How to make a BOSS in Unity!

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  • Опубліковано 12 січ 2025

КОМЕНТАРІ • 867

  • @Danidev
    @Danidev 5 років тому +2677

    That intro was fire 🔥

    • @Danidev
      @Danidev 5 років тому +261

      Literally xDDD

    • @RiadZX
      @RiadZX 5 років тому +24

      Hey yo, what’s up

    • @Qwerty_8866
      @Qwerty_8866 5 років тому +10

      s p i c y

    • @maan1509
      @maan1509 5 років тому +44

      Got into unity cause of you
      Hopefully you read you are my coding hero
      Teach me sempai 😂

    • @maan1509
      @maan1509 5 років тому +10

      But seriously thou you are my coding hero

  • @TuberTugger
    @TuberTugger 5 років тому +1147

    "Let's give this guy a sword."
    "Why?"
    "So he can shoot fireballs, obviously!"

  • @Kin037
    @Kin037 4 роки тому +62

    I don't know if anyone else has said this, but it seems that if you set the Update mode to "Animate Physic" on the Animator, the method OnAnimationUpdate works with fixedDeltaTime instead of normal deltaTime.
    I hope it helps you all! ;D

  • @mattwester9093
    @mattwester9093 4 роки тому +13

    I have been using Unity for a few years now, but I never knew that the animator was so powerful!! Really great information in this video, even for more experienced developers.

    • @hamahed1778
      @hamahed1778 4 роки тому

      wow no-one ever realised it was you lol

  • @JefryU
    @JefryU 5 років тому +14

    Wow, I didn't know that these sort of state machines existed. Using enums is such a pain for complex things and seeing this is just great. Thanks for making the video

  • @ooga60
    @ooga60 5 років тому +261

    I'd love to see a video about networking for multiplayer in 2d.

    • @cyberfightertheultimatecyb9969
      @cyberfightertheultimatecyb9969 5 років тому +3

      It will take a long time

    • @zaynebmoin9917
      @zaynebmoin9917 5 років тому +3

      yes you're right
      there should also be a new one in 3d cause the old one doesn't work

    • @sclexz
      @sclexz 5 років тому +2

      Zayneb Moin for 3d multiplayer check Welton king! He is really good

    • @rollizle
      @rollizle 5 років тому +1

      Unfortunately Unity deprecated Unet and still haven't introduced their new multiplayer suite.

    • @tijon1350
      @tijon1350 4 роки тому

      @@rollizle use mirror, it's unet but open source and actually supported with a discord server and it's all free

  • @TheSeen720
    @TheSeen720 4 роки тому +8

    wow this is huge. this changes how i do everything in unity.

  • @RemiStorms
    @RemiStorms 5 років тому +7

    I believe the reason to use fixedDeltaTime on 11:45 instead of regular time.DeltaTime is because you are using unity’s rigid body which uses the physics system in all its interactions. Update and FixedUpdate don’t happen at the same time nor at the same intervals.

  • @wons7416
    @wons7416 5 років тому +113

    0:20 **shows antibirth gameplay** ah, i see you're a man of culture as well...

    • @FrostshadowStudios0310
      @FrostshadowStudios0310 4 роки тому +2

      It is actually The Binding of Isaac, forthcoming DLC boss the Witness.

    • @amirgholamy6326
      @amirgholamy6326 3 роки тому +1

      @@FrostshadowStudios0310 it was in antibirth as well.

  • @harukozgoalz3566
    @harukozgoalz3566 5 років тому +15

    I love this tutorial!! I'm taking my time right now, I was heavily inspired by square enixs final fantasy ultimania, so first I'm learning how to draw, then I will learn how to operate unity and blender! I got time, so I'll work hard at learning as much as I can

  • @67steinip
    @67steinip 2 роки тому +2

    Im falling more and more in love with he Animator, I didn't even know it had these states in them, I've mostly been doing everything through script, just dropping them in the Animator, no transitions just call them from a script. Feels like I'm not using Unity right haha, thanks for this, I'm gonna look more into these things :)

  • @PeterMilko
    @PeterMilko 5 років тому +1

    You are going to be a legend Brackeys! The 1st game dev channel to hit 1M. I got featured today on Trending / Gaming and got like 2k subs from it. But for me thats still a big number. Im only at 8k subs. About to upload a new video.

