Thanks! I was very new to it at the point this footage was taken. The first iteration of the furniture sprites took me ages, but I've been slowly getting faster and better since then
@@Absurd_Games_Studio When I watched the video, I knew you were new to game dev but I thought you must have been doing pixel art for some time before because it looks professional, you must have a talent for it!
Yeah, this footage is from about 2 years ago, so I was really new to gamedev at that point. I guess I was always into art, but pixel art is quite new to me, so thanks!
You could put the button in the centre of a tile and have the character walk centre to centre. It doesn’t matter if their head goes into the tile above because the player will use their feet/shadow as a reference point, not the top of the head
Thanks, it's more about where the sprites sit relative to each other, though. If I do make the character's feet sit in the centre of the cell, it's equivalent to the furniture hanging into the cell beneath it like I have at 05:03, which solves the button problem, but it also appears as if the character should be able to walk in front of and behind the piece of furniture. I could just always put tall furniture against a back wall, but that's the solution I come up with anyway. I just also lower the overall resolution
@@Absurd_Games_Studiototally understand! It all comes down to choosing what aesthetic suits your vision. I was only remarking that it’s visually readable to have the character centred on grid but the obstacles don’t need to be. Sproggiwood is an example of a turn-based game like that.
@@Absurd_Games_Studio I really do have to do it. I've got a script for a first video. Editing is the only thing really holding me back. Any tips or resources?
That's great. Yeah, this footage is quite old now. I finally got around to actually making the devlogs for it. I suggest Shotcut for video editing if your computer can't handle Davinci Resolve (mine can't). I have pages of tips that's I've made for myself. If you decide to start using that, I can send them to you
Empty space is good, I suggest leaving at least 1 empty pixel on each side of your sprites. If you try adding outline effects in the game, you might run into this issue of your outlines bleeding into the nearby tiles. Also, that empty space gives you some wiggle room for animation.
Quite interesting that you went 16x16 as a method of perhaps saving time and then seemed to spend longer trying to make the furniture work :) Interesting project though. What made you settle on using Unity. Given its recent fall from grace I'm trying Godot out... although it is a pain to move away from something you already know!
Hahaha that's because I didn't record the hours I spent on the first furniture sprites. This footage is over a year old though, I've come a long way. I'd love to try out Godot. It's next on my list of engines to work with. How are you finding it so far?
@@Absurd_Games_Studio I love how lightweight Godot is, you can run it on a potato and it'll still perform well, and having the inbuilt code editor is good. I have felt that I've been fighting with it, as there's lots I did in Unity that Godot wants you to do another way. Signal emitting rather than just finding a game object and telling it what to do and some odd effect from parent/child nodes to name a few. Early days on my project, but I'm getting through the issues so far
Aww cute little alien angler fish guy!!
These are soothing and informative. Enjoying following along your process.
Thanks! That's exactly what I was going for
Good job! The art looks good and the game looks like it has lots of potential. Games aren't always easy to make so keep going man!
Thanks! They're not easy to make but they're definitely fun to make!
Wow, how long have you been doing pixel art because that is super impressive!
Thanks! I was very new to it at the point this footage was taken. The first iteration of the furniture sprites took me ages, but I've been slowly getting faster and better since then
@@Absurd_Games_Studio When I watched the video, I knew you were new to game dev but I thought you must have been doing pixel art for some time before because it looks professional, you must have a talent for it!
Yeah, this footage is from about 2 years ago, so I was really new to gamedev at that point. I guess I was always into art, but pixel art is quite new to me, so thanks!
I'm learning so many new words!
So did I! haha
You could put the button in the centre of a tile and have the character walk centre to centre. It doesn’t matter if their head goes into the tile above because the player will use their feet/shadow as a reference point, not the top of the head
Thanks, it's more about where the sprites sit relative to each other, though. If I do make the character's feet sit in the centre of the cell, it's equivalent to the furniture hanging into the cell beneath it like I have at 05:03, which solves the button problem, but it also appears as if the character should be able to walk in front of and behind the piece of furniture. I could just always put tall furniture against a back wall, but that's the solution I come up with anyway. I just also lower the overall resolution
@@Absurd_Games_Studiototally understand! It all comes down to choosing what aesthetic suits your vision. I was only remarking that it’s visually readable to have the character centred on grid but the obstacles don’t need to be. Sproggiwood is an example of a turn-based game like that.
@@Worldfire_Interactive Well cheers, that's a good point. I'll be sure to check that game out
Another great video. Your editing is on point!
Thanks, I've been enjoying the editing actually. Get into it, man. I want to see some gamedev from you!
@@Absurd_Games_Studio I really do have to do it. I've got a script for a first video. Editing is the only thing really holding me back. Any tips or resources?
That's great. Yeah, this footage is quite old now. I finally got around to actually making the devlogs for it. I suggest Shotcut for video editing if your computer can't handle Davinci Resolve (mine can't). I have pages of tips that's I've made for myself. If you decide to start using that, I can send them to you
@@Absurd_Games_Studio I never heard of Shotcut until now. I will gladly take whatever tips you've got!
goat
Empty space is good, I suggest leaving at least 1 empty pixel on each side of your sprites.
If you try adding outline effects in the game, you might run into this issue of your outlines bleeding into the nearby tiles.
Also, that empty space gives you some wiggle room for animation.
Quite interesting that you went 16x16 as a method of perhaps saving time and then seemed to spend longer trying to make the furniture work :) Interesting project though. What made you settle on using Unity. Given its recent fall from grace I'm trying Godot out... although it is a pain to move away from something you already know!
Hahaha that's because I didn't record the hours I spent on the first furniture sprites. This footage is over a year old though, I've come a long way. I'd love to try out Godot. It's next on my list of engines to work with. How are you finding it so far?
@@Absurd_Games_Studio I love how lightweight Godot is, you can run it on a potato and it'll still perform well, and having the inbuilt code editor is good. I have felt that I've been fighting with it, as there's lots I did in Unity that Godot wants you to do another way. Signal emitting rather than just finding a game object and telling it what to do and some odd effect from parent/child nodes to name a few. Early days on my project, but I'm getting through the issues so far