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WoodenSpoon
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Orchestralis Devlog 2
100k subs and i'll make spaghetti
i swear to god if that's my next video i'm going to be pissed
Tuba Warriors Community:
/ discord
Orchestralis Discord:
/ discord
wow i gave yall zero respect in this video
Orchestralis Devlog 1:
• I'm FINALLY making my ...
Pixel art editor: Aseprite
Game engine: Godot
Music:
0:04 --- World 2 - Super Mario Land (Gameboy) OST (from Cat FM Radio Broadcast 1, 55.10 - • Cat FM Radio | Broadca... )
1:39 --- theme of a running cat - bobacupcake
2:53 --- Tuba merchant theme - epicman 720
4:20 --- Fukashigi no Trumpet - No Coffee No laifu
dude i have no idea what was going on with my yt recommended when i was doing music, i found this one on a video of a cat playing a trumpet
5:08 --- Coconut Mall - Mario Kart Wii
6:46 --- Moonshatter - Toby Fox
7:40 --- No Trophy For You! - Mario Kart Wii
Oh god it's search engine optimization time. Ok where do I begin. This is Orchestralis, my dream game, which I am taking inspiration from the meme that went viral a few years ago called the Tuba Boss Themes, or what some may call the Tuba Warrior Themes. I never heard anyone call them that, why would anyone call them that? Some may confuse Orchestralis for other tuba boss games, or tuba warrior games, such as Orchestra: The Brass Fate, Medley of Fates, or Tuba Quest, or any other of the tuba boss games or tuba warrior games. Some may also just misspell it as Orchestra, in which case what the heck man my brain worked hard for all of 47 seconds to add that "-lis" to the end of Orchestra. Needless to say, Orchestralis is an indie game RPG based off of the meme from a while ago (yes I know I'm repeating myself, shut up) called tuba boss themes, created by people such as lizzardborn, PikaDynamite, Noah Geisler, Just a friendly Crusader, Feckless Hours too, featuring characters such as the Tuba Knight, the Tuba Archmage, King Tuba II, the Corrupted Violin Fencer (yeah thats right I mentioned it), and a whole other cast of characters. I just copied and pasted that part from the previous devlog. Ah screw it I'll copy and paste the rest, it apparently did pretty well the last time. Now, I'm not making this in a game jam, such as the GMTK Game Jam, or any other jam such as those hosted on itch.io, but instead I'm making Orchestralis over a long span of time such as how Dani is making Karlson over a long span of time, or how other indie dev youtubers such as Goodgis, Sam Hogan, Icoso, PolyMars, and even BenBonk, Reece Geofroy, Jonas Tyroller, Blackthornprod, Steven, Randy, Barji, and others are making games and various videos about making games. Who else could I steal clout from oh yeah all the game design channels like Game Maker's Toolkit, Let's Talk Game Design, Brackeys, Design Doc, Razbuten, and including Adam Millard - Architect of Games and this other guy that I binge-watched but can't for the life of me remember the name of idk man it was something like Dan Talks Games or Dave or something oh yeah its Daryl Talks Games ok cool aight that's all the names I have to shamelessly and unapologetically steal clout from.
Wow I am so original.

Опубликовано:

 

10 сен 2024

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Комментарии : 291   
@Rusue
@Rusue Год назад
I think you should add a slight fade to the back walls when they disappear so it isn't just instant and jarring
@Wooden__Spoon
@Wooden__Spoon Год назад
Excellent idea, you're a genius
@thebolmytreevalley4741
@thebolmytreevalley4741 Год назад
@WoodenSpoon you can also make the back walls slightly transparent to show the walls still being there while still being able to see the player
@Slymation
@Slymation Год назад
@@Wooden__Spoon I think that they shouldn’t fully disappear, just become semi-transparent
@Slymation
@Slymation Год назад
@@thebolmytreevalley4741 oh what he said
@Lachrymogenic
@Lachrymogenic Год назад
@@Wooden__Spoon also just work on your art a little, walls could do with shadows to show where the light is, for example, or just use simple shading, i can't tell whats the floor and whats a wall, you could just make the floor a lil darker i suppose.