  • @GebakkeSushi
    @GebakkeSushi 5 років тому +12

    Omg yess thx i was thinking what i could add to my first game and i thought of a boss and now you made a vid about it. THANKYOUUUU SOO MUCHH

  • @Qwerty_8866
    @Qwerty_8866 5 років тому +251

    *little did he know that the binding of Isaac boss he showcased was from a mod*

    • @kyanislacouture9188
      @kyanislacouture9188 5 років тому +18

      Well, technically, this boss is gonna be added in isaac's next dlc, repentence, wich is coming out really soon.

    • @ArnoldsKtm
      @ArnoldsKtm 5 років тому +16

      Doesn't matter. Most Isaac bosses, items etc. come from mods or community suggestions.

    • @UltraNorac
      @UltraNorac 4 роки тому +1

      @@kyanislacouture9188 yeah, "really soon"

    • @facundorome.4190
      @facundorome.4190 3 роки тому +2

      @@kyanislacouture9188 now lol, 1 year is really soon? idk

    • @jaxon_hill
      @jaxon_hill 3 роки тому

      @@facundorome.4190 is it out

  • @Xelfist
    @Xelfist 2 роки тому +2

    If your boss doesn't move make sure 'root motion' is checked
    This allows the animation to make movements

    • @prod.nauman
      @prod.nauman 2 роки тому

      where can i do that pls reply fast

    • @prod.nauman
      @prod.nauman 2 роки тому

      figured it out THANKSSSSSSSSSS

    • @alkhar2638
      @alkhar2638 9 місяців тому

      God bless your soul my friend

    • @robbyfebryan1533
      @robbyfebryan1533 3 місяці тому

      thank you so much

  •  5 років тому +173

    12:23 *Michael Jackson entered the chat*

    • @EdwinCreatives
      @EdwinCreatives 5 років тому +1

      ouhhhhhhhhh.... Nice meme... AHAHAHAHAHA

    • @9a1nguyentungduongb28
      @9a1nguyentungduongb28 5 років тому

      lengendary moonwalk

    • @SystemOfATool
      @SystemOfATool 5 років тому +3

      I thought you were referring to the change in skin color.

    • @EdwinCreatives
      @EdwinCreatives 5 років тому

      @@SystemOfATool It is absolutely referring to the reverse walking

    • @SystemOfATool
      @SystemOfATool 5 років тому

      @@EdwinCreatives haha yeah, i got that after clicking the timestamp

  • @Marumarsu
    @Marumarsu 5 років тому +21

    9:00
    Ctrl + k, followed by Ctrl + u (Ctrl + c for making the selection a comment) does the same thing.

    • @ChupachuGames
      @ChupachuGames 5 років тому

      I think ctrl k ctrl c is a toggle for commenting in VS

    • @OlivierPons
      @OlivierPons 5 років тому

      Those complicated shortcuts make me always happy when I pay JetBrains for Rider (`CTRL` - `/` do the job... as simple as that, without need to re-assign shortcuts). On top of that, Brackeys would have had a suggestion that `Find()` is very expensive: press Alt-Enter for suggestion, then Enter to validate and he makes the whole job for you: Rider he would have had a suggestion that `Find()` to change the string to a static integer and changed the code to a 100x faster code. For anyone here, just give a try (I have no actions for JetBrains I just like to promote very good products!).

    • @dhwaneelkapadia3265
      @dhwaneelkapadia3265 5 років тому +3

      What are you guys trying to control

    • @miksuko
      @miksuko 5 років тому

      You mean 8:57?

    • @ekzac
      @ekzac 5 років тому

      I remapped it to Ctrl+; (I think it is Ctrl+/ in English layout) so it match good editors like Sublime and VSCode hahaha

  • @Skyfox94
    @Skyfox94 4 роки тому

    Holy cow this was useful. Not only did it explain state machines but also how comparatively simple it is to do things this way. I've tried scripting behaviour manually and had a really hard time tracing which behaviour my "AI" was actually in. Now i want to make a 2D game. This looks really fun.

