Hi Trent! You probably won't see it, but I just wanted to thank you! 2 years ago, at the start of pandemic, I came across your YT channel and thanks to you I realized I can be a professional artist, if I want to. Back then I was working in production industry (managing printing departments), I always considered myself artistic in a way, but never pursued it, drew a little bit every couple of months in my free time and that was about it. I'm from a small village in Poland and probably due to that my mentality was that it would not be possible to be a professional artist, like never. Now, after two years since seeing your first video, I've become a 3d environment artist and landed a job in a big studio, will be working on a AAA title, starting in May :) I am where I am right now thanks to you!
I'm from Poland as well, although I live in Warsaw, I have pretty much the same anxious thoughts you describe having two years ago. I'm interested in getting into art industry in gaming. Would you mind having a chat or two about ways (maybe specifically regarding Poland) to make art a possible career here? Btw, your comment helped me termendously already 😄
Thank you, Treant! It's very easy to find beginner tutorials/devlogs on UA-cam, but peeking behind the scenes of something this beautiful is truly a rare occasion! Please keep sharing the progress of making the art for the Twilight Monk game. :)
This video is a jewel. I always wondered how to attain certain light effects I saw in games I like but to no avail. Thank you so much for uncovering some of the tips for achieving those light effects and other post-processing secrets we indie need to deliver a half decent presentation for our games.
the artistic and animation of this game really communicates well to the player, not too slow and not too fast either, you can really anticipate the movements of the character base on their characteristics to fell and be immersed in the whole game; the visual cue and transition of this game is great .
Lovely! I really enjoy this type of content, metroidvanias are one of my favorite generes, so videos like this give me a more clear idea of what it takes to develop a game, besides your work is excellent!
This may be a repeat post from other twilight monk game videos, but this is straight up amazing! Huge inspiration because this shows me some insight into the magic that can happen after years of honing your skills in the game industry.
I keep searching and searching for tutorials and videos that get into the nitty gritty of actually making levels for 2D games and they're surprisingly hard to find. So many videos on making pixel art grass tiles but I want to go beyond that. I'm glad I stumbled across this. I've been trying to figure it out for ages. Thanks for this, definitely need to see more.
That 2D game dev tutorial made by an artist would be great, as most of those type of tutorials are from devs. Go for it! Video idea: Difference between graphic novel and comic, and which one is best for your IP.
just joined a small indie team of 3 to make a platformer, and seeing your game design is teaching me so much about something I know so little! Thank you for sharing - this is so valuable
My goodness love it, this really pumps me to keep working on my personal project. I switch to pixel art because i thought it was going to be more easy, but i don want to do it in digital painting and this definitely showed me that i can and should. Thanks Trent your videos really keep me motivated, from a single rock tutorial to breakthrough like this.
I love this breakdown. Amazing content as usual Trent. Gets me motivated to work on my own 2D game concepts and assets. Those arrows were on point :D lol.
I really like the core concept for combat in *Twilight Monk* (i.e. kicking the weapon to launch it at enemies). It doesn't seem polished yet. Here are some thoughts I have: - After kicking his pillar-shaped "weapon" or placing it on the ground, monk should (need to) pull it back towards him with the chain. That it's currently just floating back removes the satisfaction a player might get from hitting an enemy, because the pillar appears to have no weight. It's floaty. (I would also try to add a more weighty impact animation in general.) - There is an additional quick attack where monk is just launching his weapon without needing to kick it. I'd get rid of that. Players are sure to only use that maneuver because it's much easier and gets the job done. At the same time it's a boring generic button-mashing system. Unsatisfactory and kills the core combat mechanic. It also makes it look like the pillar has no weight. Maybe remove all damage from this quick attack and make it "knockback"-only, so that it helps in clearing the air a bit, without being efficient enough to kill anything. Better yet, make the quick attack just a swing of the chain (or anything else), without the pillar. A quick fling with such a big object just takes away from its impressiveness. It undermines the feeling of power. - I could imagine a lot of interesting combos with the kicking mechanic. Hopefully they are not reduced to a generic "just click the attack button to execute"-functionality. Every new move could be unlocked with a power up and also serve in enhancing mobility, to reach new areas.
