This video is amazing. I never thought about doing sketches first, but the way you do it makes a lot of sense. I never considered because I was always thinking about how inaccurate it would be to make it on paper, since u cant precisely know what jumps are even possible because of the physics. But its really good for just getting a basic idea, and starting somewhere, to then later adjust the level so it works ingame. Thanks for making this vid
You have walking sections in the game that are slower than the rest of the game. At 5:24 for example. You could add a ground-only horizontal corkscrew dash or something that charges up from enemies being hit in the sky. That way you can give your level variety by having both ground and sky sections. Spikes force the player to fly, tunnels force the player to walk on the ground; now you have variety that still revolves around going fast.
Hello Kyle, you can add verticality with speed in mind like a gush of wind (updraft) to give a boost. Then during this boost you can dodge rocks that stick out or other objects that you need to navigate around. The same can be done when you do a big dive down. Then you can add things like diving down a waterfall (waterfall is in the background). This idea came from your scene transition.
Hi Kyle, I'm one of your Udemy students - awesome tutorials! I'm new to programming and moving through the Love2D game tutorials (Udemy,) still in section one, and a pondering question rose. Is it possible to develop a game like Stardew Valley in Lua/Love2D? In my research, a game company called Double Fine Productions developed a handful of their games, all coded in Lua apparently. And a game called Roblox. Never played it.
In my experience, any 2D game could be created using Lua/LOVE, so a game like Stardew is certainly possible. The only noteworthy limitation that LOVE has is that it currently can't export to game consoles.
@@Challacade For me, being new to programming, the most frustrating part was hunting down the perfect language to begin the journey into the unknown of world of coding. I think Lua really has broke my fears(and your Lua Udemy tutorials.) I plan to tackle C# MonoGame next(already bought your MonoGame to transition to next language...) I'm using Lua as my gateway - first language. I found your Zelda tutorials, and they have really jazz up - supported to push me through your Lua / Love2D tutorial. It's really great to see all what lies ahead if I get over this learning hump - knocking out the foundations - understand of programing. Question: I pondered this as I was creating the target graphic for the shooting game, if some hard coded a game sprite/ the graphics VS using a sprite PNG, which one would run with better performance? Or would it matter? For instance, if you hard coded the Zelda character and created a character sprite object - in a function to call, would this slow the game down? It's an odd question. My question stems from watching this "Indie Game: Documentary," (the 2nd film,) and this guy made this geometry space - planet orbiting game for iPads. He spoke about hard coded all his graphics VS using texture pngs and sprites. He said he wanted his game code to be "pure..." LOL Sorry about writing a novel here... Your tutorials are VERY inspiring, perfect pace for a new programmer like myself!
@@UnderArea51 I want to make sure I understand your question; you mention 'graphics VS', but I don't know what you're referring to. Could you clarify what this means?
Just to clarify, are you suggesting to draw the tiles programmatically, rather than manually placing them in? If so I do agree that would be quicker; the way the platforms are drawn makes this tricky though, since it's all rectangles stacked next to each other, I noticed a lot of outlier cases that wouldn't work well with that kind of setup. I tried to make it work though! Drawing the tiles in is very annoying
This video is amazing. I never thought about doing sketches first, but the way you do it makes a lot of sense. I never considered because I was always thinking about how inaccurate it would be to make it on paper, since u cant precisely know what jumps are even possible because of the physics. But its really good for just getting a basic idea, and starting somewhere, to then later adjust the level so it works ingame. Thanks for making this vid
I always struggle with level design and your approach to it seems like it would work for me. This was very helpful, thanks!
Beat video so far in my opinion. ❤️ Really appreciate the videos you make for us! 🌟 Looking forward to see your final product .✨
Thank you!!
the game is looking great! I love that mentality about large tasks.
You have walking sections in the game that are slower than the rest of the game. At 5:24 for example. You could add a ground-only horizontal corkscrew dash or something that charges up from enemies being hit in the sky. That way you can give your level variety by having both ground and sky sections. Spikes force the player to fly, tunnels force the player to walk on the ground; now you have variety that still revolves around going fast.
Hello Kyle, you can add verticality with speed in mind like a gush of wind (updraft) to give a boost. Then during this boost you can dodge rocks that stick out or other objects that you need to navigate around. The same can be done when you do a big dive down. Then you can add things like diving down a waterfall (waterfall is in the background). This idea came from your scene transition.
Love it! Thanks for the ideas, I like the potential here
Hi Kyle, I'm one of your Udemy students - awesome tutorials! I'm new to programming and moving through the Love2D game tutorials (Udemy,) still in section one, and a pondering question rose. Is it possible to develop a game like Stardew Valley in Lua/Love2D? In my research, a game company called Double Fine Productions developed a handful of their games, all coded in Lua apparently. And a game called Roblox. Never played it.
In my experience, any 2D game could be created using Lua/LOVE, so a game like Stardew is certainly possible. The only noteworthy limitation that LOVE has is that it currently can't export to game consoles.
@@Challacade For me, being new to programming, the most frustrating part was hunting down the perfect language to begin the journey into the unknown of world of coding. I think Lua really has broke my fears(and your Lua Udemy tutorials.) I plan to tackle C# MonoGame next(already bought your MonoGame to transition to next language...) I'm using Lua as my gateway - first language. I found your Zelda tutorials, and they have really jazz up - supported to push me through your Lua / Love2D tutorial. It's really great to see all what lies ahead if I get over this learning hump - knocking out the foundations - understand of programing.
Question: I pondered this as I was creating the target graphic for the shooting game, if some hard coded a game sprite/ the graphics VS using a sprite PNG, which one would run with better performance? Or would it matter? For instance, if you hard coded the Zelda character and created a character sprite object - in a function to call, would this slow the game down? It's an odd question. My question stems from watching this "Indie Game: Documentary," (the 2nd film,) and this guy made this geometry space - planet orbiting game for iPads. He spoke about hard coded all his graphics VS using texture pngs and sprites. He said he wanted his game code to be "pure..." LOL Sorry about writing a novel here... Your tutorials are VERY inspiring, perfect pace for a new programmer like myself!
@@UnderArea51 I want to make sure I understand your question; you mention 'graphics VS', but I don't know what you're referring to. Could you clarify what this means?
Is it easier to use some PNG file to make the whole level?
Just parse it and make all tiles on the fly.
Just to clarify, are you suggesting to draw the tiles programmatically, rather than manually placing them in? If so I do agree that would be quicker; the way the platforms are drawn makes this tricky though, since it's all rectangles stacked next to each other, I noticed a lot of outlier cases that wouldn't work well with that kind of setup. I tried to make it work though! Drawing the tiles in is very annoying
@@Challacade manually placing all types (ground, water, air, platform) in PNG, but the tile will be chosen based on all (4 or 8) neighbors.