  • @maindepth8830
    @maindepth8830 3 роки тому +1

    Brackeys is the ultimate boss fro game dev tutorials

  • @Damned_Burnouts
    @Damned_Burnouts 4 роки тому +1

    at 15:55 you should mention the attack mask should be set to should be set player, I spent a while fumbling around to work that part before I found that detail.

  • @jolly8953
    @jolly8953 5 років тому +9

    when the sponsor is actually something that you've been looking for

  • @ronaldlewis343
    @ronaldlewis343 3 роки тому +1

    i love this HERO. I spent 2 days messing up my game. this modern-day hero saved me. saved my soul. but he's moved on now... foo fighters-theregoesmyhero

  • @abhisheksuper20
    @abhisheksuper20 5 років тому

    Brackeys your way too awesome. No wonder people come to this channel. He literally covers all topics and aspects of game development.

  • @hanzflackshnack1158
    @hanzflackshnack1158 5 років тому +5

    The wealth of concise instruction on your channel is amazing. Could you please make a tutorial on how to create a combo system with precisely timed inputs (e.g. Blazblue, MvC, FighterZ etc) using the animator? Either way, thank you so much for the content you provide :)

  • @MoTheBlackCat
    @MoTheBlackCat 4 роки тому +2

    One line sprite flip in the OnStateUpdate() method: "spriteRenderer.flipX = player.position.x > rb.transform.position.x;" (ofc you need to reference your enemy's spriterenderer).

  • @GRS_3
    @GRS_3 4 роки тому

    Dear @Brackeys, finally I found a channel who relases his scripts, is too very hard for me start programming and your codes are too useful for me, thank you!!! I support this channel and thanks again for the content!!!

  • @CodingWithUnity
    @CodingWithUnity 4 роки тому +1

    You are applying movement to a rigidbody, you need to use fixedDeltaTime and not DeltaTime because your outside of a FixedUpdate loop, so the "workaround" you're doing is actually the correct way to do it considering the way you're using your animator, but it's still wrong. The correct way is to use the `AnimatePhysics` update mode and don't multiply by time at all.
    Which for reference, the default update mode should follow the time scale, so I don't believe you need to multiply by time in it either. (if you weren't using a rigidbody that is)

  • @benu5365
    @benu5365 4 роки тому +4

    Just a Quick idea: you could give damage resistance to the boss whenever its enraged

    • @buzzyrobo
      @buzzyrobo 3 роки тому +2

      He did that in the video

  • @redtshirtgaming4418
    @redtshirtgaming4418 4 роки тому +2

    That boss at the beginning: You face jaraxxus!
    Brakeys: Get away.
    Sounds: (flick sound )

    • @Gashdal
      @Gashdal 3 роки тому

      uhh yeah. that is indeed what happened. autistic comment

  • @cryora
    @cryora 5 років тому +1

    I've been using scripts on the gameobject to control the behavior of enemies the whole time, probably to inherit properties from a more general enemy object. I never thought of putting the logic all inside the state machine. This makes it a lot simpler if you're not trying to do something too complicated.

  • @noosh1722
    @noosh1722 Місяць тому

    Thank you Brackeys, you made my game more enjoyable.

  • @gamedevel22
    @gamedevel22 5 років тому +2

    Great state Transitions! One of the best methods I have seen..definetly a try for the next boss

  • @pr3tler339
    @pr3tler339 2 роки тому +2

    Best tutorial. It helped me so much. You explain it soo good

  • @BlueVoIt
    @BlueVoIt 5 років тому +8

    I wanted to leave at the beginning of the video but I realized that it was Brackeys, it's normal!
    whatever good video!

  • @lemetamax
    @lemetamax 5 років тому +5

    I still suck at animators/animations. It'd be cool to see more of this!

  • @skardoso
    @skardoso 9 місяців тому

    Wonderful! Exploded my mind 🤯
    Before this I tried to control states through script only, now it’s gonna be a lot easier.

  • @marziehDow
    @marziehDow Рік тому +61

    who watches the Brakeys videos on 2024?

