@@conkix I mean, a big point of the game is to have weapon variety so you can play how you want, which is why there's a style meter with bonuses for changing weapons. If you don't like weapon variety, you never liked the game.
I look forward to every dev log you post my man. You capture the style of both UK and retro games really well. If I had to suggest anything it’s just that you reduce the number of wings V1 has, I just think the silhouette could be more iconic and the screen would be easier to read if the player model was less cluttered.
I feel like reducing the wings would take away form the iconic silhouette that V1 already has, but they could definitely be more condensed, maybe "tilted away" from the camera until dashing, which they fan forward to imply it's what generated the power of the dash? I do believe it should remain eight wings, it's such a unique sort of design amongst any character, while two or four is more standard. But I do agree on it being a bit cluttered at the moment, however I imagine that's going to improve plenty as the game improves! Sprites are something far more easy to change than code, so might as well get rough drafts out while you work on the core gameplay. I'd love to hear more of your ideas though. Personally, I'd recommend darkening some parts of the inaccessible level, like the parts around the elevator so it doesn't blend into the background walls as much. And, light colors draw the eye more, so with the moody feel of the rest of the incredible spritework for the background, the slate grey stands out somewhat strangely. A subtle shadowy gradient could help.
i think it would be cool if you could stand on the thrown swords. theres only 2 dimensions so i think taking some creative liberties to add more verticality to the fights would be help out a lot.
This is really cool Tho I do wanna say that while juggling the coins in the air like that is fun, that's not how it is in the base game. When you punch a coin, it becomes a hitscan attack aimed at the closest enemy weakpoint or in the direction you're facing. Aiming up will send the hitscan up to infinity if no enemies are present and there isn't a ceiling.The coin only becomes coin again when it hits something.
@@dev4159 I meant what I said though, 'cause that ain't feedbacker behavior. Feedbacker would instantly raycast to the nearest enemy and give a "Fistful of Dollars" bonus
This is awesome,good job. Looking forward to playing this demake when the next update drops! I already played the normal demo and really enjoyed it. :)
I like the way it's turning out. Though i would recommend you change the combo HUD to fit only in the top or bottom part of the screen, since most of the action stay contained in the center from left to right.
that core eject at 2:14 seemed kind of underwhelming, maybe because of how slowly it expands? since it's an explosion, it should probably be able to catch up to a filth's leap
I recommend that you add some metal panel type texturing over the secret/behind the wall obscure areas which are just gray rn. It will add to the effect
idea: you can play a full version of the game, with it being the full ultrakill game (not a demake of the prelude demo), BUT to verify that you own the original game, you have to link the exe file, and when you do, it will give you access
1:53 damn the lack of slowmo really makes it feel lamer (i noticed it actually does have slowmo, it was just before swordmachine hits the husk, i was used to the slomo being WHILE hitting it)
why didnt you do background crushers, they come from the background layer to the actual floor and awalls layer, you could have recreated the levels way better like that
There is one mistake, if you try to punch coin to the sky, it would fly into the space and destroy, if there is ceiling, coin would hit it and turn into black, but coin not would be fly up a little
is there maybe a way to mod the game? i tend to randomly work on mini projects [mostly mods] for a few weeks before forgetting about them, but i do find them quite fun
I'll release the source code on github next update, then modding can be done by cloning the repo and working on it in gamemaker. Just to warn you, the code is extremely messy
@@JerkInci Yeah this update isn't out yet. I never intended access in to 0-2 in the current version, because it was still in development, but forgot that you could get to 0-2 through 0-1.
@@JerkInci I don't know much about modding game maker games so if that works then that's cool! The next update shouldn't be too far off though if you'd prefer to mod with the source code!
Prelude and a bit of extra content. The project will be open source so people can pick it up afterwards if they want to expand to more layers, but I don't really want to work on this project forever
When the retro shooter is so good they make a retro shooter out of it
Coming soon: Atarikill 💀
1D Ultrakill when?
@@крис-ирис
> it's just a blank screen, since objects cannot be 1D
> speedrunners somehow beat said game via sound cues
> how
@@крис-ирис4D Ultrakill (Hyperkill)
@@Ivanushka9937 5D Ultrakill - Omegakill
6D Ultrakill - Superkill
7D Ultrakill - Überkill
Whenever swordsmachine despawns, a big kill triggers.
Swordsmachine Moonwalking is a feature and definitely not a bug
Definitely the best feature so far
Trust me,it just makes the game even better.
It’s just winding up Sonic-style.
Arsi "Hakita" Patala moment
Where's the fedora hat?
I'm surprised by how well you translated the 3D enviroment into 2D, like you can tell this is 0-2 despite the changes, good stuff
dude i dont play ultrakill anymore but its so cool seeing this still being worked on after 11 months of silence
Why not?