@Twin1017
@Twin1017 Год назад
This guy came back like the second phase of a boss fight
@salmonbamminfish2925
@salmonbamminfish2925 Год назад
Bro disappears for nine months. Appears and goes “Think fast chuckle nuts” and back to hiding. And it absolutely amazing
@leewoodrough242
@leewoodrough242 Год назад
yes@@salmonbamminfish2925
@moonsliced
@moonsliced Год назад
trust me, as a game developer it is tempting to get sucked into the art and music and other finishing touches but it is WAY more beneficial to have a solid, working game with your main goals put in place BEFORE anything else. I would suggest making that arena thing, along with the combat and just use placeholder art for the boss battles. I know it feels weird to not have finished graphics for everything, but PLEASE! it will HELP YOU SO MUCH. I'm just saying it feels terrible to have worked on art assets for months just to realize that the actual game sucks (I should know, it happened to me) I highly recommend GMTK for good game dev tips. Good luck on your journey!
@Wooden__Spoon
@Wooden__Spoon Год назад
Thanks for the advice! This will be the last round of beautification I do for a good while until all of the game mechanics are set
@vesselthanatos3033
@vesselthanatos3033 Год назад
@@Wooden__Spoon i am pretty curious about combat. Im gonna guess each instrument is gonna do different types of hitboxes, but what makes this combat special? Like, are we playing music with abilities to make combo pieces happen? Does playing in tune with your enemy do something? How can you make a cello into a sexy anime girl? These are important questions
@frederiklenk7756
@frederiklenk7756 Год назад
@@Wooden__Spoon If ya wanna get sucked into some game dev stuff I can highly recommend the podcast "think like a game designer". That said, it is primarily about board games, BUT some of the game design process for board games does translate to le vidya game. I think you'll get the gist of it pretty quickly, it's "build the easiest prototype you can and go test if shit is fun ASAP", sometimes art is integral to the game-feel and if mechanics make sense of course, so that's always a thing to keep in mind. But if you find something fun then simplify it as much as possible until you find the core "fun-nugget" and go from there. I know this was a bit rambly but I've tried to condense my learnings from listening to 70 2h episodes into a youtube comment, so uh, yeah. Good luck in any case!
@CoralCopperHead
@CoralCopperHead Год назад
TLDR; I agree, gameplay is the most important part of a game. Agreed: Forget graphics, plot, and music, because the *_gameplay_* comes first. If it's not fun to play, it's no good to me as a game, even if it's a compelling story, and if the story conflicts with the gameplay (Read: Picking "Lawful Evil" in _Baldur's Gate_ and learning that the plot requires you to overthrow a major villain that your character would _100%_ side with) that's even worse. For the record, this is a *_subjective_* opinion. If someone explains why they hate Shadow: The Hedgehog (for example) in a reasonable way, I will readily accept that it is a bad game to them. If they were to try and convince me that this game (with many flaws I fully acknowledge -- I hate the slippery controls and the weapons are an obvious afterthought) is "bad" for _me,_ then I'd start getting upset.
@Joe_The_Unfunny
@Joe_The_Unfunny Год назад
it’s the moment we have all been waiting for
@El_Pendejo_De_Si_Mismo
@El_Pendejo_De_Si_Mismo Год назад
I forgot about it
@SStarry_Days
@SStarry_Days Год назад
I’ve been following multiple trombone boss game projects for a while, but having a dev log with this kind of personality is appreciated because it allows me to see the trials and tribulations of coding something like this, as well as giving me something tangible to think about while i wait for the next dev log.
@void_stalker
@void_stalker Год назад
What I was thinking is that instead of having the hole ass wall disappearing you could just have a simple outline around the character when the character goes behind any wall or object.
@Diamondarrel
@Diamondarrel Год назад
or reduce the wall itself to just it's own outline.
@mipheus
@mipheus Год назад
Or maybe show a gray silhouette of the character above the wall when you go behind it...
@IrishCarbs
@IrishCarbs Год назад
When you’ve been coding for hours and you realize it doesn’t work 😮😢
@somewhereelse1235
@somewhereelse1235 Год назад
@@IrishCarbs Or the even worse part, when you've been coding for hours and realize it does work, but in order to make it work you broke 90% of all the rest of the assets
@IrishCarbs
@IrishCarbs Год назад
@@somewhereelse1235 lol
@Gerald_The_Hexagon
@Gerald_The_Hexagon Год назад
Hes back. I'm so happy, although I can't really express it
@KhemBug
@KhemBug Год назад
Howdy! Medley of Fates dev here, so glad to see this project still chugging along! Great sprite work and excited to see and play future updates!