  • @ruler1559
    @ruler1559 5 років тому +50

    can you make a tutorial about how to make a grappling hook

    • @MonsterClaws_
      @MonsterClaws_ 5 років тому +4

      That's been done look up the UA-camr dani

    • @Dreamless_Ghost
      @Dreamless_Ghost 5 років тому +7

      @@MonsterClaws_ but Dani haven't made a... Tutorial? He just shows that he made one...

    • @MonsterClaws_
      @MonsterClaws_ 5 років тому +2

      He still puts the coding and design up in his video

    • @Dreamless_Ghost
      @Dreamless_Ghost 5 років тому

      @@MonsterClaws_ oh, thank you, I did not know that, maybe you know when he puts it up?

    • @MonsterClaws_
      @MonsterClaws_ 5 років тому

      @@Dreamless_Ghost usly in the Description but sometimes he shows the code in the video

  • @connorhughes2100
    @connorhughes2100 5 років тому +2

    Would definitely love to see a health bar video !! I've got a project I'm working on for my degree and that would be really cool !

  • @not_herobrine3752
    @not_herobrine3752 3 роки тому +5

    11:55 IMO fixedDeltaTime is used for physics calculations, meaning as brackeys here is using rigidbodies to control the boss, fixedDeltaTIme is optimal for that situation

    • @manuelabarcacrespo8298
      @manuelabarcacrespo8298 3 роки тому +1

      Is not like that, fixedDeltaTIme is the time between a fixedUpdate an another, while DeltaTime is the time between an Update anda notehr. The difference between Update and FixedUpdate is that Update is executed whenever he can (1 time for frame) and Fic¡xedUpdate is executed in a fixed rate (0.02 seconds by default i think, also this isnt always the same, if mi FixedUpdate took 0.19 seconds to execute the next will happen in 0.021 and so on). The problem here is we need to know if that function is called in everyFrame or in everyFixed rate so we can use the adecuated time.
      To resume: if you use fixedDeltaTIme in an update even if you are using a RB, you can screw it up.

    • @not_herobrine3752
      @not_herobrine3752 3 роки тому

      @@manuelabarcacrespo8298 thanks for the info, maybe brackeys is around to see it someday

  • @Adissey
    @Adissey 5 років тому +1

    Blackthornprod references is nuts

  • @Abken.
    @Abken. 5 років тому +4

    Oh wow! Great video. We'll appreciate a sequel to this where you add 1 more phase to the boss with more mechanics/attacks or another boss style with more behaviours.
    More video suggestions (there are many topics lacking proper discussions and implementations explained for the people who are trying to learn gamedev):
    * proper dashing mechanic for 2d platformer character (invulnerable dash where he goes through the enemy and another vulnerable when he can't go through the enemy)

    • @Faun471
      @Faun471 5 років тому +1

      So about the dashing mechanic, the vulnerable dash should be easy, I think you only need to change the velocity to a certain value for a fixed amount of time or a fixed amount of distance, this way, the distance of the dash would be consistent. the invulnerability one, I guess you can make it work so that when the spite dashes, you can turn off colliders? Not sure about it.
      The simple AI mechanic could work using waypoints, I think _blactkhornprod_ made a video about it.
      Not sure about the other ones tho, sorry :/

    • @Abken.
      @Abken. 5 років тому +1

      @@Faun471 My implementation with a Coroutine for dashing:
      player.rigidBody2D.velocity = new Vector2((IsFacingRight ? Vector2.right : Vector2.left).x * dashSpeed, 0); then after X time reset the velocity to default
      Also I have IsDashing while the velocity is boosted so I use IsDashing in the animator to change the animation as well and about the invulnerable dash - just another boolean flag if it should be invulnerable - just SetActive(false) to the player's collider while Dashing.
      About the ground AI it's a little complicated than it seems - it has to patrol and chase depending on many things, for example polygon collider for visibility range (if player is in this range - chase), but if the player is in range and is in second range value for attacking it should switch to an Attack state then chase again then if the player is not visible back to patroling. It's a complicated task and there are many implementations - for example with boxcollider, polygoncollider and a raycast for the attack range.
      I have my imagination about the problems and I can brainstorm some mad ideas and implement them in some way. I just want to see more discussions, implementations for these interesting topics.