These things are easy to suggest in theory. But what happens when the pillar passes over collisions? It has to float back over them weightlessly to return to the player. I also think that the player will get frustrated if they can’t swing it out with the kind of attack that I currently have. I tried the idea you presented here, and it didn’t go over with players. They wanted to know how to just swing the pillar like a weapon. So kicking out the pillar is merely reserved for extra reach and extra bonus combo damage. You have to separate the play styles for 2 categories of player. Ideally, players start mastering the advanced combo system mid game, by creating enemy vulnerabilities.
@@TrentKaniuga The latter part I understand. I realize that other players have other needs in games. Do your test players represent your target audience, though? My personal opinion is that more complexity will attract a larger player base over a longer time. Easy casual game = no longevity & forgettable. Challenging & complex game = chance for cult status & lures in hardcore gamers (e.g. speedrunners). IMO. Regarding the "pillar passing over collisions", I'm confused what the problem might be. Since the monk would be yanking back the pillar forcefully, it should function the same way it did when it was kicked forward. Just in a different direction. Strongly appreciate the reply, btw! My best wishes for your game!
This is awesome Trent!!!! I have been following you channel for years now and your videos has always helped me become a better artist. Can't wait for this game:)
Very cool to see the game taking form Trent! The mechanic of using your weapon to get into high ground is very promising. Also, I love how Zelda 2ish you did overworld encounters.
Been playing around with game dev for 10 years now and started a hand dawn project just a few days ago, just found myself loving the way to work, but I need to learn a lot and sadly very few youtubers teaches this stuff .
Saw the gameplay and I absolutely love it. It heavily reminds me of Zelda 2 on the Nes because there is an overworld and 2D jump and run levels at the same time.
First of all (considering how radio silent team cherry is about their upcoming game) I really like it when an indie developer who is also a badass concept artist is very open to sharing their process. I am sure the process stuff is inspiring for those who want to get started on their own games but I hope it will foster a constructive and positive relationship between fans and how the final product, being Twilight Monk, comes out.
jus redownloaded gamemaker after six years and just refound your channel pls need that tutorial game looks beautiful always wanted to see more of the process of your gamemaking
YES FOR GAME MAKER TUTORIAL! Are you going to create whole game in game maker, or you are planning to switch to Unity or similar engine for this game in some moment?
Yes to Programming Tutorials! Also, what were the dimensions for the art pass file in photoshop in the first part of the video? That’s something I struggle with figuring out, sometimes I can keep enlarging and enlarging without noticing.
Would love a programming tutorial! I think it would help with concept design too, to know what is require, etc, also would love to one day make a game too.
Awesome Video dude, love the atmosphere. Hope you're using some form of version control like Perforce :) Super helpful if you mess up some of the code and need to revert.
I know you posed this a while ago, but this one hit home. I have been doing concept art for a few Indy games and they seem to keep falling apart. Maybe i just need to do it alone. I have been mostly a illustrator ( commissions work) but as i get older just want to do my own stuff. This might be the way.
Beautiful work, really inspiring and helpful! Do you plan out where the platforms are going to be in-engine before you start painting so you know the player can make the jumps and traverse the space? And then like take a screenshot and use that to base your painting on? And how do you decide what resolution to do so you can be sure the camera isn't going to be cutting off details when it's in game? Do you have to make a lot of iterations and test them out in game before going into a full-fledged piece? Do the high resolution paintings cause performance issues? Sorry for all the questions, I'm just really curious how to start with this kind of thing and the questions are my guesstimations on how the full process might be.
Love the progess on how you make your backgrounds. I was wondering what is the default size do you use to paint your backgrounds. Do you double the size of screen to paint or do you paint bases off the resolution of your game?