@berdly9357
@berdly9357 Год назад
I’ve been waiting for a new upload for a while, I’m glad to you’re back.
@A_Notable_NPC
@A_Notable_NPC Год назад
More tuba content!!! The tuba warrior fandom is the only thing keeping me going
@Last_ManStanding
@Last_ManStanding Год назад
brother
@Samdoesstuff553
@Samdoesstuff553 11 месяцев назад
DOOT That’s all I have to say
@FlamingFoxProd
@FlamingFoxProd Год назад
Yo, pixel artist here, your art so far seems pretty good, but wanted to mention something bout the colors. I highly recommend you make it so that there's more contrast between the different shades on your sprites. One great way to do this is to not only make the darker parts darker, but also add a lot more hue shifting. In case you dont know what that is, hue shifting refers to adjusting the actual hue of a color when it gets darker (for example, shadows on something yellow, like a trumpet, become more orange). It seems like you already have this to some degree, but it doesn't really feel like enough, I highly recommend doing it as much as you can. Good luck on the project, seems pretty cool so far!
@nharo2442
@nharo2442 Год назад
This on the walls and floor. Having the shades of both too close creates a feeling that they’re both on the same plane (which they are) so some color differentiation adds to the third dimension effect.
@The_Man_In_Red
@The_Man_In_Red Год назад
Closer = yellow Further away = blue Easy way to think of it while drawing.
@Mysendell
@Mysendell Год назад
Let me set my alarm 3 months from now so i can be on time for devlog 3
@Mysendell
@Mysendell Год назад
Jokes aside, school can be really time-consuming, so i'll wait as much as needed
@blazermettro2059
@blazermettro2059 Год назад
YOOOOOOOOOOO!!!!!! HES BACK!! Hope this game makes it on Steam.
@bioinvasion_
@bioinvasion_ Год назад
5:06 return sign(x) - 3*sign(y) It will give you a different number for each direction: 0 - Idle 1 - south -1 - north 2 - northwest -2 - southeast 3 - west -3 - east 4 - southwest -4 - northeast
@Brigtzen
@Brigtzen Год назад
Lets all thank the necromancer for bringing him back!
@vagueorsomething
@vagueorsomething Год назад
Just got the discord notification, can’t wait to watch
@TheDoc_K
@TheDoc_K Год назад
Ah yeah, more Orchestralis Devlogs! Let's GOOOOOOOOOOO!!!
@OceanicManiac
@OceanicManiac Год назад
I *Highly* recommend having idle animations, even if its something simple like a slight up and down bop. Makes the characters look alive instead of like jpegs on a screen. If you add more than a bop it can be useful for portraying the characters personality as well
@Muave-t7m
@Muave-t7m Год назад
HERE WE GO AGAIN ITS NICE TO SEE YOUR BACK ;)
@Paper_Goose
@Paper_Goose Год назад
THE KING HAS RETURNED!
@theamazinglordmilo9608
@theamazinglordmilo9608 Год назад
SPOON!!!!! I randomly got this on my recommended. Haven't seen you in ages. Glad to see you're still on the pixel art grind.
@pogologo1160
@pogologo1160 Год назад
LET HIM TRIUMPH 🗣🗣🗣‼‼‼🔥🔥🔥
@leonardorolingstella8554
@leonardorolingstella8554 Год назад
Maybe rather than have all the back walls fade when you enter a room, you can make them fade only when the player is close to one of them. That way, the back walls still look cool, and you can still see your player. Heck, you can even make other characters visible through the wall while they're inside of it.
@CoralCopperHead
@CoralCopperHead Год назад
The best part is that anatomy is mostly irrelevant because there are so many styles that need you to ignore it entirely. Sure, it's great when it's accurate, but it really, _really_ doesn't matter as much as everyone tells us. *_Especially_* in videogames, since gameplay comes first.
@EagerPlanes341
@EagerPlanes341 Год назад
Hello. Lamp man has entered the chat
@Skeffles
@Skeffles Год назад
Great devlog! The sprites look great. It'd be cool to see the whole host of animations you've created.