  • @suppressinglight1007
    @suppressinglight1007 4 роки тому +6

    12:27 the eay he walks is like a perfect moon walk

  • @sgaming3174
    @sgaming3174 3 роки тому +2

    Thank you very much brackeys

  • @scorpion666lair
    @scorpion666lair 5 років тому +2

    Using fixed Delta works better because you're translating the object using the rigidbody. If you were just setting the transform directly, deltaTime would have worked fine 👌

    • @hernandonj
      @hernandonj 3 роки тому +1

      @Brackeys yes, as you surely may know, rb needs FixedUpdate to work fine. Thanks @Nathan Sheppard

  • @Thomason1005
    @Thomason1005 4 роки тому

    @11:50: the update delta (deltaTime or fixedDeltaTime) should depend on the animator's updateMode, though there might be some oddities happening.
    cool short summary though! i havent used statemachinebahaviours yet, but they seem useful.

    • @Thomason1005
      @Thomason1005 4 роки тому

      ah i know why! it is because the rigidbody only updates on physicsUpdate!
      i dont think rb.MovePosition() changes rb.position directly, but waits until the next physicsUpdate loop to do so. so if you read rb.position in the next StateUpdate loop, you do not neccessarily get the last position you wrote during the last StateUpdate, but rather the one from the last physics frame.
      so fixedDeltaTime works correctly, because you write multiple times (with deltaTime) into rb.MovePosition(), but it actually only updates the rb.position every fixedDeltaTime, so you have to use this as movement-multiplier!

  • @SkelleRok
    @SkelleRok 4 роки тому

    So basically, Time.fixedDeltaTime is ALWAYS the same value (time between FixedUpdate runs), therefore speed is the same every frame as well. If you use normal deltaTime, it calculates time between Update runs, which depends on machine power so it can vary frame to frame so speed can be different.
    Hope that made sense.

  • @CelestineAfun
    @CelestineAfun Рік тому +1

    That's a lot more fun 😮

  • @HeikkiJuvonen
    @HeikkiJuvonen 4 роки тому

    at 10:12, If i understand correctly, Transform player; is creating a variable called Transform which contains a reference to player, which then equals to that script in the OnStateEnter. Does Transform do something, or is that just a randomly given name? Is this related to the Capitalized T in Transform? Is it similar to int, public, or void?

  • @NathanSifuGaming
    @NathanSifuGaming 5 років тому +2

    Somehow you guys are putting out EXACTLY the videos I need, I love it!

  • @tbajgai
    @tbajgai 3 роки тому +3

    So this is the channel the people who made a game, "Grow Castle" used lol

  • @natesr5373
    @natesr5373 5 місяців тому

    Hello,
    Do you know how to set to time limit for boss when chasing the player? 12:20
    I want that boss to chase the player for 10 seconds.

  • @lordcatington8188
    @lordcatington8188 4 роки тому

    This video has enlightened my life. Thank you.

  • @ispava
    @ispava 5 років тому

    This tutorial is GOLD

  • @unkn0wni
    @unkn0wni 4 роки тому +4

    0:21 Some great the binding of isaac canon boss...

  • @palewine
    @palewine 4 роки тому

    Super quality. Thanks for this.

  • @literallymaciek3688
    @literallymaciek3688 4 роки тому +1

    You should make a turtorial on other, yet more important things, like main menu, star position, goal, etc..

  • @PepsiFruit
    @PepsiFruit 5 років тому +2

    Top 10 most hardest videogame bosses 0:01

  • @OutrageGames
    @OutrageGames 5 років тому +3

    Again,a very simple AND useful tutorial !!

  • @RogerSthow
    @RogerSthow 4 роки тому

    I have this problem: 11:20 min
    BossWalk.cs(14,24): error CS0428: Cannot convert method group 'GetComponent' to non-delegate type 'Rigidbody2D'. Did you intend to invoke the method?
    How can i fix it?

  • @fabianlo234
    @fabianlo234 Рік тому

    Cool! I dare you to make portals to teleport. Keep it up bro!

  • @davidconner1028
    @davidconner1028 5 років тому

    Health Bar Video HYPE!!!