Making your own game makes you appreciate the work of others when you have a lot of fun with other games 😅 I was wondering if I make all the assets in one big image or having all the assets on separate images. I guess it's whatever it suits you lol. I'm learning Godot for my game project and I really like it
more tutorials on your process for animating, etc would be cool. I'm using Godot to start making 2D games (for now, maybe 3D later) and every animation/asset tutorial in the 2D space out there is either for pixel art (so using Aseprite) or cartoon animation (which has a lot of considerations and complexities that you don't need for 2d sprite animation). the pixel art is cool and all but I'm far more into painted stuff like your game or Hollow Knight, and it seems a waste to do pixel art when I've spent so many hundreds of hours learning art and digital painting
Hi Trent! Wouldn't it be fun for the next monthly challenge to design a character/monster for your Twilight Monk game? You could even raise the stakes and have the winner actually show up in the game
This is awesome! How did u learn this new software since it’s your first video game making ? Always wondered what was used to create video games, so interesting, video and software ^^
So this means that when doing a hand painted HD game like this or Hollow knight then ALL backgrounds, platforming sections, etc are hand painted? Every place is a unique piece?
Ah I asked last vid and assumed this was GMS. Now I'm curious, are you making this strictly in GML or are you using it's built in functions? Mixture of the 2? I've been dabbling with GMS off and on for like 8 years now, never pulled the trigger on going too deep into a project though. That itch surfaces every few months though, it's just hard to step away from the art grind, as you know I'm sure lol.
Hi trent, thanks for sharing ur workflow, it is really helpful for me bcs most of video in youtube or online course is for beginner. I want to ask, what is the resolution in your photoshop? do you design it on 4k resolution or more/less?
Thanks for sharing an overview on making art for 2D games today with us Trent. I've been trying to learn Game Maker Studio 2 for a while now since I picked up my year license last year for my 2D game ideas. Still learning as an indie dev so I would absolutely love a beginner -course from you on learning Game Maker, please. I have a question my very first game is going to be 3D a Puzzle/Platformer. Think Portal on puzzles and Myst on StoryTelling wise. How would I create concept art for a first-person Puzzle/Adventre genre of game?
Would be interested in that tutorial!! Also would be interested in learning how to draw environments like that. Do you have a drawing course or anything of the sort? New viewer so not sure if you've advertised or answered that before!
Hey Trent, Would love to see a video why you switched from unity to game maker. I think your first game was unity no? And at some point you said you don't like unity. I used to use both before focusing soley on my art, but thinking of getting back into game dev again to exercise my logical part of the brain haha
I got back into Game Maker because this prototype was %50 done, and was built on the Ikeda Engine, so I know how to get what I need out of it. Unity was corrupting and crashing and I was just frustrated every time I used it. I may go back later. But I wanted to finish this old prototype as a full game.
Hello Mr. Trent, may I know the size of your canvas for the level design you have done here? Did you separate them and combine them later in Game Maker? I am making similar vibe (inspired by Hollow Knight) level design for my class. Thank you so much. =)
Looks absolutely fantastic, but be cautious there: I would urge you and everyone else to implement as early as possible. Make an art prototype early using just a few elements. I mean, by all means throw crude sketches in. I guarantee you learn something that will immediately pay off for the way you make the art.The tiling, light, shaders, workflows there are so many details that you absolutely must run through it early and often to inform your art process.
I agree. Its a tough balance because my audience expects the art to be solid as a priority. But rest assured, I'm spending a lot of time on the code, ai, and game design as a priority.
Your level in Gm2 is way bigger than your game art in photoshop so my question is, is your game maker level made up of serveral photoshop canvases stacked ontop of echoter and on the side of echoter like one of those canvases in your photoshop lets call that a square, is your gm2 leve made up of like 9 squares (like a huge puzzle made of indviual pieces?) in that case how do know what size to make the canvas? and howto make certain parts interactable, is that huge clif to the left just one object or made up of serveral tinier pieces for instance? I don´t have problem with drawing I´m good at that part, I have problem with sizing and scaling and how big to have a canvas etc. Hope you can help me :) Your art looks good by the way!