@AlohaCxbe
@AlohaCxbe 11 месяцев назад
You could also make the walls almost transparent, so they are still there when the player walks behind them, but see through.
@Username0991
@Username0991 Год назад
the abrupt ending caught me off guard I was invested in this video :( also very cool stuff! 👍
@buh3746
@buh3746 Год назад
heyo good luck. this video genuinly made me smile
@Samuel-p17
@Samuel-p17 Год назад
I actually forgot, this project exists. Thank god I'm subscribed.
@somdudewillson
@somdudewillson Год назад
5:04 Let me walk you through a method you could use to avoid that stack of if statements: You can consider this problem like trying to find which cell of a 3x3 square holds the direction, where the top left cell is negative x and negative y, the bottom right cell is positive x and positive y, etc. I'll try to make a visual example: NW _N NE _W __ _E SW _S SE ======================== You could do this by first taking the sign of the x and y values (which is -1 if 0, and 0 otherwise), adding 1 to them to keep them positive, and then indexing into a 2d array. Here's a code example (Might not have 100% right syntax, and I'm using the same indexes for the directions as in your code): var directionArray = [[3,4,5],[2,-1,6],[1,0,7]] var xSign = sign(x) var ySign = sign(y) return directionArray[xSign+1][ySign+1] ======================== Now, this can be simplified further - you can turn any 2D array of known size into a 1D array by adding together the two indexes, multiplying the second by the "width" - which is the size of one "row" in that new array. Here's another code example (I've put the "x" and "y" parts of the index in separate variables for readability purposes - you can just one-line it if you want): var directionArray = [3,4,5,2,-1,6,1,0,7] var xSign = sign(x) var ySign = sign(y) var xIndex = xSign+1 var yIndex = (ySign+1)*3 return directionArray[xIndex + yIndex] ======================== You don't actually even need an array at all - you can just return the index itself (and simplify the math) as long as you're willing to change the indexes of the directions: var xSign = sign(x) var ySign = sign(y) return xSign+(ySign*3) This will return the following "direction table": -4 -3 -2 -1 0 1 2 3 4
@peezieforestem5078
@peezieforestem5078 Год назад
It can be done in a single one-liner: var direction: int = int(0==x) | (int(x
@professorpandapants2652
@professorpandapants2652 Год назад
Huh
@tuba_bro
@tuba_bro Год назад
man im glad your back from the dead just to make a funni tuba gaem😀
@bluepaperclip_
@bluepaperclip_ Год назад
Guys, he's back! (source 0:01 "I'm back")
@thewizard4704
@thewizard4704 Год назад
i've been watching ur vids synce the first one 1 year ago and i think this one is pretty good. glad ur back
@Wapako
@Wapako Год назад
Good luck with your project buddy
@human2384
@human2384 Год назад
Probably a bit late for this but i just thought it'd be cool if you could make it so different enemies had varying stats based on the size/pitch of the instrument they are based on. For example: trumpets are small and move quickly but don't do much damage and have average health, just as the base level enemy. French horns are very fast and have long range with average damage but very low health. Trombones are taller and use a slide as a long sword with medium damage and more health but are a bit slower than trumpets. Tubas are the big juggernauts on the top of the food chain, very large with high damage and large blast radius, lots of health but slow speed. This is just a suggestion and i dont actually expect you to do all of this, i just wanted to put the idea out there
@AngryecksButActually
@AngryecksButActually Год назад
yo, i dont know what art direction you're going for but if you want it to look softer then id suggest putting a low opacity grey sheet over the sand to make it contrast less with the stone. this is only if you want to tho. the game looks amazing! take your time with it tho because you know what happened with dani and all that.
@Drewid44
@Drewid44 9 месяцев назад
EVERYONE SUPPORT THIS GUY NOW!!! WE NEED THIS GAME NOW!!!
@ItsUpsideDown
@ItsUpsideDown 8 месяцев назад
Indeed my good sir or miss
@ezu_iny_wuz
@ezu_iny_wuz 11 месяцев назад
Coding when you're a beginner: ah it's easy! It's not going to take so lo- After 2h: *it wasn't quick...*
@frankieizzy9855
@frankieizzy9855 Год назад
I legit forgot about this RU-vidr, Glad I subscribed to see this masterpiece.
