ensure you use tick rate instead of frame rate, as well as creating your own movement system with some kind of axis lock so you can keep your 2D movement. Relying on the frame rate for collision and physics might be a bit easier on hardware but it will result in a less stable game, and most people dont like having their fps locked. additionally people with underpowered systems would be locked out of playing your game if it cant keep the required framerate threshold. tick rate would fix this so no matter the system the frame rate isnt in charge of the physics.
Yeah 100% I have to switch the rotating light to tick rate, and as for physics I should be able to implement a fix soon enough. I'm currently using PaperZD and my movement seems stable especially with X axis lock
Am also making 2d platformer with 3d graphics. Mostly i came to that conclusion because i looked at a list of game ideas i had and realized that all the future games seem better or only can work as 3d games. And i have 0 knowledge both in 2d and 3d art (aside from some basic photoshop and paint "skills"). So i was thinking why should i learn to make pixel art, sprites or handdrawn 2d for one game if i need to learn to make 3d assets for future games anyway. Thus i personally am gonna skip 2d (i maybe have some very background things be in 2d but i feel like i can just leave it kinda ugly & simple and blur out + add shaders&filters to make it work as BG image. Then 3d objects between player and that 2d image to give parallax scrolling effect). I don't remember your art skills if you mentioned them in your older video but if you are on same or similar lane as i am i would also make your character in 3d. This is more likely to keep art style consistent (unless u wanna go for something closer to paper mario) and in case you need to make (or attach) multiple various animations for the character i feel like you might save some time. (The little i know about difference in 2d and 3d is that making 3d character itself takes longer than the 2d but the more animations, poses etc character has the more time you are saving on 3d compared to 2d where you have to draw each frame separately because afaik making animations for 3d character is faster than drawing these frames aka sprites). But if you only have few animations and you have 2d art skills and you have some vision then do the 2d character. But i feel like 3d gives you more creative room and is more likely to fit into the 3d game.
So my art skills are decent when it comes to both 2D and 3D, and I was considering a 2D sprite to add a unique flair to what would appear as a 3D game. I do agree that animating a character is easier than creating an animated sprite but the creation of the character is harder as a 3D model, so both have their benefits :D. I may experiment with both styles but I think for the moment Ill continue with the 2D character and go from there. And for yourself I see good reasoning in just focusing on 3D as it will aid you in future reference! 3D may in fact fit better in my game, so ill have to try it for sure.
looking brilliant my friend, the art style is amazing keep up the good work.
Glad your enjoying it! The artstyle is only going to be more refined from here :D
@@auesip very good yh really like it
Looking good 😊
Thank you! 😊
A good idea i thought of in the game is either you rotate to much or something similar
will make the character throw up.👍
ensure you use tick rate instead of frame rate, as well as creating your own movement system with some kind of axis lock so you can keep your 2D movement.
Relying on the frame rate for collision and physics might be a bit easier on hardware but it will result in a less stable game, and most people dont like having their fps locked.
additionally people with underpowered systems would be locked out of playing your game if it cant keep the required framerate threshold. tick rate would fix this so no matter the system the frame rate isnt in charge of the physics.
Yeah 100% I have to switch the rotating light to tick rate, and as for physics I should be able to implement a fix soon enough. I'm currently using PaperZD and my movement seems stable especially with X axis lock
Damnnn
Yes sirrr
Am also making 2d platformer with 3d graphics. Mostly i came to that conclusion because i looked at a list of game ideas i had and realized that all the future games seem better or only can work as 3d games. And i have 0 knowledge both in 2d and 3d art (aside from some basic photoshop and paint "skills"). So i was thinking why should i learn to make pixel art, sprites or handdrawn 2d for one game if i need to learn to make 3d assets for future games anyway. Thus i personally am gonna skip 2d (i maybe have some very background things be in 2d but i feel like i can just leave it kinda ugly & simple and blur out + add shaders&filters to make it work as BG image. Then 3d objects between player and that 2d image to give parallax scrolling effect).
I don't remember your art skills if you mentioned them in your older video but if you are on same or similar lane as i am i would also make your character in 3d. This is more likely to keep art style consistent (unless u wanna go for something closer to paper mario) and in case you need to make (or attach) multiple various animations for the character i feel like you might save some time. (The little i know about difference in 2d and 3d is that making 3d character itself takes longer than the 2d but the more animations, poses etc character has the more time you are saving on 3d compared to 2d where you have to draw each frame separately because afaik making animations for 3d character is faster than drawing these frames aka sprites).
But if you only have few animations and you have 2d art skills and you have some vision then do the 2d character. But i feel like 3d gives you more creative room and is more likely to fit into the 3d game.
So my art skills are decent when it comes to both 2D and 3D, and I was considering a 2D sprite to add a unique flair to what would appear as a 3D game. I do agree that animating a character is easier than creating an animated sprite but the creation of the character is harder as a 3D model, so both have their benefits :D. I may experiment with both styles but I think for the moment Ill continue with the 2D character and go from there. And for yourself I see good reasoning in just focusing on 3D as it will aid you in future reference! 3D may in fact fit better in my game, so ill have to try it for sure.