We’ve since switched to unreal engine. However, the principals remain the same. Parts are cut up into “instances” and “tilemaps” that are repeated to make an entire dungeon out of 1 or 2 paintings.
what platform will this play on? it has been several millennia since I played games, like circa Kings Quest and Leisure Suit Larry from late 1980s and early 1990. of course in those daze resolution was minimum 640x480 or 800x600 and if you were luck 1024x768 with an amazing 4096 colors. I program PLCs and HMIs for automation, so I'd be interested in seeing a sample code for compare and contrast
Currently planned just for PC, but possible publisher opportunities will likely want it on consoles as well. I'm hoping to eventually do all current consoles. But I can only do 1 at a time in 1 language at a time. I'm just 1 guy right now. lol.
in Game Maker Studio, I believe I just implemented the sprites into the tilemap system so that I could use the consistent collisions. Weve switched to UE4 since then though.
I started with game maker 6 years ago, found a good teacher and had the most momentum with it. It’s good for 2d games with a retro feel. And retro 2d is my strength. Unity was frustrating to me and I’d have had to start over learning to code completely.
@@TrentKaniuga Thanks for the response, Trent! Your reasoning makes sense. I've been meaning to learn GMS for the same reasons - Unity being a bit burdensome and not jonesing to learn coding all that much. Good luck with the game!
I guess if you like games with generic levels that don’t tell story at all. Sure. (Most rogue like games do this) But I prefer well crafted, intentional design in my games.
Hi Trent! You probably won't see it, but I just wanted to thank you! 2 years ago, at the start of pandemic, I came across your YT channel and thanks to you I realized I can be a professional artist, if I want to. Back then I was working in production industry (managing printing departments), I always considered myself artistic in a way, but never pursued it, drew a little bit every couple of months in my free time and that was about it. I'm from a small village in Poland and probably due to that my mentality was that it would not be possible to be a professional artist, like never. Now, after two years since seeing your first video, I've become a 3d environment artist and landed a job in a big studio, will be working on a AAA title, starting in May :) I am where I am right now thanks to you!
Congrats! I'm glad I found your comment today. Very grateful to you for saying that I helped inspire you, but YOU put in the work, and it paid off!
I'm from Poland as well, although I live in Warsaw, I have pretty much the same anxious thoughts you describe having two years ago. I'm interested in getting into art industry in gaming. Would you mind having a chat or two about ways (maybe specifically regarding Poland) to make art a possible career here? Btw, your comment helped me termendously already 😄
Yes to the programming tutorials!!!
I one up this, yes please!!!
Thank you, Treant! It's very easy to find beginner tutorials/devlogs on UA-cam, but peeking behind the scenes of something this beautiful is truly a rare occasion! Please keep sharing the progress of making the art for the Twilight Monk game. :)
This video is a jewel. I always wondered how to attain certain light effects I saw in games I like but to no avail. Thank you so much for uncovering some of the tips for achieving those light effects and other post-processing secrets we indie need to deliver a half decent presentation for our games.
the artistic and animation of this game really communicates well to the player, not too slow and not too fast either, you can really anticipate the movements of the character base on their characteristics to fell and be immersed in the whole game; the visual cue and transition of this game is great .
Lovely! I really enjoy this type of content, metroidvanias are one of my favorite generes, so videos like this give me a more clear idea of what it takes to develop a game, besides your work is excellent!
This may be a repeat post from other twilight monk game videos, but this is straight up amazing! Huge inspiration because this shows me some insight into the magic that can happen after years of honing your skills in the game industry.
I'm so happy with the excitement in your voice! For 4 days, this is great! Thank you for sharing your process!!
That's awesome, I'm glad your enjoying the process and your new journey
Thanks dude!