@theanimator3263
@theanimator3263 Год назад
First video I see from my recommendation feed and now im hooked. +1 Sub
@wutini
@wutini Год назад
To remove the “if wall” at 5:06 you can store the anim names as a 2D 3x3 matrix with one side the y and the other the x. You just access [x][y] to get the correct anim
@meefo1630
@meefo1630 Год назад
Wooden spoon should make bagpipes and saxophone people
@HE360
@HE360 Год назад
WOW, another Tuba player! I'm a Tuba player. I often talk about the Game Dev and Tuba on my channel too. That's great! Had to subscribe; especially because of the Tuba lol! 🤣. There are not enough of us!
@JamesTDG
@JamesTDG Год назад
I would recommend taking notes from Astortion for character creation, it would make it easier for character creation. (Also, use a props system to make asset creation faster, since you could interchangeably use parts of armor, which could help out if certain units share parts of armor)
@whabotga
@whabotga Год назад
He is not dead, lets go,i wish you great luck and fun in creating the game
@saulotrujillo8142
@saulotrujillo8142 Год назад
What you can try to make the wall disappear a little more smooth is to make their Alpha gow down till they completely disappear or make some ditherinh that consumes less resources than lowering the Alpha
@deshi1292
@deshi1292 11 месяцев назад
Arise now, ye instruments ye that are not listen to, yet still perform The call of long-lost symphony speaks to us all. Horn Loux, chiftain of the Grand Orchesta. The ever brilliant Golden Tuba. Fiddle, the sad melody companion. The Loathsome Drum Beater. And Sir Gideon Ofnir, the All-harmonic.
@elliotgandersen
@elliotgandersen Год назад
I completely forgot about this, and this meme, until RU-vid remembered I was subscribed.
@hamburburz6245
@hamburburz6245 Год назад
Was gone for only 9 months...
@danielobrien5216
@danielobrien5216 Год назад
“It’s been two hours!” My heart😂
@unknowndragon3736
@unknowndragon3736 Год назад
3:47 so you’re going to be 1 man and a dream, just like phantasmophobia.
@puppergump4117
@puppergump4117 Год назад
5:06 usually you'd have bit checking to do that. So you could split the if statements up into checking x and y one at a time. Then you just += your return value with the direction you need for that coordinate. So something like: // outside function enum class Dir { North = 0, South, East, West }; // inside function int ret = 0; //return value if (x == 0 && y == 0) // still need this return -1; if (x < 0) ret += Dir::West; if (x > 0) ret += Dir::East; if (y < 0) ret += Dir::North; if (y > 0) ret += Dir::South; return ret; Then just check ret later with if (ret & Dir::West) or something. Or for diagonals, (ret & (Dir::West | Dir::North)), or you could just make the diagonals in the enum Another way to do it is where we just treat the problem as finding the angle of an arrow from the origin of a graph. So just treat x and y as the legs of a right triangle and sohcahtoa it to death and return the angle itself. Or if you're simple just divie 360 into 8 pieces and round down wherever the angle lands.
@nonameburning7452
@nonameburning7452 Год назад
First boss, Trombone spider. *distant music in the back becoming louder* THE GIANT ENEMY SPIDER! To be continue….
@piotrbijak3545
@piotrbijak3545 Год назад
I was waiting for this video so long that I had to remind myself who the heck you are
@sdbadik
@sdbadik Год назад
Hayo, i heard about your game in 2020 or whenever, forgot about it and here you are now, cool. Just wanted to notice that... uh... this tileset gives me some strong weird rpg-maker horror and whatnot games vibes. Or maybe this is what you're aiming for, idk
@e3vee677
@e3vee677 Год назад
took fooken f'rever, but I'm glad I get more content. Yes, I sometimes write my speech like this. Foocken deal with it
@Raphael-ys1uq
@Raphael-ys1uq Год назад
nice to see that this thing is still ongoing
@SecondsGuess
@SecondsGuess 8 месяцев назад
Wow, looks like a lot of effort went into this! ⚡
@fulookin6701
@fulookin6701 Год назад
Can’t wait to see 10 hours of progress in a year 😊
@memeteamdreamteam3990
@memeteamdreamteam3990 Год назад
When your character dies make sure to use the metal pipe.mp3 effect
@Wooden__Spoon
@Wooden__Spoon Год назад
I'm gonna save that idea for later
@feraBR
@feraBR 9 месяцев назад
the man is cooking... cooking a tuba?
