Hey thank you for the kind words ! 🙏 Most of those games were from 7-10 days gamejams, with the exception of "Auto-corrected" and "Hookshot Hero Remake" who were more around 3 weeks. It does help that I give myself relativly small goals and building up from previous experience I can make slightly bigger games each times.
Your games are the coolest!! Loved your entry to the N8Jam of course :) Fast looks so intruging, im gonna have to give that one a play! Good luck this year, big things to come for you I'm sure!!
Thanks a lot ! I'm a bit sad that I didn't record much of my N8Jam game in development, would be hard to make a proper devlog about it, which is a shame since I learned a lot ! Thanks for passing by 👋
Thanks ! I'm trying to learn something with each games I make. A mix of things I already know with a dash of unknown, to be sure I always learn something and get better.
Just want to say you are one of the reasons I started making games. I'm not huge into programming, but I love game design anyways so I was trying out a few game engines. Unreal and it's Blueprint system made me really love the engine compared to others. I know you don't use blueprints primarily but either way your videos did inspire me to try it out and make 2D games with it. Only been using Unreal for a month so not long, but really enjoy it and been using it every day. Making a simple top down rougelike as my first game currently. Hope to keep making games and eventually catch up to you :)
Great video. Showing off the review score at the end of every game was something that made the video really exciting and seeing how you improved is really cool. Keep up the development and RU-vid game!
Thanks a lot ! I feel my first very low ranking of 18 / 24 was a hard to swallow humility pill that was important in my personal growth, sometimes you gotta go down before you go up 😅and I'm glad to hear it made the video more interesting. Thank you for watching 🙏
I'm just watching all the game dev related videos again and it's the first time is came to your channel, then all of the sudden, i see my game in your video? around 5:02 haha
I really enjoyed watching this! I was amazed at the quality of the games you were able to make in such a short timeframe. Also, the pixel art looks incredible! I'd love a video of your journey learning pixel art, it is truly inspiring!
Thanks a lot ! 🙏 That's actually not a bad idea 🤔A more pixelart focused video about learning it. I'm a professional programmer, so it's hard to pin point how I started programming, but pixelart is close enough that I actually still have all that art. Thank you for the idea 👀
Thanks ! For the sake of transparency: it's been one year since the begining of my youtube channel, but those are the games since I started online gamejams, which is a bit less than 2 years ago. I wanted to talk about those old games I never had the chance to talk about. 😅 Thank you for watching !
Thanks ! That one was a remake of another youtuber's game, so it's relatively the same length. I am planning of making bigger games, that one was a bit bigger than a gamejam game and I found it pretty fun to make, so I'll probably do that again, but probably even bigger 💪
wow! awesome work, just subscribed. loved so many things, but that animation of the skeletal boss getting pierced in Rosa's Curse...🔥so incredibly satisfying
Hey thanks a lot ! I asked for some playtesters around 2 days before the end of the jam and I didnt have that animation. The game would just end and some people though that the player was just... basicly killing the little girl (the Boss is the little girl possessed) when you actually free her 😅So when I was at that point in the jam, I took extra time to make that animation extra clear and while I was at it, I wanted it to be satisfying to end the game. I'm glad you like it 😄
Thanks a lot ! Well my youtube channel is one year old, but some of those games where done before that 😅but I didnt have my youtube channel to talk about them yet.
Thank you ! I'm thinking of maybe expending on the concept of Rosa's curse a larger game with a similar gameplay, but a different story, art style and setting in general. I'd like try my hand at progression, maybe even leveling, which can be hard to do in a short gamejam game.
@@RockyMulletGamedev That's awesome! Tbh the art style with limited number of tones/colors + silouettes is fine. I think it even spares some time pixeling as you won't need to do shading etc. the only thing I'd polish are the animations, to make them more fluid. Good luck & have fun in 2023!
@@sleepycodecat Actually that was kind of the idea behind the silhouette art style. I first did it with my game "Fast" because I wanted to push animation and it's easier to do when you don't have to redraw every frame and can only do the silhouette, but for "Fast" I only had 2 character to draw and they pretty much could only jump. For Rosa's Curse I reuse that artstyle mostly so I can output more content, there are 5 enemies, a hero that can jump and attack in all directions and a boss fight with 3 different attacks, it really helped outputing the content quickly, but you are right, the quality of the animations were not as good. So It's why I'm thinking of making something bigger than a gamejam game, cause I feel I reached the point where I just can't optimize le process more without impacting the quality of the game.