Its funny how you often post things right when I need to learn them.
I keep searching and searching for tutorials and videos that get into the nitty gritty of actually making levels for 2D games and they're surprisingly hard to find. So many videos on making pixel art grass tiles but I want to go beyond that. I'm glad I stumbled across this. I've been trying to figure it out for ages. Thanks for this, definitely need to see more.
That type of video would not be popular on UA-cam. That’s why I made tutorials at www.gumroad.com/trentk
Looking forward to the release Trent! The game has a great vibe already, thanks for these insights and breakdowns!
This location is AMAZING. This is how I want my game Art to look. So cool !!!
That 2D game dev tutorial made by an artist would be great, as most of those type of tutorials are from devs. Go for it!
Video idea: Difference between graphic novel and comic, and which one is best for your IP.
hell yeah....this is awesome...cant wait to see more
Aaawwwwwww Yeaaaaahhhhhhhhhh!!! This game looks so fun dude! Can't wait! 😍❤
just joined a small indie team of 3 to make a platformer, and seeing your game design is teaching me so much about something I know so little! Thank you for sharing - this is so valuable
OMG this is amazing, this is what i wanted to see
My goodness love it, this really pumps me to keep working on my personal project. I switch to pixel art because i thought it was going to be more easy, but i don want to do it in digital painting and this definitely showed me that i can and should. Thanks Trent your videos really keep me motivated, from a single rock tutorial to breakthrough like this.
this is looking great
I love this breakdown. Amazing content as usual Trent. Gets me motivated to work on my own 2D game concepts and assets. Those arrows were on point :D lol.
That is awesome. I really like the mechanics
yes to the GameMaker tutorial !
I really like the core concept for combat in *Twilight Monk* (i.e. kicking the weapon to launch it at enemies). It doesn't seem polished yet.
Here are some thoughts I have:
- After kicking his pillar-shaped "weapon" or placing it on the ground, monk should (need to) pull it back towards him with the chain. That it's currently just floating back removes the satisfaction a player might get from hitting an enemy, because the pillar appears to have no weight. It's floaty. (I would also try to add a more weighty impact animation in general.)
- There is an additional quick attack where monk is just launching his weapon without needing to kick it. I'd get rid of that. Players are sure to only use that maneuver because it's much easier and gets the job done. At the same time it's a boring generic button-mashing system. Unsatisfactory and kills the core combat mechanic. It also makes it look like the pillar has no weight.
Maybe remove all damage from this quick attack and make it "knockback"-only, so that it helps in clearing the air a bit, without being efficient enough to kill anything. Better yet, make the quick attack just a swing of the chain (or anything else), without the pillar. A quick fling with such a big object just takes away from its impressiveness. It undermines the feeling of power.
- I could imagine a lot of interesting combos with the kicking mechanic. Hopefully they are not reduced to a generic "just click the attack button to execute"-functionality. Every new move could be unlocked with a power up and also serve in enhancing mobility, to reach new areas.
These things are easy to suggest in theory. But what happens when the pillar passes over collisions? It has to float back over them weightlessly to return to the player. I also think that the player will get frustrated if they can’t swing it out with the kind of attack that I currently have. I tried the idea you presented here, and it didn’t go over with players. They wanted to know how to just swing the pillar like a weapon. So kicking out the pillar is merely reserved for extra reach and extra bonus combo damage. You have to separate the play styles for 2 categories of player. Ideally, players start mastering the advanced combo system mid game, by creating enemy vulnerabilities.
@@TrentKaniuga
The latter part I understand. I realize that other players have other needs in games.
Do your test players represent your target audience, though?
My personal opinion is that more complexity will attract a larger player base over a longer time.
Easy casual game = no longevity & forgettable.
Challenging & complex game = chance for cult status & lures in hardcore gamers (e.g. speedrunners).
IMO.
Regarding the "pillar passing over collisions", I'm confused what the problem might be.