  • @roydonk2878
    @roydonk2878 4 роки тому +2

    An all around great tutorial. Thanks as always for the great content

  • @AsafSnapiri
    @AsafSnapiri 5 років тому

    I really liked the video.
    I learned a lot about situations.
    It can help me later on in the game I'm working on, keep making such great videos!😀

  • @chris0714ful
    @chris0714ful 5 років тому +4

    I would love a health bar tutorial!!!

    • @maistrogaming7911
      @maistrogaming7911 5 років тому

      Well there is a video by Alexander zotov showing us how to do it..recommend u check it out..its really helped me...unless u wont it from brakeys;)

    • @toxictangerine3528
      @toxictangerine3528 4 роки тому

      @@maistrogaming7911 link?

  • @jcd9456
    @jcd9456 4 роки тому +1

    My boss is not attacking the player. I already have player health and I test it out. I even put a HP Bar(HUD).
    I also have implemented melee combat from your other video. I think that my boss couldn't define the range between the player and himself...
    I have put multiple "Debug.Log();" everywhere to see which is working and which is not...

  • @sepalmq1229
    @sepalmq1229 5 років тому

    you are so close to 1 mil subs!

  • @happychuckprogramming6048
    @happychuckprogramming6048 4 роки тому

    best intro ever, bud ... luv ur vids !!!

  • @SidMakesGames
    @SidMakesGames 5 років тому +2

    Great video on explaining how to work with state machines. I was about to do one for my channel but now I need to plan something else (I guess ☹)
    Interestingly this just came in time when I am doing a Melee Combat Enemy series 😬

  • @ARGallardo_
    @ARGallardo_ 5 років тому +1

    Help with this pls :c
    I have all the code at the: 12:17
    Then, this two errors appeared and I can't start playing ("-_-):
    Assets\Boss_Run.cs(16,9): error CS0201: Only assignment, call, increment, decrement, await, and new object expressions can be used as a statement
    Assets\Boss_Run.cs(10,15): warning CS0649: Field 'Boss_Run.player' is never assigned to, and will always have its default value null

    • @vitiet8229
      @vitiet8229 4 роки тому

      Check if you have player = GameObject.FindGameObjectWithTag("Player").transform; ... and not player == GameObject.FindGameObjectWithTag("Player").transform

    • @vitiet8229
      @vitiet8229 4 роки тому

      Also, check if your player has a "Player" tag.

    • @aaarslanbek
      @aaarslanbek 4 роки тому

      @@vitiet8229 you are awesome man i was looking for this and didnt think about "Player" tag. Thanks have a good day!

  • @velox3738
    @velox3738 4 роки тому +5

    When you programmed an attacking system for all of your characters manually using code and checking for frames using if statements and Brackeys tells you 2 hours later that this can be done in animations using events....

    • @crafty_dan1362
      @crafty_dan1362 3 роки тому +1

      man i just came here to say the same *screams internally*

  • @level1gg
    @level1gg 4 роки тому +1

    super helpful and clear tutorial Brackeys! Thank you :)

  • @doviczdev
    @doviczdev 5 років тому

    Thanks for the videos Brackeys. Will definitely use these in one of my videos soon. Thanks :)

  • @conner6691
    @conner6691 Рік тому

    Love the new feature at the end where he turns into homer simpson

  • @haithem8906
    @haithem8906 5 років тому +65

    can you focuse more on networking
    it's REALLY the wekest point of most of developers

    • @ayoubbelatrous8080
      @ayoubbelatrous8080 5 років тому

      i am not the only arabic thene

    • @vaibhavrai4140
      @vaibhavrai4140 5 років тому

      Yes bro

    • @donkyer
      @donkyer 5 років тому +1

      @Danny BRITZMAN many developers don't do multiplayer because they feel it is intimidating

    • @Jichael38
      @Jichael38 5 років тому

      @@donkyer Because it is. Most beginners don't understand what having multiplayer in game implies. It literally triples the work you need to do, and can be extremely complex depending on your game logic and architecture.

    • @donkyer
      @donkyer 5 років тому

      @@Jichael38 i dont see how your point argues against teaching/learning multiplayer. Also the work needed depends on the scale of your game and the implementation of the multiplayer feature.

