I love the "what's a chamfer? Tricking people" comment someone made in the stream. This implementation of shadows is really neat, and even if it's something small it's an extra detail that shows how much love and thought you've put into the presentation of the game.
Pretty cool, you should do a video on your implementation of a State Machine, they are really the way to go for most 2D and even some 3D games out there.
I don't comment a lot on RU-vid, or at all for that matter, but I have to say that you have been an inspiration for me and my work in game development. Seeing you workout these kind of solutions for your game and sharing them them with everyone is fenomenal, can't thank you enough! Thank you so much for being like this, such an incredible and amicable human, and I only wish the best for you and your endeavours! God bless, mate!
super cool. i needed to make a 2d drop shadow and after watching this i'm doing something similar to this to work for a set of points on a linerenderer instead of per-pixel. it's fun to see it smoothly adapt to slopes! wouldn't have had any idea how to approach this if i hadn't seen your breakdown-- thanks so much for sharing!
@AdamCYounis You know as a beginner, you don't really care if somethings perfect or not. So don't worry about giving us something like "bad knowledge".😅 All I'm longing for is just SOMEONE who explaines me that stuff! or at least provides me a sample which I can analyse to death.🙏 I promise myself as soon as I know these two things (custom animation handler and player controller in Unity) I'm going to make a video thorough and unambiguous so that really everyone can understand, no matter how long or complicated the video is, and then upload it to RU-vid for free and everyone! Cause I know this is the one and only thing everyone including myself, who is just starting out in game developmet wishes to find.
Yeahh...Your speaking out of my heart🔥 pls do such a video, where you show these two things Adam😃👍🏻! I miss these aspects of Game developement on this channel...especially from this because I love the way your teaching:) always get the hang of it after ur tutorials
This looks absolutely incredible!! I've been considering doing the same thing in my game, and I have to say, seeing yours almost feels like the visual confirmation I needed. It looks just as good as I imagined! Problem is, my game uses anti-aliased sprites, not pixelated ones. Otherwise, this asset would have been perfect.... Do you think there's a way using shaders to make it look like a larger resolution oval instead?
Would you be up for doing a tutorial, or maybe just a showcase of how you programmed the physics in your game? I’m quite new to Unity and I find the standard physics clunky, and have had trouble implementing them at all. Is yours completely custom or hybrid? They look really beautiful and snappy in Insignia. Anyway, just an idea, but thanks as always for the amazing videos!
I use the standard unity physics system, but for everything other than basic gravity and collisions I'm applying a lot of game logic to be specific about how I want things to move. There are a lot of calls to body.velocity directly, I never "add force" and I don't use linear drag. I manage skidding and all of that in the character state machines.
Hey I have a question🤔🤔🤔? I have my animations and now I want to implement them in Unity. Do you have a good player controller tutorial and maybe a easy way when to call the right animations to play at the right time? There are tons of videos about character controllers and Unity animations but I never was really happy with them (floaty jump, animations overwrite each other, animator tab no longer readable, etc.) So I discoverd your channel and learned everything about art stuff, but how do you make your character controller/ how do you handle your animations in your game? I would be very interested in that.😄
My character controller is custom, and doesn't use the unity animator. I dislike how the unity system encourages you to infer the animation from exposed parameters like velocity or ground sensors, rather than actually setting it by hand. But the system I built is quite in-depth, so it might be difficult to cover properly in a single video. I'm also not sure if it's overkill, I just figured things out as I went. Basically it's a "flipbook" style animator that just cycles through sprites in a sheet at a specified framerate. And the character controller has a state machine that sets animations depending on the state. It's all in code, there's no UI for it, so I hard code which animations play, at what speed and when.
@@bilalincikanal2175 Maybe, but I don't know if my solution is the best. I wouldn't want to advise viewers to follow what I do if I wasn't confident it was a good approach.
@@AdamCYounis I think there is no perfect way to handle animations, as everyone has different requirements and desired complexities. So if you went over your controller and just stated how exactly it fits your needs, and what its limitations are you'd still be providing something useful. Like just going over the limitations imo could give a good overview of what is possible and what viewers should be thinking about for their own requirements.
@@AdamCYounis You know as a beginner, you don't really care if somethings perfect or not. So don't worry about giving us something like "bad knowledge".😅 All I'm longing for is just SOMEONE who explaines me that stuff! or at least provides me a sample which I can analyse to death.🙏 I promise myself as soon as I know these two things (custom animation handler and player controller in Unity) I'm going to make a video thorough and unambiguous so that really everyone can understand, no matter how long or complicated the video is, and then upload it to RU-vid for free and everyone! Cause I know this is the one and only thing everyone including myself, who is just starting out in game developmet wishes to find.
Am I the only one that cannot get it to work? Seems simple enough based on the instructions that come with it. I see the "pixels objects" being created. But nothing shows up. And the generated shadow objects all have their sprite renderer inactive? The ShadowParticle game object is also inactive by default. Doesn't work if I activate it or leave it unchecked, but if I activate it, I see 2 pixels show for the ShadowParticle. I've tried setting a different pixel.png as well. No matter the pixel per unit size I set nothing shows
could you also make it so the higher you y axis is relitive to the ground the more transparent it is and the outsides become transparent at a faster rate