Since the monk would be yanking back the pillar forcefully, it should function the same way it did when it was kicked forward. Just in a different direction.
Strongly appreciate the reply, btw!
My best wishes for your game!
dope! would love to see more gamedev vidoes like this
This is awesome Trent!!!!
I have been following you channel for years now and your videos has always helped me become a better artist. Can't wait for this game:)
Very cool to see the game taking form Trent! The mechanic of using your weapon to get into high ground is very promising. Also, I love how Zelda 2ish you did overworld encounters.
Been playing around with game dev for 10 years now and started a hand dawn project just a few days ago, just found myself loving the way to work, but I need to learn a lot and sadly very few youtubers teaches this stuff .
I have the patience to draw for a game, but not the patience to make one so kudos to you for doing both!
absolutely would love that programming video idea you mentioned!
Good video
I Always Love your 2D art video content especially for mobile game
This was sweet dude. I love the look, draws me right into you comic.
Please yes to a game maker tutorial, I love your teaching style
This was the best video you've EVER put out. Thanks Trent! Please do more like this! (Live stream?)
Thank you for sharing this man! Never seen this program yet.
Tutorials on programming would be incredible
this was a really cool video ...
and now i know how to deal whit big maps
Trent, this is awesome! Liked and subscribed!
Saw the gameplay and I absolutely love it. It heavily reminds me of Zelda 2 on the Nes because there is an overworld and 2D jump and run levels at the same time.
Noice! Love them tips, this color balance tip makes wonders!
Thank you so much man. I really needed this.
First of all (considering how radio silent team cherry is about their upcoming game) I really like it when an indie developer who is also a badass concept artist is very open to sharing their process. I am sure the process stuff is inspiring for those who want to get started on their own games but I hope it will foster a constructive and positive relationship between fans and how the final product, being Twilight Monk, comes out.
Woow this is impressive!
I would love to play this game💖💖
Yes to the programming tutorials.
jus redownloaded gamemaker after six years and just refound your channel pls need that tutorial game looks beautiful always wanted to see more of the process of your gamemaking
Yes to the tutorial !
YES FOR GAME MAKER TUTORIAL!
Are you going to create whole game in game maker, or you are planning to switch to Unity or similar engine for this game in some moment?
Yep. I have the least frustration with Game maker.
Yes to Programming Tutorials! Also, what were the dimensions for the art pass file in photoshop in the first part of the video?
That’s something I struggle with figuring out, sometimes I can keep enlarging and enlarging without noticing.
Would love a programming tutorial! I think it would help with concept design too, to know what is require, etc, also would love to one day make a game too.
Really looking good! Love to see more soon
how do you have such a wet look with your brush work would you do a video on that :)
Your gumroad tutorials are great, you should make one for game creation as well. GameMaker is a solid tool for inspiring designers.
Very beautiful game.
a yes to the programming tutorial im very interested :D
Awesome Video dude, love the atmosphere. Hope you're using some form of version control like Perforce :) Super helpful if you mess up some of the code and need to revert.
I know you posed this a while ago, but this one hit home. I have been doing concept art for a few Indy games and they seem to keep falling apart. Maybe i just need to do it alone. I have been mostly a illustrator ( commissions work) but as i get older just want to do my own stuff. This might be the way.
Beautiful work, really inspiring and helpful!
Do you plan out where the platforms are going to be in-engine before you start painting so you know the player can make the jumps and traverse the space? And then like take a screenshot and use that to base your painting on? And how do you decide what resolution to do so you can be sure the camera isn't going to be cutting off details when it's in game? Do you have to make a lot of iterations and test them out in game before going into a full-fledged piece? Do the high resolution paintings cause performance issues?
Sorry for all the questions, I'm just really curious how to start with this kind of thing and the questions are my guesstimations on how the full process might be.
Love the progess on how you make your backgrounds. I was wondering what is the default size do you use to paint your backgrounds. Do you double the size of screen to paint or do you paint bases off the resolution of your game?