@@Neoni76 not a fan anymore especially after the arsenal update, the item bloat really killed it for me
@@conkix well, you can always "unequip" i didnt like the red flamethwrower too, and the chainsaw is not SOOOOOOOO useful, so i unequiped them!
@@conkix I mean, a big point of the game is to have weapon variety so you can play how you want, which is why there's a style meter with bonuses for changing weapons. If you don't like weapon variety, you never liked the game.
@@enderlochbut what if i like to slab pistol the entire game
I look forward to every dev log you post my man. You capture the style of both UK and retro games really well. If I had to suggest anything it’s just that you reduce the number of wings V1 has, I just think the silhouette could be more iconic and the screen would be easier to read if the player model was less cluttered.
Swordsmachine looks phenomenal btw
I feel like reducing the wings would take away form the iconic silhouette that V1 already has, but they could definitely be more condensed, maybe "tilted away" from the camera until dashing, which they fan forward to imply it's what generated the power of the dash?
I do believe it should remain eight wings, it's such a unique sort of design amongst any character, while two or four is more standard. But I do agree on it being a bit cluttered at the moment, however I imagine that's going to improve plenty as the game improves! Sprites are something far more easy to change than code, so might as well get rough drafts out while you work on the core gameplay.
I'd love to hear more of your ideas though. Personally, I'd recommend darkening some parts of the inaccessible level, like the parts around the elevator so it doesn't blend into the background walls as much. And, light colors draw the eye more, so with the moody feel of the rest of the incredible spritework for the background, the slate grey stands out somewhat strangely. A subtle shadowy gradient could help.
Bro just kept cooking in his absence 🔥
Yo this is fire
INTO THE FIRE REFERENCE????!`
@@pjpolanco23FIRE IN THE HOLE
it just keeps getting better ✍️🔥🗣️🔥🔥👆
i think it would be cool if you could stand on the thrown swords. theres only 2 dimensions so i think taking some creative liberties to add more verticality to the fights would be help out a lot.
This is really cool
Tho I do wanna say that while juggling the coins in the air like that is fun, that's not how it is in the base game. When you punch a coin, it becomes a hitscan attack aimed at the closest enemy weakpoint or in the direction you're facing. Aiming up will send the hitscan up to infinity if no enemies are present and there isn't a ceiling.The coin only becomes coin again when it hits something.
is it bad to take creative liberties? im pretty sure the poster knows this
Technically this *is* how the knuckleblaster treats coins, however this is much more mild, much more akin to the Whiplash's effect
@@TheEnmineer feedbacker, knuckleblaster is the red one from v2
@@dev4159 I meant what I said though, 'cause that ain't feedbacker behavior. Feedbacker would instantly raycast to the nearest enemy and give a "Fistful of Dollars" bonus
@@TheEnmineer oh so u meant the literal blast from it, not the punch
Damn the music is just straight up fire
Sick as fuck as always. This project is awesome and i love how the 3D translates into 2D
I'm really excited to see more of this, I love how you're adapting it so far keep up the great work
you put love and effort in this game, you WILL be successful!
I made prelude in super mario maker a few months ago, and it's actually really cool how similar our level layouts are!
GRAAAHH AFTER ALMOST A YEAR !!!!!!!!!!!!!!
Swordsmachine's sword getting stuck in walls is such a cool adaptation
Damn I thought you gave up on the idea, keep up the good work!
Damn, this is actually perfect! You recreated the game so well into 2D, it’s unreal.
This looks like a lot of fun to play, and you managed to make the maps translate well to 2d, keep it up!
It actually looks really good, i would play it tbh, good job and good luck finishing it!
This is awesome,good job. Looking forward to playing this demake when the next update drops! I already played the normal demo and really enjoyed it. :)
Something Retro This Way Comes...
I like the way it's turning out.
Though i would recommend you change the combo HUD to fit only in the top or bottom part of the screen, since most of the action stay contained in the center from left to right.
IT'S ALIVE
Broo, i just hat the same idea yesterday lmao, good work and good lucky!
I was playing this today, i can't stop playing this game
The ultrkill fan made games/mods is just as impressive es the fnaf one and i love it
This is awesome! This reminds me of portal: the flash version. Really cool stuff here
Very cool. One thing I might add, in actual Ultrakill, Swordsmachine loses his +ENRAGED when he gets stunned at half health.
Goes unfathomably hard
Dude, this is really good. You're cool
this is just so insanely cool
that core eject at 2:14 seemed kind of underwhelming, maybe because of how slowly it expands?
since it's an explosion, it should probably be able to catch up to a filth's leap
I recommend that you add some metal panel type texturing over the secret/behind the wall obscure areas which are just gray rn. It will add to the effect
I hope that we'll be able to re-bind controls so I can play this masterpiece with my usual keyboard setup 🙏
a really cool looking project
1:29 IS THE OLD DOOM THEME SONG?!?!?!!