  • @parvizhojiev8567
    @parvizhojiev8567 3 роки тому +1

    Thank you for this tutorials!!

  • @animemazegaming
    @animemazegaming 5 років тому

    It's good brackeys now have boss fight tutorial

  • @neermehta7174
    @neermehta7174 4 роки тому +3

    How do you create such cool animations from scratch?

  • @Labiote
    @Labiote 4 роки тому

    Wow, thanks a lot, that helped me a lot for my project

  • @Gers217
    @Gers217 5 років тому

    This is better than milk and cookies
    Thanks Brackeys!

  • @jacsdev
    @jacsdev 3 роки тому +1

    Excellent bro. You rocks!

  • @taimoorahmed7118
    @taimoorahmed7118 5 років тому

    Good to see you after maybe 1 year. 🙂❤️

  • @jeezlouix
    @jeezlouix 4 роки тому +3

    He says “Isaac” as “isack” when it’s “aizik” and I’m about it

  • @hyperexorcist1129
    @hyperexorcist1129 5 років тому +1

    Yes do a video on health bars

  • @pokemonwwe_yt4670
    @pokemonwwe_yt4670 4 роки тому +1

    21:07 WHOO

  • @SupaJakeHD
    @SupaJakeHD 5 років тому

    This could be really cool for fighting games

  • @IPODsify
    @IPODsify 5 років тому

    This would be perfect for a unity fighting game since events can be triggered on specific animation frames

  • @goldenpiece7087
    @goldenpiece7087 5 років тому +2

    Do you think Denmark is good place to study bachelor? (for me?(game dev))

  • @ethanlopez3031
    @ethanlopez3031 5 років тому +1

    @Brackeys will it be the same if it is 3D?

  • @BishalKhan01
    @BishalKhan01 5 років тому

    It would be amazing if you could do a swinging tutorial video. I am trying to make a game that involves swinging in first person, and it would help me and a lot of other people a lot.
    Thanks again for all that you have done.

  • @trashbag3086
    @trashbag3086 4 роки тому

    Was wondering if you could make a tutorial on creating a wall jump as struggling to find one that actually works. Appreciate the tutorials, really good for a beginner like me

  • @technofeeliak
    @technofeeliak 5 років тому +3

    Yes, please explain the programming of a health meter.

  • @abdullah4653
    @abdullah4653 8 місяців тому

    awesome coding and technique thanks

  • @rolandodqbol8356
    @rolandodqbol8356 4 роки тому

    thanks for the material, like, subscribed and greetings from Bolivia

  • @alphaspace1100
    @alphaspace1100 5 років тому +2

    Can you please make a tutorial for fog of war (not explored terrain | visible terrain but not visible enemys | visible terrain and enemys)?
    I think its not so difficult but I really don't now how to make an effective FOW (especially for big amounds of units).
    I would like it if you make a tutorial for it.

  • @rockyhoward6518
    @rockyhoward6518 5 років тому

    I actually tried out NordLocker because it's free. It seems like a great tool for anyone who is privacy conscious - the encrypted files are hidden behind a password, so it can even be used as a "homework" folder on a shared pc. The 5GB might not be enough for me so I'll have to use Brackeys' code to get the full version.

  • @freedomring3022
    @freedomring3022 4 роки тому +1

    Thank you so much for this tutorial. I had a boss level that was sort of working the way I want but I had to write a ton of code to do it. This tutorial cut out a lot of that code.

    • @stylie473joker5
      @stylie473joker5 2 роки тому +1

      Yeah hardcoding is not great and could cause headaches later on when things change

  • @MSarhan
    @MSarhan 5 років тому

    please can you make a tutorial on how to make active ragdoll system to target animations like in gang beasts it doesn't need to be to deep just the basic stuff how to make the character stand up walk jump and punch i will appreciate it a lot.

  • @kamilopupilo
    @kamilopupilo Рік тому +1

    so when the enemy is in the running state, it doesn't actually move, but it just stays in place, while doing the animation, I made sure the code and stuff is the same and it looks correct to me, is there anyhting you think I could have messed up on?

  • @overcookedwalrus4482
    @overcookedwalrus4482 8 місяців тому

    22 minute video finally finished in three days!