@443MoneyTrees
@443MoneyTrees 4 месяца назад
Can’t wait for this to finished in 10 years!!!! ………😭😭😭
@CrazyXManz
@CrazyXManz Год назад
Thank you so much for this great gift 🙏🙏🙏
@xdsloth5199
@xdsloth5199 11 месяцев назад
If you can control and refer to the depth of the player character and other instances, wouldn’t outlining said instances when visually obscured by walls or other tile-sets be the best option? This would range from the player character to bosses or enemy projectiles, however perhaps it would be more readable for the player to be outlined in white, whereas other entities would be outlined in red. Or you could edit your current code to make the walls turn half transparent when obscuring the player character. If possible, use lerp to get a nice smooth transition. The game is looking mighty sexy right now, I wish you luck, the scope of this project is no joke
@xderpassassinx7779
@xderpassassinx7779 Год назад
When the world needed him most. He returned!!
@Spate_Fissionfire
@Spate_Fissionfire Год назад
thank you of returning, Wooden Spoon.
@screaming_cat2007
@screaming_cat2007 Год назад
It’s been 80 years since the last update
@cosmiikat-wav
@cosmiikat-wav Год назад
The editing is sooooooo good! I cant wait for this game, im definitely gonna get it day 1 if I can!
@The_Foreman
@The_Foreman Год назад
My best guess as a way to shorten your 8 if statements for the directions. Haven't done anything with Godot before Cannot garuntee it'd run any faster than a buncha if statements. Code Rundown Turn your x and y into a Vector2 and use Vector2.Angle() This will return in Radians so run it through rad_to_deg() snap to one of the 8 directions with this formula, round(((Num of Directions)/100)*(100/360*(Angle in Degrees))) //Estimated code func get_direction(x: int, y: int){ if(x==0 && y == 0){return -1} // Can't escape this if Vector2 vector = new Vector2(x,y) float angleInDegrees = rad_to_deg(vector.angle()) int direction = round((8/100)*(100/360*angleInDegrees)) return direction } //Shortened version without the extra variables. func get_direction(x: int, y: int){ if(x==0 && y == 0){return -1} Vector2 vector = new Vector(x,y) return int round((8/100)*(100/360*rad_to_deg(vector.angle())) } How does the magic formula work? 100/360/angle gives us a percentage of the way around a circle. E.G. 90° = 25(%) 8/100 segments the circle into 8 parts (8/100 = 0.08) (144° = 40(%)) (0.08 * 40 = 3.2) Of course 3.2 isn't an option so we round it to the nearest number, 3 and make sure it casts as an int Using Floor or Ceil will make the directions tend towards clockwise or counterclockwise, so we go for the middle man. Argument for whether this would run faster or not I *think* it'd run faster than *just* if statements. Since each if statement has to make 2-3 comparisons, resulting in 16-24 comparisons per tick. (Not counting -1 instance since both use it) Whereas my formula kicks out a number with 3 built in functions and just returns it. If Else statements would at least stop trying to compare when they found the answer. A better option could probably be Switch Cases (called Matches in Godot), because it can instantly jump to the correct number, however it would get complicated fast, and anything I look up about it makes it seem improbable.
@Amy_A.
@Amy_A. Год назад
I left another comment with my solution (getting the direction using abs(), adding one, then using a 2d array as a lookup table) but I like yours too! And actually, if velocity is already a vector, you could just pass the angle in to the function to simplify even more. Personally I shy away from messing with degrees/radians when I can (I've made so many bugs with them lol) but yours would definitely look cleaner :)
@kvasir501
@kvasir501 Год назад
nice to se ya still working on it
@water..8320
@water..8320 Год назад
the hero we need is back once more!
@panmanteca5923
@panmanteca5923 Год назад
Good stuff man, love to see it
@armorervillager524
@armorervillager524 Год назад
"HE'S BAAAAAAACK!" -Agent Stone, Sonic 2.
@DannySmith-
@DannySmith- Год назад
Tuba Knight shall rise
@Snickle_Snek
@Snickle_Snek Год назад
Damn you made some good progress in this one, keep up the good work!