Very cool. I did GMTK's Jam and MechJam 3 this year (I guess it's last year now lol) both of them solo and I learned a lot. Cool to see what other game devs are up to. +1 sub 🎮
Really nice art and games! I am using godot, lua love 2d because my potato pc with internal video card cant handle unity or unreal. Try pico 8!I am sure you will love it
hello rocky , just found out about your channel and your videos are exactly what i always dreamed of doing 2 years ago haha , eitherway ! i i love your games and i would love to be the logo designer for your upcoming ones or for your old ones as well , please reply to this comment if you are interested
hey! been enjoying your videos, this is a personal request. Could you please make a tutorial on sprite sorting in a topdown paper 2D game? that would be really appreciated!
Hey thank you for watching ! I'll see what I can do about the tutorial, I know a lot of tutorial watchers uses blueprint and I actually did the sorting by coding a C++ component for that. So I would probably need to figure how to do that in blueprint first, if I don't want all watchers to run away in fear when I start to explain it in C++ 😂
@@GlerpidyGlarson I don't have a discord dedicated to my stuff. I generally hang on other gamedev youtubers discords 😅 Part of why I'm doing this is to express myself creatively and see what I can do on my own, so I generally don't team up other than with music composers, since music is the only thing I don't do. But thanks for the offer !
@@bencourtemanche Paper ZD is the name of the plugin. Paper2D is how all the 2D features are called in Unreal Engine. Hum I checked a couple of trailers and feature lists once I started and didnt feel like I needed it. Maybe I'll check it out again to see if I have a different opinion now that I'm more experienced making 2D games in Unreal. I know the great majority of people making 2D in Unreal uses it, so it must be good somehow. But I'm a C++ programmer and Unreal is pretty open to modify, like, everything, so I already created a couple of generic components and helper classes to help me deal with Unreal's... weaknesses in 2D 🤣so maybe I'm ok without it. But if you're thinking of making 2D games in Unreal, I'd recommend checking it out yeah (Paper ZD)
I've been programming for... hum a long time 😅 I started programming when I was 16-17 yo and I'm now... in my 30s 👴 As for art and animation, it's been a bit less than 2 years, when I felt like I could'nt make the games I really wanted to make on my own without learning art. My childhood is the super nintendo, so pixel art hits right in the nostalgia and I feel it's something that can go from simple to complex over time. Also I have experience with "tech animation" in 3D, to play with how animnations are played etc, which helped me learn animation faster as even tho I wasnt animating, I was in contact with animation, making me understand a bit better when an animation look bad. Pixel art animation is by far my favorite part of making pixel art and I'm actually thinking of making some animation tutorials, since I feel there are not enough of those on RU-vid. As soon as I can get rid of imposter syndrome 🤣
Thanks Spectre ! I'm a C++ programmer, like, that's my job. Unreal is in C++, so I was learning for months before I made that first gamejam game. I learned mostly through 2 Udemy course, then doing some personal experimentation, lead to looking up some youtube tutorials. RU-vid noticed and started to recommend me indie gamedev videos, including miziziziz's "4 devs jam of the same art kit" , with the one with Vimlark, making me interested in his youtube channel. Then I saw the Vimjam result video and it made me want to do that again (I used to make IRL gamejams with a team, doing the programming only and in Unity actually, where we would all bring our computers at some place for a weekend) so I joined the 8-bit-to-inifity community who helps Vimlark with his jams then I made that first game "Happy Little Lake of Fire" with the procedural water.
I'm on Unreal 4.27, using the default 2D things, I did take a look a while back at paperZD and I didn't find it necessary. I'm a C++ programmer, so I can make a couple of things of my own. I made a wrapper over flipbookcomponent to make it easier to play animation and know that an animation ended and set better default value etc. I might revisit it at some point, but so far I didnt feel the need for it. Unreal do feel a bit incomplete for 2D sometimes.
