you remember that "Toast" is supposed to be a euphemism for "Corpses", like how Rococo states he survived in sweetheart's dungeon off of toast... and when you use the toaster it says "You made toast." Which, frankly, is hard not to read as "You killed someone." Funnily enough, if that was the intent with that line, it means, the answer as to what happened is, very literally, staring you in the face before you even think to ask the question.
the walls could be sand expanding up or even giant crab claws coming from under the ground (crabs do live in little sand caves on the beach after all so it makes some sense)
Great video. Lots of fantastic resources! There are a lot of arguments over which program is best, especially with game engines, but like you touched on, it's all about familiarity and what you're comfortable with.
Something interesting I recently learned regarding the enemy and boss sprites during battles - apparently there’s a correlation between how much an enemy moves in battle and how much malice they have towards you. Enemies like Asriel and photoshop Flowey, move a ton during battle, and even Asgore, Undine, and Megaton move a lot. The only two enemies who are completely motionless are Toriel and Papyrus, as they actually have no true intent of doing you any harm.
Step 1) choose my dream game among all the 37282848 dream games Step 2) Start to make it without going into the "oh no spaghetti code everywhere" Step 3) choose a new dream game because I did a mess with the previous one Step 4) avoid the step 2 ... Step 74.565.696) I finally made my last deam game but I will be to old to start a community to share it with...
Yeah it’s kinda clickbait, I want to have a steam demo by day 100 and have 90% of the mechanics done, and then I’ll see how much more work needs to be done before I can make it a commercial game
I was thinking that this video seemed really odd, its sponsored by Unity lol. I'm not watching this, came here for cool devlogs, not an ad for a company that doesn't give a crap about it's customers.
I just meant that when I saw the notification I thought it was strange, cause it's different from the rest of the stuff I've watched from you. And when I clicked on it I realized it was different cause it was an ad.
Oh ok, well I’ve done this style of video 6 times before in the past, it isn’t exactly aimed at the same audience as my devlogs, as it’s more for beginners
@@Weirdo_Studios775bruh it’s not “an ad” - he quite clearly states that the engine you use doesn’t matter. In no way is the entire video an advertisement, the video applies to any engine, he just plugs it in one small section. @ButWhyLevin keep doing what you are doing.
I personally, _imo,_ don't fully recommend Godot nor Unity for *true* beginners, as feature rich game engines are full of learning traps when you're making your first game. Start smaller.
Dam dude, this is both motivational and demotivating xD Iv started making my own game now about a month ago. Well in 3 more days itll be a month. Your speed is impressive! I admit its my 1st Full game im making and 1st time on godot but sheesh xD wish i saw ur vid before i set up my abilty code xD Anyway iv subbed and im looking forward to your progress!
Don't be demotivated, the reason that I'm faster just is because I've been doing it for longer, when I started, I was much slower, its all about keeping with it! Good luck with your first game
likely will just have a demo out on steam, but I also want to make that demo have the entire gameplay loop for the final game, and then I will just add more content and polish to the final release
“Each frame, the bullets draw a ray cast between where it was and where it is last frame. The bullet draws a line cast between where it is now and where it was last frame. If that line cast, yes it’s a line cast, not a ray cast, hits anything, then it calls an event that destroys the bullet and creates particles. This also completely eliminates the need for bullets to have a collider at all, they just use ray cast.” So is it a ray cast or a line cast?
more than anything, the artwork is very generic. the main cast have uninspired designs, the colors are plain and highly saturated, and theres no depth or antialiasing incorporated into the linework. ive also seen someone mention the apparent lack of detail in the environments, which should be addressed
on top of that, you say that youre taking inspiration from the artwork used in persona 5 and celeste, but dont necessarily understand what makes that art direction work outside of just its visual appearance. persona 5’s plot heavily follows themes of rebellion and pushing back against a corrupt system, which is reflected in the ui’s sharp angles, strong reds contrasted against black and white, and just overall coolness factor. celeste, on the other hand, follows themes of overcoming personal barriers, showing instances of calm and relaxing areas to reflect the meditative nature of this journey as well as violent and chaotic moments that reflect the internal struggle. all this to say that you need to decide on a consistent theme for your game which various aspects of it, including the art direction, tie back to. you seem to be going for a beach or nautical theme, so id recommend expanding on that and making more direct ties to it
You should make fighting one god give you the blessing of a god that is opposed to the one you are in conflict with. That way you have a natural and lore friendly way to explain the status effects. Loved the video! Good luck!!
Hello your game looks so cool so far, but the centuar's bow is shaped wrong, the wooden part is supposed to be curved and the string is supposed to be straight. But you really don't have to change it if you don't want to.