Join Our Discord! A space for creators to hangout, learn together and share their work. ➡discord.gg/W5vE5WKXYH Future Improvements to the Code will be put here: - If you're having performance issues, switching out the coroutines for timers within Update() would be a great place to start. While the memory allocated here is small this could add up eventually if you're using a lot of these effects. This will be super minor for most of you, but worth knowing just in case. Thanks a lot to @sealsharp for pointing this out! "Every start of a coroutine allocates memory. Every yield except yield null allocates memory. So, if you create all these little features that happen a lot with coroutines, that will add up and the garbage collector will come around for a nice frame drop."
AMAZING tips. I didn't know you only had around 4.6k subs considering these tips are said in the most concise and straightforward way. My favorite effect probably either has to be screenshake or time freeze. Love feeling the impact in games when action is happening
A little note at points #1, #3, #7 Every start of a coroutine allocates memory. Every yield except yield null allocates memory. So, if you create all these little features that happen a lot with coroutines, that will add up and the garbage collector will come around for a nice framedrop. Every one of these examples done with coroutines can be done within the update loop just as easily.
Thanks for letting me know. Usually I'm not super worried out performance when most of the games I and others are making are incredibly simple given modern hardware so I won't update the code. But, I'll add a note about this in the project description and on GitHub. Thanks for sharing!
@@DawnosaurDev The individual uses aren't the problem. It's when you get used to a workflow and it feels comfortable, you use it every time as it feels like the natural, intuitive thing to do. You may end up with a situation where fixing a framedrop problem requires change in lots of components. And it's not especially you who does that. Other channels do that as well with all kinds of systems from tinting a sprite to onHover events to AI behaviour. Worst i've seen is someone creating some wiggle-effect with OnCollisionStay as the trigger, which then creates 50 coroutines per second per entity and running through the screen from left to right creates hundreds of them with many running in parellel overwriting each other. And it looks fine. And if it looks fine, and it is taught that way, people assume it is fine and the way to do. So please don't take that personal and overall, you're doing fine. On average what youre saying is right and well delivered and it will help people. So good job and have a nice sunday :-)
This is such a great and concise video. I remember a while ago I said your editing felt a bit too fast-paced, but I think you're starting to find a nice balance where you give a lot of information in a short time while also making it stick! Also, it's nice that you mentioned you don't *have to* include these effects in your games; a lot of tutorials forget about that part.
Your code is really easy to understand and keep track of as you use comments and regions in a very smart way. Thank you! Oh and by the way also thank you for the platformer tips, they're really helpful, I combined them with state machine pattern and it's pretty nice.
Really a great video man! I think the fast paced nature of it combined with genuinely good ideas is a really entertaining and informative style. Well done!
Regarding platformers, what do you say about leniency with button pressing accuracy such as coyote time or jump buffer? I mean, I might include them since apparently that's the trend for more "responsive control", when ironically they literally press too early or too late.
I would always include them. Usually the times are short enough that players won't directly notice, but should help get rid of a ton of frustration points. I've got a full video on making a platformer jump feel great if you're looking for more: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-2S3g8CgBG1g.html
I liked the video but I have to say that you were speaking fast. I thought my playback speed was 1.5X. I think you should slow down the pace of the video as little bit. Overall very informative video 💖💖
do i refrence camera shake with a public game object??? edit: nvm i got it when using the "Basic Multi Channel Perlin" make sure to actaully set a noise profile and set Amplitude Gain to 0 so it doesnt start shaking on start