Thanks ! The game was boring, but the waves and the boat movement was fun to make haha. I could make a more technical devlog for that one 🤔it's actually based on a research paper I checked a while ago, when I made that game I tried to find he research paper and couldn't find it anymore, so I had to kind of rewrite it from memory. The general idea is that it's a grid, where each point has a vertical velocity, the farther the point is from the neutral position, the stronger there's an opposite acceleration, so as the point goes up, the acceleration goes down, so it slows down and end up having a downward velocity making it go past the point and now down, so it creates a "wobbling" up and down. On top of that each points influence the neighbor points, bringing them up or down as they move and that's what is creating the propagation of the "wobbling" making it look like waves. As for the boat, it actually only can move on my created waves and nothing else. I made a line check that would detect what is the height of the wave at a certain point, so I check 4 of theme at the corners, a bit like if the boat had 4 invisible wheels, and based on those 4 results, I bend the boat so it looks like it's flat on the water, with an interpolation, so it's not instant so it looks like actual water. If less than 2 "wheels" are connected to the water, I assume the boat is airborne and makes the control a bit less responsive, to have some air control, but still feel like you jumped. The control themselves are mostly an acceleration toward where you are facing with a max speed, I slowly nullify the velocity toward the right of where you are facing and transfert a portion of that toward where you are facing, so it allows some drifting without being too slidy. I think that's it ?
I get the general idea but i have no clue how to actually doing it But i will try... I have great advice to dubble your game FPS especially 2d game that don't have complex shader m.ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-QiygV-wmKK4.html See the guide how to use mobile shader on your game I try it in My 3d game and it dubble my FPS
@@butzfeigy9177 Oh interesting ! I actually violently force to disable all post processing in my games since they are in 2D, so avoid avoir 3D lighting on 2D sprites cause it's just ugly and it probably saves me some FPS, but I was thinking or reenabling them at some point to use some post processing like depth of field or shaders, cool to see there's a way to have it "toned down". I didnt realize your question was Unreal specific, so I talked a bit more about the algorthim, but for the water I use Unreal's procedural mesh component, so I can create a grid and move all my points at run time to make the mesh move based on my "water points" being the vertices of the mesh. That's also what I used to make the procedural grass in Rosa's curse 9:20 .
Hey thanks for the thought ! I don't really plan on going for mobile games, mostly because it's pretty much free to play land, so you gotta either go for micro transactions or a bunch of ads, meaning you kind of have to design around that fact. So I'm not specially interested by that, but I understand that my games are small short experience that could fit the scale of a mobile game. My plan is to go bigger and bigger and maybe one day go for something that could be a "buy once" game. That being said it's not one of my short term goals, while I wouldn't call myself a beginner, I don't think I am there yet to make a full game on my own at the quality I would be comfortable asking people money for.
2:52 I've been looking at making a beat em up in unreal for a while, but I have yet to find any tutorials or courses on the subject. Is there any possibility in the future you'd do a vid or sell a course on how you pulled it off? Also, I'd be interested in learning how you handled speech bubbles
The speech bubbles use a "widget component" wich is a type of a component made to put a widget directly in the world, following an actor, instead of in a UI like you normally would. Putting it in "Screen" mode in the space param will make it face the screen and you gotta tweak the draw size and pivot to make it fit. Then you can simply use a widget to be placed there, for my speach bubbles it's simply a border widget for the bubble, an image for the little... hum... thingy down there to make it look like the character is talking haha and some text that I update with speech bubble text.
Hey thanks for playing ! Level 12 introduce the Squash character, this character is big enough to trigger 2 plants at once and be used as a platform, so you need to make the carrot jump on the Squash to press the switch top right, then have the Squash go down there, place the squas in between the 2 plant sprout to activate them both at once. Then place the carrot on the top sprout. Thank you for playing, hit me up if you have more issues 😄
@@RockyMulletGamedev oh! i didn't realize you could do both at the same time! I noticed though that the gate doesn't have collision, so you don't actually need the carrot to stand on the button.
@@abra238 hahaha yeah. I should probably update the game one day to fix that. I think I randomly deleted the collision on that specific door without realizing it 😆
@@RockyMulletGamedev Not very important in this case, so I wouldn't worry about unless you're adding more content, such as more levels. And in the case of more content, I would probably just make the collision a property of the gate object itself, which is used in multiple levels. Actually speaking of more levels, this seems like something that could maybe do well on Steam, if you were interested.