Making your own game makes you appreciate the work of others when you have a lot of fun with other games 😅
I was wondering if I make all the assets in one big image or having all the assets on separate images. I guess it's whatever it suits you lol.
I'm learning Godot for my game project and I really like it
I'm in for that GMS2 tutorial
Nice looking game man
I wonder if the community will get a chance to play test😀
How have I only just found this!
more tutorials on your process for animating, etc would be cool. I'm using Godot to start making 2D games (for now, maybe 3D later) and every animation/asset tutorial in the 2D space out there is either for pixel art (so using Aseprite) or cartoon animation (which has a lot of considerations and complexities that you don't need for 2d sprite animation). the pixel art is cool and all but I'm far more into painted stuff like your game or Hollow Knight, and it seems a waste to do pixel art when I've spent so many hundreds of hours learning art and digital painting
Hi Trent! Wouldn't it be fun for the next monthly challenge to design a character/monster for your Twilight Monk game? You could even raise the stakes and have the winner actually show up in the game
Hello SIr, I am interested in the programming tutorial!!
This is awesome! How did u learn this new software since it’s your first video game making ? Always wondered what was used to create video games, so interesting, video and software ^^
No doubt, I will buy this game & yes a programming tutorial we want but pls on UA-cam not on gumroad :)
So this means that when doing a hand painted HD game like this or Hollow knight then ALL backgrounds, platforming sections, etc are hand painted? Every place is a unique piece?
Ah I asked last vid and assumed this was GMS. Now I'm curious, are you making this strictly in GML or are you using it's built in functions? Mixture of the 2? I've been dabbling with GMS off and on for like 8 years now, never pulled the trigger on going too deep into a project though. That itch surfaces every few months though, it's just hard to step away from the art grind, as you know I'm sure lol.
I like the chibi Cloud 🤣🤣
If you're in a cave how is it snowing? There better be fishing/ice-fishing minigames! x)
Hi trent, thanks for sharing ur workflow, it is really helpful for me bcs most of video in youtube or online course is for beginner. I want to ask, what is the resolution in your photoshop? do you design it on 4k resolution or more/less?
Thanks for sharing an overview on making art for 2D games today with us Trent. I've been trying to learn Game Maker Studio 2 for a while now since I picked up my year license last year for my 2D game ideas. Still learning as an indie dev so I would absolutely love a beginner -course from you on learning Game Maker, please. I have a question my very first game is going to be 3D a Puzzle/Platformer. Think Portal on puzzles and Myst on StoryTelling wise. How would I create concept art for a first-person Puzzle/Adventre genre of game?
It's looking beautiful Trent. Any particular reasons for not using unity?
Could you also do this for 2d Characters?
I think it would be cool if he did a flip when he double jumps, just a thought
AWESOME 😎👍 can you also use SWF backgrounds to save file size or would that strain the CPU too much?
I'm not sure, but I don't think that Game maker recognizes vector art.
Would be interested in that tutorial!! Also would be interested in learning how to draw environments like that. Do you have a drawing course or anything of the sort? New viewer so not sure if you've advertised or answered that before!
I have MANY workshops and tutorials over at www.gumroad.com/trentk
Hey Trent,
Would love to see a video why you switched from unity to game maker. I think your first game was unity no? And at some point you said you don't like unity.
I used to use both before focusing soley on my art, but thinking of getting back into game dev again to exercise my logical part of the brain haha
I got back into Game Maker because this prototype was %50 done, and was built on the Ikeda Engine, so I know how to get what I need out of it. Unity was corrupting and crashing and I was just frustrated every time I used it. I may go back later. But I wanted to finish this old prototype as a full game.
@@TrentKaniuga Gotcha! Honestly I thought that Ikeda was made in unity lol
Hello Mr. Trent, may I know the size of your canvas for the level design you have done here? Did you separate them and combine them later in Game Maker? I am making similar vibe (inspired by Hollow Knight) level design for my class. Thank you so much. =)
How to generate ideas for creating your own IP and how was your process to find yours.
