Комментарии:
Appreciate your videos as im on the same skill level as you, im better at the art than i am coding though, that i struggle with for hours to get it right lol
ОтветитьWhere are you? Hope everything is ok. I love your content.
Ответитьwhere's the source code yalllllllllllll
ОтветитьThis is so inspiring!
ОтветитьMy fav part is the jump sound :D
ОтветитьWhat happened to this guy
Ответитьwhat happened buddy
Ответитьdawg what happened to the content
ОтветитьHaven't learned anything new, but we'll presented. I laughed 😂
ОтветитьSTOP FUCKIGN STRETCHING PIXELART IM LITTERALLY DYING IT LOOKS SO BAD
ОтветитьIt's funny how I should view this as being generic, but making the character a mysterious wizard completely refreshes the experience. (My imagination tends to run wild.)
ОтветитьUh, damn it. I'm making a game with this exact name.
ОтветитьAbsolutely great/fun [more please :D ]
(love the slime example)
I almost feel like Microvania is becoming a sub-subgenre; this game, that short game for the Playdate (which I think the dev even called a “microvania”), Böbl and Nix: The Paradox Relic (both homebrews for the NES), and Finding Xavier are all recent examples of very short, bite-sized Metroidvanias that have powerups that usually boil down to being able to move slightly better than before.
Ответитьbackground elements, like the bushes and trees, shouldn't have lines, or should be less saturated, even if they are on the same layer as the ground, so they won't seem interactive objects, and will make the level design/set ups clearer! :)
ОтветитьNot another game dev who disappears for over 2 years :(
ОтветитьSo happy someone's using the Sprite Renderer to flip their sprites instead of local scale.
ОтветитьThat glitch where the player clips through the ground can be fixed easily
Go to the Rigidbody2D and set collision detection to continuous.
Also set the Interpolate to Interpolate.
Currently building my first Metroidvania. Right now parallax scrolling & my save system are my biggest hurdles right now. Ugh.
ОтветитьWow, is that godot
Ответитьpost a new videoooooooooooooo
Ответитьwhat. a . cute. game.
ОтветитьGuys imma go out on a limb here and say he died I think the arthritis from coding to much killed him
ОтветитьTo fix the platform bug, you could have the platform collision be disabled, instead of the player, and then toggle it back on after a bit.
ОтветитьThe hat bounce/flop is great. Such a small thing but it’s fantastic for immersion.
ОтветитьNew keeper devlog!!!!!!!
Ответитьu died?
ОтветитьYeah he’s ghosted this shit, was fun I guess
ОтветитьMate, It's been 5 months
Ответитьisn't disabling the collider of the PLATFORM a better way to do it in one way platforms ??? or is there some reason you aren't doing it
Ответить...did nextProgram die? No vid for 4 months.
ОтветитьWhat program do you use?
ОтветитьAny updates for keeper?
ОтветитьIts off brand terraria pretty much
Ответитьwhere are you!
ОтветитьWelp. I've rewatched this wayyy too many times. When is the next video coming out ? 8_8
Ответитьlove how the game is looking. would be cool if you make the character shoot fireballs
ОтветитьUse a platform effector to achieve the jump down from a plaform. It works well.
ОтветитьI missed your videos, lookin good
ОтветитьYou sound like my sophomore math teacher
ОтветитьNice video, can't wait to see the next keeper devlog!
ОтветитьOh no every1 knows what a "side project" does to programmers
ОтветитьGood one!
Ответить