No its ultrakill 0-2 low quality
Imagine the cybergrind
Imagine an alternate universe where V1 was a competitor to sonic the hedgehog and mario
one thing, im playing your game, in 0-2 i cant get the secret encounter challenge even if i complete it, is it a Bug @Pedroleum?
lil cute version of ultrakill. love it
I knew one day ultrakill will be in 2D
it'd be so cool if it could be included in the actual game as an easter egg on some arcade machine
I could see something like this being a secret level.
if this ever comes out im not playing till they add the jumpy filth
cant wait for the og dev to see this!
I'm amazed at how well you've translated the game into 2D, it's really really good!
Side note, the style bonuses seem to be a bit finicky
THIS (might be) CAVE STORY 🔥🔥
I see...
V1 is running in battery saver mode now.
Wow, that was so cool!
could i try making 8-bit for this project please
idea: you can play a full version of the game, with it being the full ultrakill game (not a demake of the prelude demo), BUT to verify that you own the original game, you have to link the exe file, and when you do, it will give you access
It's been so long since last video i already have forgor about it's existing and even make a new hecking account
We missed you bro
i would play this if it was released
MAN THIS IS AMAZING
1:53 damn the lack of slowmo really makes it feel lamer
(i noticed it actually does have slowmo, it was just before swordmachine hits the husk, i was used to the slomo being WHILE hitting it)
THE DEATH SCREEN?!
This rocks man! I was wondering if there would be any possibility I could help out with some of the sprites?
its MEGAKILL now
Офигенно перенесли уровень в 2D
Doth Version One now possess the ailment of stereographic blindness?
This is awesome, i love it. Was it made in gamemaker studio?
Yeah, it's the engine I'm most familiar with and pretty good for anything 2d
why didnt you do background crushers, they come from the background layer to the actual floor and awalls layer, you could have recreated the levels way better like that
would be cool if you could go through doors in the background, so maybe you could get more value for your room layout
There is one mistake, if you try to punch coin to the sky, it would fly into the space and destroy, if there is ceiling, coin would hit it and turn into black, but coin not would be fly up a little
there ought to be more JUICY effects in this game
BANGER
is there maybe a way to mod the game? i tend to randomly work on mini projects [mostly mods] for a few weeks before forgetting about them, but i do find them quite fun
I'll release the source code on github next update, then modding can be done by cloning the repo and working on it in gamemaker. Just to warn you, the code is extremely messy
btw, just so you know, the meatgrinder completely stops existing at half point and you can kill swordsmachine before you're supposed to
@@JerkInci Yeah this update isn't out yet. I never intended access in to 0-2 in the current version, because it was still in development, but forgot that you could get to 0-2 through 0-1.
@@Pedroleum i've noticed that the game has a data win file due to the fact because it's a gamemaker game, meaning that i can still modify it
@@JerkInci I don't know much about modding game maker games so if that works then that's cool! The next update shouldn't be too far off though if you'd prefer to mod with the source code!
THIS IS SO COOOOOOL
This reminds me of a risk of rain 1 that is 2d game. And now original ultrakill is reminding me of risk of rain 2 that is 3d remake
I just realized this is ultrakill katana zero edition
Swordsmachine Jackson
Hmm, its very interesting project, i want to see it on mobile platforms. I think, it should be very cool
Why does swordsmachine look so cute toddling about
It's awesome, mate!
I need this minigame in 8 - S!!!
Lots of attention to detail. I assume weak points will be implemented later?
nice
also where are the red weapons
Im actually buying this
oooooo new retrokill video??!?
hEy sorry If this is weird but i would love to do artwork for the game i showed some stuff on the discord kinda in like a mini portfolio
this is awesome
I LOVE IT
I know this level isn’t out yet but where do I get the game?
I just added a link to the description there, you can get the current version on my itchio page
cool, megaman
I kinda wish this can be added as a feature similar to how Celeste and doom eternal did.
What engine did you use? Not that I would want to copy your game or something, just wondering
Gamemaker Studio 2, then Beepbox for chiptune music and Fl Studio for non-chiptune music
That's so cool!
NO WAY LETS GO
This is so cool!!! What engine r u making this in?
Gamemaker Studio 2, then Beepbox for chiptune music and FL studio for non-chiptune music
I like swordsmachine a lot. But I personally feel like the enraged should have yellow eyes.
i need this man
good, brutal difficulty when
This is actually cool as hell, how many levels will be done?
Prelude and a bit of extra content. The project will be open source so people can pick it up afterwards if they want to expand to more layers, but I don't really want to work on this project forever
@@Pedroleum that’s fair, kinda like how the bloodborne demake was
goat
so retro...
You should collab with hakkita and make one of these levels a secret level. It would be sick if it could be an unlockable mode like clash mode.
prettyyy!!