Looks absolutely fantastic, but be cautious there: I would urge you and everyone else to implement as early as possible. Make an art prototype early using just a few elements. I mean, by all means throw crude sketches in. I guarantee you learn something that will immediately pay off for the way you make the art.The tiling, light, shaders, workflows there are so many details that you absolutely must run through it early and often to inform your art process.
He has a video of a working prototype on instagram
I agree. Its a tough balance because my audience expects the art to be solid as a priority. But rest assured, I'm spending a lot of time on the code, ai, and game design as a priority.
is it ok to make platforms in pixel style ? i was think about it like it has to be vector art.
Do you feel like 2d art is more manageable as a solo game dev if they're starting from scratch?
What is the canvas size you use for crafting scene like this?
Weapon is too good
yes game maker studio tutorial please
how u draw character like that
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Your level in Gm2 is way bigger than your game art in photoshop so my question is, is your game maker level made up of serveral photoshop canvases stacked ontop of echoter and on the side of echoter like one of those canvases in your photoshop lets call that a square, is your gm2 leve made up of like 9 squares (like a huge puzzle made of indviual pieces?) in that case how do know what size to make the canvas? and howto make certain parts interactable, is that huge clif to the left just one object or made up of serveral tinier pieces for instance? I don´t have problem with drawing I´m good at that part, I have problem with sizing and scaling and how big to have a canvas etc. Hope you can help me :) Your art looks good by the way!
We’ve since switched to unreal engine. However, the principals remain the same. Parts are cut up into “instances” and “tilemaps” that are repeated to make an entire dungeon out of 1 or 2 paintings.
@@TrentKaniuga I dont use gm2 either so its ok :) culd you maby make a video on thid and explain further?
109th viewer! Yeyyyyy and this reminds me of Hollow Knight which is also just a very stunning looking game
what platform will this play on? it has been several millennia since I played games, like circa Kings Quest and Leisure Suit Larry from late 1980s and early 1990. of course in those daze resolution was minimum 640x480 or 800x600 and if you were luck 1024x768 with an amazing 4096 colors.
I program PLCs and HMIs for automation, so I'd be interested in seeing a sample code for compare and contrast
Currently planned just for PC, but possible publisher opportunities will likely want it on consoles as well. I'm hoping to eventually do all current consoles. But I can only do 1 at a time in 1 language at a time. I'm just 1 guy right now. lol.
More! Please.
when is the game coming out btw??
Release date will be revealed soon!
How do you place the colliders into sprite backgrounds? Is it the process any different than tile based backgrounds?
in Game Maker Studio, I believe I just implemented the sprites into the tilemap system so that I could use the consistent collisions. Weve switched to UE4 since then though.
Why Game Maker Studio over RPG Maker, Godot, Oonity, etc? What was the reason for the preference?
I started with game maker 6 years ago, found a good teacher and had the most momentum with it. It’s good for 2d games with a retro feel. And retro 2d is my strength. Unity was frustrating to me and I’d have had to start over learning to code completely.
@@TrentKaniuga Thanks for the response, Trent! Your reasoning makes sense. I've been meaning to learn GMS for the same reasons - Unity being a bit burdensome and not jonesing to learn coding all that much. Good luck with the game!
Can someone help me and tell me what he is using plz
Im interested on a tutorial on programming a game like this, guys if you too, like this comment so Trent can see it and do a video :P
manually created levels are history
level generators and procedural terrains are the tech of today
I guess if you like games with generic levels that don’t tell story at all. Sure. (Most rogue like games do this) But I prefer well crafted, intentional design in my games.
@@TrentKaniuga this is why biomes exist; you set up your generator for a specific type of rooms you'd like to achieve
but okay, your point is clear
Are you programming all this???
Yes. But I just started working with another programmer to help out.