yeah it's mostly why I didnt fix it, I didnt have anything else to fix in the game and it's been a while now. I feel if I reopen that game I'll want to redo everything XD
I've been learning and practicing for about 1.5-2 years. I learned a lot from Adam C Younis, but the main thing is practice. get reference of whatever you are drawing so you have a better idea of how to draw them, get color palettes on lospec.com so you don't need to figure that out yet ^^ and a lot of practice. Gamejams really help cause it allow to do actual game art, cause sometimes you might make something cool and show to your friend and stuff and then it's just not working as game art, so having the constraints and the deadline of a gamejam help you get things done the fastest you can and after you're done, you can see what went well and what didnt and where you need pratice for the next time. I'm no expert, but I feel I slowly get better over time, if not AWESOME pixelart, it can be in efficiency, in animation, style or colors. It's a long ride, but give yourself small goals to learn, you can't learn everything at the same time, so go "I want to practice this" and then focus on that. Good luck ! I am first and foremost a programmer too, so if I can do it, so can you 💪
@@unleashedgamer7701 I want to practice more game design specifically. I spent some time learning pixelart and animation but I've been leaning on what I already know, aka action games, so I feel the next step for me is better game design. So... I decided to got out of my comfort zone and make a city builder 😆Good game design is crucial in a city builder, so it's a great challenge. I'm actually editing a devlog about it as we speak.
You can't learn everything at the same time, so focus on small goals. My first pixelart game 1:31 had little bouncy vegetables as characters allowing me to not spend too much time on animation, it allowed me to focus on making an ok tileset and an ok back and ok UI XD. I then later wanted to challenge myself with animation 2:50 and but not too much, that's why the enemies are robots that will roll around instead of walking. Then in Tuff Fluff 3:50 I made the enemies flying, same for the Boss, so I can focus on making a character made out of multiple sprites. Etc, etc, I always go in gamejams with a learning goal, often than goal is related to learning / practicing something new in pixelart. I learned a lot from Adam C Younis: www.youtube.com/@AdamCYounis I'd start there. TLDR: give yourself small goals based on things to learn and get those goals slightly bigger and bigger as you get better at it, focusing on things you are not good at and wish you were.
Just found this channel and from this video I want you to push yourself more. All seemed to be great polished games but you lost the mechanical uniqueness that your first game had. I really want to see that in more game makers
@@RockyMulletGamedev I find game jams that I really push myself mechanically I improve the most on. Art and music and story are obviously just as important but mechanical uniqueness is really just my preference. Hard to say it that way because in my head it's objective. Some people prefer art and story and polish but not enough games really push the bounds of a game. As you move to an intermediate/ more advanced dev I'd like you to add that to your skill set.
@@monstereugene oh, that's actually what I feel I'm the best at, which is why I don't challenge it a lot, I've been programming games for a while, but just as a programmer within a team. So that's why, now that I try my hand doing it alone, I focus on learning game design, art and story telling, cause they are the things I don't know (well it's been a bit less than 2 years, so I know more than I used to haha, but still).
I might. I do love the pixelart art style and that's what I feel I can/want to do, but I also like the freedom and possibilities of 3D games. I also like geometry/mathematic which can be applied a lot more in a 3D game. So I might try one day to do those 3D pixelart games, where the environment in low resolution 3D with pixel sprite facing the camera, like old doom games or something. I'm not sure of the specifics, but it's definitely something hanging in my head.
All the music playing over my games are the main track for the game itself. It's was from a music pack from Steven Melin: stevenmelin.itch.io/ The exact track is named "Afternoon Break". Seems like he doesn't sell the exact pack I bought anymore tho. That game won first place of the gamejam for music and sound, so it was definitely worth it. I love his music !
It is ! It's just... not the best. I'm a C++ programmer and Unreal is in C++, I like how the engine works in general, there's more to an engine than the graphics, so I like how the rest work, but I wouldn't recommend it to a new gamdev who's looking for a game engine to make 2D. Like the 2D functionalities exist, but they are bare bone, it's the strict minimum, but it's good enough for me.
Yes 😂 Game engines are more than their graphics. I'm a C++ programmer and Unreal is in C++, so I like how the engine works for everything that is not graphics. It has 2D features, it's limited, but it's there, but it's good enough for me. I wouldn't really suggest people to make 2D games in Unreal Engine, but for me, it's the right tool.
It was one year since my youtube channel was started. So it's more 1.5 year, the first 3 games were made before I created my youtube channel. Since I never made devlogs about those (since I didnt have a YT channel yet XD) I decided to include them.