@dolphinpower1107
@dolphinpower1107 Год назад
I will continue to watch with great interest
@apersonwhoisalsohuman2014
@apersonwhoisalsohuman2014 Год назад
Debugging: when the detective is also the murderer
@athelonus
@athelonus Год назад
The length of my hand is roughly 17 cm, and the distance between my wrist and the inside of my elbow is around 26 cm.
@Joseph-Vile
@Joseph-Vile Год назад
Great editing, also take as much Time as you want mate cheers...
@zacharyspinogatti9793
@zacharyspinogatti9793 Год назад
Wow this is so cool I cant wait to play this when it comes out (if it does)
@ThefifthBishopofGord
@ThefifthBishopofGord Год назад
It’s sad know that my Florganpede boss idea probably won’t be included. Going off the whole thing you said about every character being humanoid. So my abomination of brass, flesh, and centipede would probably be too big and wouldn’t fit it. But still love that there is progress on this project.
@ThefifthBishopofGord
@ThefifthBishopofGord Год назад
I am honestly not that sad but the image of this spiraling rainbow centipede with a leash mouth appearing from a cloud of steam that it created from the background and screaming gibberish in Furbish , the official language of furbies, as the sound of pipe organs stop then starting with a sudden boom is really vidid to me still. But after they said it was top down, which I hadn’t imagined in my head when I was coming up with it, I knew my dream of a furby leash jumpscare was impossible.
@Wooden__Spoon
@Wooden__Spoon Год назад
I can't guarantee it, but there may be a way that your Florganpede makes it into Orchestralis
@ThefifthBishopofGord
@ThefifthBishopofGord Год назад
@@Wooden__Spoon Even if it doesn’t make it in thank you for even considering adding it.
@grimmetal2802
@grimmetal2802 Год назад
I forgot this was a thing. Really good progress though. Nice.
@sadbeach226
@sadbeach226 6 месяцев назад
I never thought drinking sprite could be so easy
@The_Foreman
@The_Foreman Год назад
How to deal with backwalls, without making them just go poof Draw a copy of the characters on the layer in front of the walls, and make it semitransparent. Creating a clipping mask that follows the player that only effects sprites on the wall layer
@davedunmire2278
@davedunmire2278 Год назад
Congratulations, this is cool!
@monstereugene
@monstereugene Год назад
how do i still remember that vid like it was yesterday 💀
@lexibyday9504
@lexibyday9504 Год назад
the player character doesn't have to be the same size as a tile they just need to be a multiple of that size. or half of it. Think like D&D where monsters can me 1/4 tile, 1/2 tile, 1 tile, 2x2 tile, 3x3 tile... etc
@kueencrimson
@kueencrimson Год назад
Wooooooo baby nice to have it back
@apersonal
@apersonal 11 месяцев назад
So greatful this proyect is on Godot... *unity fangames on fire sound in the distance u, _u
@scruffles3838
@scruffles3838 Год назад
Tuba time
@sword_god8438
@sword_god8438 Год назад
Glad you're back!
@Knight_Percevel
@Knight_Percevel Год назад
case statements are a good alternative to if statements. will help with performance a bit, since you don't have any crazy variables. Or you can do if statements in if statements. Categorize them like have if x is >,
@meggubravo8373
@meggubravo8373 Год назад
Have a slightly transparent Tuba Knight appear in front of the wall when their behind the wall instead it would look much nicer Or have the front walls go slightly transparent when Tuba Knight is behind it that could look nice too
@dextra_24703
@dextra_24703 Год назад
Lil' thing for npcs you can be like old games and have them be on 4 directional tile movement, this means you need up, down, left and flip-left Additionally most likely people already mentioned it but you can have the front wall not be fully transparent to show it's still a full room and not make it pop out of existence for a nicer looking visual.
@dimitrinoahutz9547
@dimitrinoahutz9547 Год назад
take your time man
@candleo.
@candleo. 8 месяцев назад
Aww man we are FUCKED THIS AIN'T FINISHING IN A DECADE-
@thegoose6895
@thegoose6895 11 месяцев назад
MOAR I NEED THIS GAME
@jtrnb1467
@jtrnb1467 Год назад
5:19 Did we just get coconut malled?!?
@DaT_Animations
@DaT_Animations Год назад
Return of the legend
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